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Global Virtual Reality Content Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Virtual Reality Content Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Software
      • 1.4.3 Hardware
    • 1.5 Market by Application
      • 1.5.1 Global Virtual Reality Content Market Share by Application (2014-2025)
      • 1.5.2 Literature
      • 1.5.3 Archaeology
      • 1.5.4 Architecture
      • 1.5.5 Visual Art
      • 1.5.6 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Virtual Reality Content Market Size
    • 2.2 Virtual Reality Content Growth Trends by Regions
      • 2.2.1 Virtual Reality Content Market Size by Regions (2014-2025)
      • 2.2.2 Virtual Reality Content Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Virtual Reality Content Market Size by Manufacturers
      • 3.1.1 Global Virtual Reality Content Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Virtual Reality Content Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Virtual Reality Content Market Concentration Ratio (CR5 and HHI)
    • 3.2 Virtual Reality Content Key Players Head office and Area Served
    • 3.3 Key Players Virtual Reality Content Product/Solution/Service
    • 3.4 Date of Enter into Virtual Reality Content Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Virtual Reality Content Market Size by Type (2014-2019)
    • 4.2 Global Virtual Reality Content Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Virtual Reality Content Market Size (2014-2019)
    • 5.2 Virtual Reality Content Key Players in United States
    • 5.3 United States Virtual Reality Content Market Size by Type
    • 5.4 United States Virtual Reality Content Market Size by Application

    6 Europe

    • 6.1 Europe Virtual Reality Content Market Size (2014-2019)
    • 6.2 Virtual Reality Content Key Players in Europe
    • 6.3 Europe Virtual Reality Content Market Size by Type
    • 6.4 Europe Virtual Reality Content Market Size by Application

    7 China

    • 7.1 China Virtual Reality Content Market Size (2014-2019)
    • 7.2 Virtual Reality Content Key Players in China
    • 7.3 China Virtual Reality Content Market Size by Type
    • 7.4 China Virtual Reality Content Market Size by Application

    8 Japan

    • 8.1 Japan Virtual Reality Content Market Size (2014-2019)
    • 8.2 Virtual Reality Content Key Players in Japan
    • 8.3 Japan Virtual Reality Content Market Size by Type
    • 8.4 Japan Virtual Reality Content Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Virtual Reality Content Market Size (2014-2019)
    • 9.2 Virtual Reality Content Key Players in Southeast Asia
    • 9.3 Southeast Asia Virtual Reality Content Market Size by Type
    • 9.4 Southeast Asia Virtual Reality Content Market Size by Application

    10 India

    • 10.1 India Virtual Reality Content Market Size (2014-2019)
    • 10.2 Virtual Reality Content Key Players in India
    • 10.3 India Virtual Reality Content Market Size by Type
    • 10.4 India Virtual Reality Content Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Virtual Reality Content Market Size (2014-2019)
    • 11.2 Virtual Reality Content Key Players in Central & South America
    • 11.3 Central & South America Virtual Reality Content Market Size by Type
    • 11.4 Central & South America Virtual Reality Content Market Size by Application

    12 International Players Profiles

    • 12.1 Facebook
      • 12.1.1 Facebook Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Virtual Reality Content Introduction
      • 12.1.4 Facebook Revenue in Virtual Reality Content Business (2014-2019)
      • 12.1.5 Facebook Recent Development
    • 12.2 GoPro
      • 12.2.1 GoPro Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Virtual Reality Content Introduction
      • 12.2.4 GoPro Revenue in Virtual Reality Content Business (2014-2019)
      • 12.2.5 GoPro Recent Development
    • 12.3 Google
      • 12.3.1 Google Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Virtual Reality Content Introduction
      • 12.3.4 Google Revenue in Virtual Reality Content Business (2014-2019)
      • 12.3.5 Google Recent Development
    • 12.4 HTC
      • 12.4.1 HTC Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Virtual Reality Content Introduction
      • 12.4.4 HTC Revenue in Virtual Reality Content Business (2014-2019)
      • 12.4.5 HTC Recent Development
    • 12.5 Microsoft
      • 12.5.1 Microsoft Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Virtual Reality Content Introduction
      • 12.5.4 Microsoft Revenue in Virtual Reality Content Business (2014-2019)
      • 12.5.5 Microsoft Recent Development
    • 12.6 Samsung Electronics
      • 12.6.1 Samsung Electronics Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Virtual Reality Content Introduction
      • 12.6.4 Samsung Electronics Revenue in Virtual Reality Content Business (2014-2019)
      • 12.6.5 Samsung Electronics Recent Development
    • 12.7 Sony
      • 12.7.1 Sony Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Virtual Reality Content Introduction
      • 12.7.4 Sony Revenue in Virtual Reality Content Business (2014-2019)
      • 12.7.5 Sony Recent Development

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      Virtual reality involves the creation of a virtual world that interacts with consumers. This virtual world is designed in a way that it appears more realistic to the users, while they can’t differentiate between the real and virtual. The technology giants are making huge investments in the virtual reality market landscape, such as Facebook's US$ 2 Billion acquisition of Oculus virtual reality (VR) headset.
      The major growth driver of virtual reality market includes growing digitization, advancement of technology, increasing demand for head mounted displays in gaming and entertainment industries, and rising investment in virtual reality market among others.
      In 2018, the global Virtual Reality Content market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

      This report focuses on the global Virtual Reality Content status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Virtual Reality Content development in United States, Europe and China.

      The key players covered in this study
      Facebook
      GoPro
      Google
      HTC
      Microsoft
      Samsung Electronics
      Sony
      ...

      Market segment by Type, the product can be split into
      Software
      Hardware

      Market segment by Application, split into
      Literature
      Archaeology
      Architecture
      Visual Art
      Others

      Market segment by Regions/Countries, this report covers
      United States
      Europe
      China
      Japan
      Southeast Asia
      India
      Central & South America

      The study objectives of this report are:
      To analyze global Virtual Reality Content status, future forecast, growth opportunity, key market and key players.
      To present the Virtual Reality Content development in United States, Europe and China.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by product type, market and key regions.

      In this study, the years considered to estimate the market size of Virtual Reality Content are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025
      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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