Report Detail

Machinery & Equipment Global Virtual Reality Devices Market Professional Survey Report 2019

  • RnM3735826
  • |
  • 10 September, 2019
  • |
  • Global
  • |
  • 116 Pages
  • |
  • QYResearch
  • |
  • Machinery & Equipment

Virtual reality technology is a kind of computer simulation system that can create and experience the virtual world. It USES the computer to generate a simulation environment, and it is an interactive system simulation of three-dimensional dynamic scene and physical behavior that integrates multi-source information to immerse users in the environment.
Increasing adoption of head-mounted displays in gaming and entertainment to drive the virtual reality market.

The global Virtual Reality Devices market was valued at xx million US$ in 2018 and will reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025.
This report focuses on Virtual Reality Devices volume and value at global level, regional level and company level. From a global perspective, this report represents overall Virtual Reality Devices market size by analyzing historical data and future prospect.
Regionally, this report categorizes the production, apparent consumption, export and import of Virtual Reality Devices in North America, Europe, China, Japan, Southeast Asia and India.
For each manufacturer covered, this report analyzes their Virtual Reality Devices manufacturing sites, capacity, production, ex-factory price, revenue and market share in global market.

The following manufacturers are covered:
Oculus VR
Sony
HTC
Samsung Electronics
EON Reality
Google
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment

Segment by Regions
North America
Europe
China
Japan
Southeast Asia
India

Segment by Type
Non-Immersive Type
Semi-Physical Type
Totally Immersive Type

Segment by Application
Consumers
Commercial
Space Defense
Medical
Industry
Other


Table of Contents

    Executive Summary

      1 Industry Overview of Virtual Reality Devices

      • 1.1 Definition of Virtual Reality Devices
      • 1.2 Virtual Reality Devices Segment by Type
        • 1.2.1 Global Virtual Reality Devices Production Growth Rate Comparison by Types (2014-2025)
        • 1.2.2 Non-Immersive Type
        • 1.2.3 Semi-Physical Type
        • 1.2.4 Totally Immersive Type
      • 1.3 Virtual Reality Devices Segment by Applications
        • 1.3.1 Global Virtual Reality Devices Consumption Comparison by Applications (2014-2025)
        • 1.3.2 Consumers
        • 1.3.3 Commercial
        • 1.3.4 Space Defense
        • 1.3.5 Medical
        • 1.3.6 Industry
        • 1.3.7 Other
      • 1.4 Global Virtual Reality Devices Overall Market
        • 1.4.1 Global Virtual Reality Devices Revenue (2014-2025)
        • 1.4.2 Global Virtual Reality Devices Production (2014-2025)
        • 1.4.3 North America Virtual Reality Devices Status and Prospect (2014-2025)
        • 1.4.4 Europe Virtual Reality Devices Status and Prospect (2014-2025)
        • 1.4.5 China Virtual Reality Devices Status and Prospect (2014-2025)
        • 1.4.6 Japan Virtual Reality Devices Status and Prospect (2014-2025)
        • 1.4.7 Southeast Asia Virtual Reality Devices Status and Prospect (2014-2025)
        • 1.4.8 India Virtual Reality Devices Status and Prospect (2014-2025)

      2 Manufacturing Cost Structure Analysis

      • 2.1 Raw Material and Suppliers
      • 2.2 Manufacturing Cost Structure Analysis of Virtual Reality Devices
      • 2.3 Manufacturing Process Analysis of Virtual Reality Devices
      • 2.4 Industry Chain Structure of Virtual Reality Devices

      3 Development and Manufacturing Plants Analysis of Virtual Reality Devices

      • 3.1 Capacity and Commercial Production Date
      • 3.2 Global Virtual Reality Devices Manufacturing Plants Distribution
      • 3.3 Major Manufacturers Technology Source and Market Position of Virtual Reality Devices
      • 3.4 Recent Development and Expansion Plans

