Report Detail

Machinery & Equipment Global Virtual Reality Devices Market Insights and Forecast to 2026

  • RnM4145780
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  • 19 August, 2020
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  • Global
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  • 116 Pages
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  • QYResearch
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  • Machinery & Equipment

Virtual Reality Devices market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Virtual Reality Devices market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on production capacity, revenue and forecast by Type and by Application for the period 2015-2026.

Segment by Type, the Virtual Reality Devices market is segmented into
Non-Immersive Type
Semi-Physical Type
Totally Immersive Type

Segment by Application, the Virtual Reality Devices market is segmented into
Consumers
Commercial
Space Defense
Medical
Industry
Other

Regional and Country-level Analysis
The Virtual Reality Devices market is analysed and market size information is provided by regions (countries).
The key regions covered in the Virtual Reality Devices market report are North America, Europe, China and Japan. It also covers key regions (countries), viz, the U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.
The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by Type, and by Application segment in terms of production capacity, price and revenue for the period 2015-2026.
Competitive Landscape and Virtual Reality Devices Market Share Analysis

Virtual Reality Devices market competitive landscape provides details and data information by manufacturers. The report offers comprehensive analysis and accurate statistics on production capacity, price, revenue of Virtual Reality Devices by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on production, revenue (global and regional level) by players for the period 2015-2020. Details included are company description, major business, company total revenue, and the production capacity, price, revenue generated in Virtual Reality Devices business, the date to enter into the Virtual Reality Devices market, Virtual Reality Devices product introduction, recent developments, etc.
The major vendors covered:
Oculus VR
Sony
HTC
Samsung Electronics
EON Reality
Google
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment


1 Study Coverage

  • 1.1 Virtual Reality Devices Product Introduction
  • 1.2 Key Market Segments in This Study
  • 1.3 Key Manufacturers Covered: Ranking of Global Top Virtual Reality Devices Manufacturers by Revenue in 2019
  • 1.4 Market by Type
    • 1.4.1 Global Virtual Reality Devices Market Size Growth Rate by Type
    • 1.4.2 Non-Immersive Type
    • 1.4.3 Semi-Physical Type
    • 1.4.4 Totally Immersive Type
  • 1.5 Market by Application
    • 1.5.1 Global Virtual Reality Devices Market Size Growth Rate by Application
    • 1.5.2 Consumers
    • 1.5.3 Commercial
    • 1.5.4 Space Defense
    • 1.5.5 Medical
    • 1.5.6 Industry
    • 1.5.7 Other
  • 1.6 Study Objectives
  • 1.7 Years Considered

2 Executive Summary

  • 2.1 Global Virtual Reality Devices Market Size, Estimates and Forecasts
    • 2.1.1 Global Virtual Reality Devices Revenue Estimates and Forecasts 2015-2026
    • 2.1.2 Global Virtual Reality Devices Production Capacity Estimates and Forecasts 2015-2026
    • 2.1.3 Global Virtual Reality Devices Production Estimates and Forecasts 2015-2026
  • 2.2 Global Virtual Reality Devices, Market Size by Producing Regions: 2015 VS 2020 VS 2026
  • 2.3 Analysis of Competitive Landscape
    • 2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
    • 2.3.2 Global Virtual Reality Devices Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    • 2.3.3 Global Virtual Reality Devices Manufacturers Geographical Distribution
  • 2.4 Key Trends for Virtual Reality Devices Markets & Products
  • 2.5 Primary Interviews with Key Virtual Reality Devices Players (Opinion Leaders)

3 Market Size by Manufacturers

  • 3.1 Global Top Virtual Reality Devices Manufacturers by Production Capacity
    • 3.1.1 Global Top Virtual Reality Devices Manufacturers by Production Capacity (2015-2020)
    • 3.1.2 Global Top Virtual Reality Devices Manufacturers by Production (2015-2020)
    • 3.1.3 Global Top Virtual Reality Devices Manufacturers Market Share by Production
  • 3.2 Global Top Virtual Reality Devices Manufacturers by Revenue
    • 3.2.1 Global Top Virtual Reality Devices Manufacturers by Revenue (2015-2020)
    • 3.2.2 Global Top Virtual Reality Devices Manufacturers Market Share by Revenue (2015-2020)
    • 3.2.3 Global Top 10 and Top 5 Companies by Virtual Reality Devices Revenue in 2019
  • 3.3 Global Virtual Reality Devices Price by Manufacturers
  • 3.4 Mergers & Acquisitions, Expansion Plans

4 Virtual Reality Devices Production by Regions

  • 4.1 Global Virtual Reality Devices Historic Market Facts & Figures by Regions
    • 4.1.1 Global Top Virtual Reality Devices Regions by Production (2015-2020)
    • 4.1.2 Global Top Virtual Reality Devices Regions by Revenue (2015-2020)
  • 4.2 North America
    • 4.2.1 North America Virtual Reality Devices Production (2015-2020)
    • 4.2.2 North America Virtual Reality Devices Revenue (2015-2020)
    • 4.2.3 Key Players in North America
    • 4.2.4 North America Virtual Reality Devices Import & Export (2015-2020)
  • 4.3 Europe
    • 4.3.1 Europe Virtual Reality Devices Production (2015-2020)
    • 4.3.2 Europe Virtual Reality Devices Revenue (2015-2020)
    • 4.3.3 Key Players in Europe
    • 4.3.4 Europe Virtual Reality Devices Import & Export (2015-2020)
  • 4.4 China
    • 4.4.1 China Virtual Reality Devices Production (2015-2020)
    • 4.4.2 China Virtual Reality Devices Revenue (2015-2020)
    • 4.4.3 Key Players in China
    • 4.4.4 China Virtual Reality Devices Import & Export (2015-2020)
  • 4.5 Japan
    • 4.5.1 Japan Virtual Reality Devices Production (2015-2020)
    • 4.5.2 Japan Virtual Reality Devices Revenue (2015-2020)
    • 4.5.3 Key Players in Japan
    • 4.5.4 Japan Virtual Reality Devices Import & Export (2015-2020)

5 Virtual Reality Devices Consumption by Region

  • 5.1 Global Top Virtual Reality Devices Regions by Consumption
    • 5.1.1 Global Top Virtual Reality Devices Regions by Consumption (2015-2020)
    • 5.1.2 Global Top Virtual Reality Devices Regions Market Share by Consumption (2015-2020)
  • 5.2 North America
    • 5.2.1 North America Virtual Reality Devices Consumption by Application
    • 5.2.2 North America Virtual Reality Devices Consumption by Countries
    • 5.2.3 U.S.
    • 5.2.4 Canada
  • 5.3 Europe
    • 5.3.1 Europe Virtual Reality Devices Consumption by Application
    • 5.3.2 Europe Virtual Reality Devices Consumption by Countries
    • 5.3.3 Germany
    • 5.3.4 France
    • 5.3.5 U.K.
    • 5.3.6 Italy
    • 5.3.7 Russia
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific Virtual Reality Devices Consumption by Application
    • 5.4.2 Asia Pacific Virtual Reality Devices Consumption by Regions
    • 5.4.3 China
    • 5.4.4 Japan
    • 5.4.5 South Korea
    • 5.4.6 India
    • 5.4.7 Australia
    • 5.4.8 Taiwan
    • 5.4.9 Indonesia
    • 5.4.10 Thailand
    • 5.4.11 Malaysia
    • 5.4.12 Philippines
    • 5.4.13 Vietnam
  • 5.5 Central & South America
    • 5.5.1 Central & South America Virtual Reality Devices Consumption by Application
    • 5.5.2 Central & South America Virtual Reality Devices Consumption by Country
    • 5.5.3 Mexico
    • 5.5.3 Brazil
    • 5.5.3 Argentina
  • 5.6 Middle East and Africa
    • 5.6.1 Middle East and Africa Virtual Reality Devices Consumption by Application
    • 5.6.2 Middle East and Africa Virtual Reality Devices Consumption by Countries
    • 5.6.3 Turkey
    • 5.6.4 Saudi Arabia
    • 5.6.5 U.A.E

6 Market Size by Type (2015-2026)

  • 6.1 Global Virtual Reality Devices Market Size by Type (2015-2020)
    • 6.1.1 Global Virtual Reality Devices Production by Type (2015-2020)
    • 6.1.2 Global Virtual Reality Devices Revenue by Type (2015-2020)
    • 6.1.3 Virtual Reality Devices Price by Type (2015-2020)
  • 6.2 Global Virtual Reality Devices Market Forecast by Type (2021-2026)
    • 6.2.1 Global Virtual Reality Devices Production Forecast by Type (2021-2026)
    • 6.2.2 Global Virtual Reality Devices Revenue Forecast by Type (2021-2026)
    • 6.2.3 Global Virtual Reality Devices Price Forecast by Type (2021-2026)
  • 6.3 Global Virtual Reality Devices Market Share by Price Tier (2015-2020): Low-End, Mid-Range and High-End

7 Market Size by Application (2015-2026)

  • 7.2.1 Global Virtual Reality Devices Consumption Historic Breakdown by Application (2015-2020)
  • 7.2.2 Global Virtual Reality Devices Consumption Forecast by Application (2021-2026)