      4 Key Figures of Major Manufacturers

      • 4.1 Virtual Reality Devices Production and Capacity Analysis
      • 4.2 Virtual Reality Devices Revenue Analysis
      • 4.3 Virtual Reality Devices Price Analysis
      • 4.4 Market Concentration Degree

      5 Virtual Reality Devices Regional Market Analysis

      • 5.1 Virtual Reality Devices Production by Regions
        • 5.1.1 Global Virtual Reality Devices Production by Regions
        • 5.1.2 Global Virtual Reality Devices Revenue by Regions
      • 5.2 Virtual Reality Devices Consumption by Regions
      • 5.3 North America Virtual Reality Devices Market Analysis
        • 5.3.1 North America Virtual Reality Devices Production
        • 5.3.2 North America Virtual Reality Devices Revenue
        • 5.3.3 Key Manufacturers in North America
        • 5.3.4 North America Virtual Reality Devices Import and Export
      • 5.4 Europe Virtual Reality Devices Market Analysis
        • 5.4.1 Europe Virtual Reality Devices Production
        • 5.4.2 Europe Virtual Reality Devices Revenue
        • 5.4.3 Key Manufacturers in Europe
        • 5.4.4 Europe Virtual Reality Devices Import and Export
      • 5.5 China Virtual Reality Devices Market Analysis
        • 5.5.1 China Virtual Reality Devices Production
        • 5.5.2 China Virtual Reality Devices Revenue
        • 5.5.3 Key Manufacturers in China
        • 5.5.4 China Virtual Reality Devices Import and Export
      • 5.6 Japan Virtual Reality Devices Market Analysis
        • 5.6.1 Japan Virtual Reality Devices Production
        • 5.6.2 Japan Virtual Reality Devices Revenue
        • 5.6.3 Key Manufacturers in Japan
        • 5.6.4 Japan Virtual Reality Devices Import and Export
      • 5.7 Southeast Asia Virtual Reality Devices Market Analysis
        • 5.7.1 Southeast Asia Virtual Reality Devices Production
        • 5.7.2 Southeast Asia Virtual Reality Devices Revenue
        • 5.7.3 Key Manufacturers in Southeast Asia
        • 5.7.4 Southeast Asia Virtual Reality Devices Import and Export
      • 5.8 India Virtual Reality Devices Market Analysis
        • 5.8.1 India Virtual Reality Devices Production
        • 5.8.2 India Virtual Reality Devices Revenue
        • 5.8.3 Key Manufacturers in India
        • 5.8.4 India Virtual Reality Devices Import and Export

      6 Virtual Reality Devices Segment Market Analysis (by Type)

      • 6.1 Global Virtual Reality Devices Production by Type
      • 6.2 Global Virtual Reality Devices Revenue by Type
      • 6.3 Virtual Reality Devices Price by Type

      7 Virtual Reality Devices Segment Market Analysis (by Application)

      • 7.1 Global Virtual Reality Devices Consumption by Application
      • 7.2 Global Virtual Reality Devices Consumption Market Share by Application (2014-2019)