8 Corporate Profiles

  • 8.1 Oculus VR
    • 8.1.1 Oculus VR Corporation Information
    • 8.1.2 Oculus VR Overview
    • 8.1.3 Oculus VR Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.1.4 Oculus VR Product Description
    • 8.1.5 Oculus VR Related Developments
  • 8.2 Sony
    • 8.2.1 Sony Corporation Information
    • 8.2.2 Sony Overview
    • 8.2.3 Sony Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.2.4 Sony Product Description
    • 8.2.5 Sony Related Developments
  • 8.3 HTC
    • 8.3.1 HTC Corporation Information
    • 8.3.2 HTC Overview
    • 8.3.3 HTC Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.3.4 HTC Product Description
    • 8.3.5 HTC Related Developments
  • 8.4 Samsung Electronics
    • 8.4.1 Samsung Electronics Corporation Information
    • 8.4.2 Samsung Electronics Overview
    • 8.4.3 Samsung Electronics Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.4.4 Samsung Electronics Product Description
    • 8.4.5 Samsung Electronics Related Developments
  • 8.5 EON Reality
    • 8.5.1 EON Reality Corporation Information
    • 8.5.2 EON Reality Overview
    • 8.5.3 EON Reality Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.5.4 EON Reality Product Description
    • 8.5.5 EON Reality Related Developments
  • 8.6 Google
    • 8.6.1 Google Corporation Information
    • 8.6.2 Google Overview
    • 8.6.3 Google Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.6.4 Google Product Description
    • 8.6.5 Google Related Developments
  • 8.7 Microsoft
    • 8.7.1 Microsoft Corporation Information
    • 8.7.2 Microsoft Overview
    • 8.7.3 Microsoft Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.7.4 Microsoft Product Description
    • 8.7.5 Microsoft Related Developments
  • 8.8 Vuzix
    • 8.8.1 Vuzix Corporation Information
    • 8.8.2 Vuzix Overview
    • 8.8.3 Vuzix Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.8.4 Vuzix Product Description
    • 8.8.5 Vuzix Related Developments
  • 8.9 CyberGlove Systems
    • 8.9.1 CyberGlove Systems Corporation Information
    • 8.9.2 CyberGlove Systems Overview
    • 8.9.3 CyberGlove Systems Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.9.4 CyberGlove Systems Product Description
    • 8.9.5 CyberGlove Systems Related Developments
  • 8.10 Sensics
    • 8.10.1 Sensics Corporation Information
    • 8.10.2 Sensics Overview
    • 8.10.3 Sensics Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.10.4 Sensics Product Description
    • 8.10.5 Sensics Related Developments
  • 8.11 Leap Motion
    • 8.11.1 Leap Motion Corporation Information
    • 8.11.2 Leap Motion Overview
    • 8.11.3 Leap Motion Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.11.4 Leap Motion Product Description
    • 8.11.5 Leap Motion Related Developments
  • 8.12 Sixense Entertainment
    • 8.12.1 Sixense Entertainment Corporation Information
    • 8.12.2 Sixense Entertainment Overview
    • 8.12.3 Sixense Entertainment Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.12.4 Sixense Entertainment Product Description
    • 8.12.5 Sixense Entertainment Related Developments

9 Virtual Reality Devices Production Forecast by Regions

  • 9.1 Global Top Virtual Reality Devices Regions Forecast by Revenue (2021-2026)
  • 9.2 Global Top Virtual Reality Devices Regions Forecast by Production (2021-2026)
  • 9.3 Key Virtual Reality Devices Production Regions Forecast
    • 9.3.1 North America
    • 9.3.2 Europe
    • 9.3.3 China
    • 9.3.4 Japan

10 Virtual Reality Devices Consumption Forecast by Region

  • 10.1 Global Virtual Reality Devices Consumption Forecast by Region (2021-2026)
  • 10.2 North America Virtual Reality Devices Consumption Forecast by Region (2021-2026)
  • 10.3 Europe Virtual Reality Devices Consumption Forecast by Region (2021-2026)
  • 10.4 Asia Pacific Virtual Reality Devices Consumption Forecast by Region (2021-2026)
  • 10.5 Latin America Virtual Reality Devices Consumption Forecast by Region (2021-2026)
  • 10.6 Middle East and Africa Virtual Reality Devices Consumption Forecast by Region (2021-2026)

11 Value Chain and Sales Channels Analysis

  • 11.1 Value Chain Analysis
  • 11.2 Sales Channels Analysis
    • 11.2.1 Virtual Reality Devices Sales Channels
    • 11.2.2 Virtual Reality Devices Distributors
  • 11.3 Virtual Reality Devices Customers

12 Market Opportunities & Challenges, Risks and Influences Factors Analysis

  • 12.1 Virtual Reality Devices Industry
  • 12.2 Market Trends
  • 12.3 Market Opportunities and Drivers
  • 12.4 Market Challenges
  • 12.5 Virtual Reality Devices Market Risks/Restraints
  • 12.6 Porter's Five Forces Analysis

13 Key Finding in The Global Virtual Reality Devices Study

    14 Appendix

    • 14.1 Research Methodology
      • 14.1.1 Methodology/Research Approach
      • 14.1.2 Data Source
    • 14.2 Author Details

    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 Insights and Forecast to 2026. 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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