      8 Virtual Reality Devices Major Manufacturers Analysis

      • 8.1 Oculus VR
        • 8.1.1 Oculus VR Virtual Reality Devices Production Sites and Area Served
        • 8.1.2 Oculus VR Product Introduction, Application and Specification
        • 8.1.3 Oculus VR Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.1.4 Main Business and Markets Served
      • 8.2 Sony
        • 8.2.1 Sony Virtual Reality Devices Production Sites and Area Served
        • 8.2.2 Sony Product Introduction, Application and Specification
        • 8.2.3 Sony Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.2.4 Main Business and Markets Served
      • 8.3 HTC
        • 8.3.1 HTC Virtual Reality Devices Production Sites and Area Served
        • 8.3.2 HTC Product Introduction, Application and Specification
        • 8.3.3 HTC Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.3.4 Main Business and Markets Served
      • 8.4 Samsung Electronics
        • 8.4.1 Samsung Electronics Virtual Reality Devices Production Sites and Area Served
        • 8.4.2 Samsung Electronics Product Introduction, Application and Specification
        • 8.4.3 Samsung Electronics Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.4.4 Main Business and Markets Served
      • 8.5 EON Reality
        • 8.5.1 EON Reality Virtual Reality Devices Production Sites and Area Served
        • 8.5.2 EON Reality Product Introduction, Application and Specification
        • 8.5.3 EON Reality Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.5.4 Main Business and Markets Served
      • 8.6 Google
        • 8.6.1 Google Virtual Reality Devices Production Sites and Area Served
        • 8.6.2 Google Product Introduction, Application and Specification
        • 8.6.3 Google Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.6.4 Main Business and Markets Served
      • 8.7 Microsoft
        • 8.7.1 Microsoft Virtual Reality Devices Production Sites and Area Served
        • 8.7.2 Microsoft Product Introduction, Application and Specification
        • 8.7.3 Microsoft Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.7.4 Main Business and Markets Served
      • 8.8 Vuzix
        • 8.8.1 Vuzix Virtual Reality Devices Production Sites and Area Served
        • 8.8.2 Vuzix Product Introduction, Application and Specification
        • 8.8.3 Vuzix Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.8.4 Main Business and Markets Served
      • 8.9 CyberGlove Systems
        • 8.9.1 CyberGlove Systems Virtual Reality Devices Production Sites and Area Served
        • 8.9.2 CyberGlove Systems Product Introduction, Application and Specification
        • 8.9.3 CyberGlove Systems Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.9.4 Main Business and Markets Served
      • 8.10 Sensics
        • 8.10.1 Sensics Virtual Reality Devices Production Sites and Area Served
        • 8.10.2 Sensics Product Introduction, Application and Specification
        • 8.10.3 Sensics Virtual Reality Devices Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.10.4 Main Business and Markets Served
      • 8.11 Leap Motion
      • 8.12 Sixense Entertainment

      9 Development Trend of Analysis of Virtual Reality Devices Market

      • 9.1 Global Virtual Reality Devices Market Trend Analysis
        • 9.1.1 Global Virtual Reality Devices Market Size (Volume and Value) Forecast 2019-2025
      • 9.2 Virtual Reality Devices Regional Market Trend
        • 9.2.1 North America Virtual Reality Devices Forecast 2019-2025
        • 9.2.2 Europe Virtual Reality Devices Forecast 2019-2025
        • 9.2.3 China Virtual Reality Devices Forecast 2019-2025
        • 9.2.4 Japan Virtual Reality Devices Forecast 2019-2025
        • 9.2.5 Southeast Asia Virtual Reality Devices Forecast 2019-2025
        • 9.2.6 India Virtual Reality Devices Forecast 2019-2025
      • 9.3 Virtual Reality Devices Market Trend (Product Type)
      • 9.4 Virtual Reality Devices Market Trend (Application)
      • 10.1 Marketing Channel
        • 10.1.1 Direct Marketing
        • 10.1.2 Indirect Marketing
      • 10.3 Virtual Reality Devices Customers

      11 Market Dynamics

      • 11.1 Market Trends
      • 11.2 Opportunities
      • 11.3 Market Drivers
      • 11.4 Challenges
      • 11.5 Influence Factors

      12 Conclusion

        13 Appendix

        • 13.1 Methodology/Research Approach
          • 13.1.1 Research Programs/Design
          • 13.1.2 Market Size Estimation
          • 13.1.3 Market Breakdown and Data Triangulation
        • 13.2 Data Source
          • 13.2.1 Secondary Sources
          • 13.2.2 Primary Sources
        • 13.3 Author List

        Summary:
        Get latest Market Research Reports on Virtual Reality Devices. Industry analysis & Market Report on Virtual Reality Devices is a syndicated market report, published as Global Virtual Reality Devices Market Professional Survey Report 2019. It is complete Research Study and Industry Analysis of Virtual Reality Devices market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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