Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality.
North America is expected to hold the largest size of the virtual reality market, while the market in Asia-Pacific is estimated to grow at the highest rate. Countries such as China, India, Japan, and South Korea in the APAC region are witnessing a huge demand for head-mounted displays for the gaming application.
The global Virtual Reality market is valued at xx million US$ in 2018 is expected to reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025.
This report focuses on Virtual Reality volume and value at global level, regional level and company level. From a global perspective, this report represents overall Virtual Reality market size by analyzing historical data and future prospect. Regionally, this report focuses on several key regions: North America, Europe, China and Japan.
At company level, this report focuses on the production capacity, ex-factory price, revenue and market share for each manufacturer covered in this report.
The following manufacturers are covered:
Oculus VR
Sony
Samsung Electronics
HTC
EON Reality
Google
Microsoft
Vuzix
Cyberglove Systems
Sensics
Leap Motion
Sixense Entertainment
Segment by Regions
North America
Europe
China
Japan
Segment by Type
Non-Immersive Technology
Semi-Immersive and Fully Immersive Technologies
Segment by Application
Consumer
Commercial
Aerospace and Defense
Medical
Industrial
Others
Table of Contents
Executive Summary
1 Virtual Reality Market Overview
1.1 Product Overview and Scope of Virtual Reality
1.2 Virtual Reality Segment by Type
1.2.1 Global Virtual Reality Production Growth Rate Comparison by Type (2014-2025)
1.2.2 Non-Immersive Technology
1.2.3 Semi-Immersive and Fully Immersive Technologies
1.3 Virtual Reality Segment by Application
1.3.1 Virtual Reality Consumption Comparison by Application (2014-2025)
1.3.2 Consumer
1.3.3 Commercial
1.3.4 Aerospace and Defense
1.3.5 Medical
1.3.6 Industrial
1.3.7 Others
1.3 Global Virtual Reality Market by Region
1.3.1 Global Virtual Reality Market Size Region
1.3.2 North America Status and Prospect (2014-2025)
1.3.3 Europe Status and Prospect (2014-2025)
1.3.4 China Status and Prospect (2014-2025)
1.3.5 Japan Status and Prospect (2014-2025)
1.3.6 Southeast Asia Status and Prospect (2014-2025)
1.3.7 India Status and Prospect (2014-2025)
1.4 Global Virtual Reality Market Size
1.4.1 Global Virtual Reality Revenue (2014-2025)
1.4.2 Global Virtual Reality Production (2014-2025)
2 Global Virtual Reality Market Competition by Manufacturers
2.1 Global Virtual Reality Production Market Share by Manufacturers (2014-2019)
2.2 Global Virtual Reality Revenue Share by Manufacturers (2014-2019)
2.3 Global Virtual Reality Average Price by Manufacturers (2014-2019)
2.4 Manufacturers Virtual Reality Production Sites, Area Served, Product Types
2.5 Virtual Reality Market Competitive Situation and Trends
2.5.1 Virtual Reality Market Concentration Rate
2.5.2 Virtual Reality Market Share of Top 3 and Top 5 Manufacturers
2.5.3 Mergers & Acquisitions, Expansion
3 Global Virtual Reality Production Market Share by Regions
3.1 Global Virtual Reality Production Market Share by Regions
3.2 Global Virtual Reality Revenue Market Share by Regions (2014-2019)
3.3 Global Virtual Reality Production, Revenue, Price and Gross Margin (2014-2019)
3.4 North America Virtual Reality Production
3.4.1 North America Virtual Reality Production Growth Rate (2014-2019)
3.4.2 North America Virtual Reality Production, Revenue, Price and Gross Margin (2014-2019)
3.5 Europe Virtual Reality Production
3.5.1 Europe Virtual Reality Production Growth Rate (2014-2019)
3.5.2 Europe Virtual Reality Production, Revenue, Price and Gross Margin (2014-2019)
3.6 China Virtual Reality Production (2014-2019)
3.6.1 China Virtual Reality Production Growth Rate (2014-2019)
3.6.2 China Virtual Reality Production, Revenue, Price and Gross Margin (2014-2019)
3.7 Japan Virtual Reality Production (2014-2019)
3.7.1 Japan Virtual Reality Production Growth Rate (2014-2019)
3.7.2 Japan Virtual Reality Production, Revenue, Price and Gross Margin (2014-2019)
4 Global Virtual Reality Consumption by Regions
4.1 Global Virtual Reality Consumption by Regions
4.2 North America Virtual Reality Consumption (2014-2019)
4.3 Europe Virtual Reality Consumption (2014-2019)
4.4 China Virtual Reality Consumption (2014-2019)
4.5 Japan Virtual Reality Consumption (2014-2019)
5 Global Virtual Reality Production, Revenue, Price Trend by Type
5.1 Global Virtual Reality Production Market Share by Type (2014-2019)
5.2 Global Virtual Reality Revenue Market Share by Type (2014-2019)
5.3 Global Virtual Reality Price by Type (2014-2019)
5.4 Global Virtual Reality Production Growth by Type (2014-2019)
6 Global Virtual Reality Market Analysis by Applications
6.1 Global Virtual Reality Consumption Market Share by Application (2014-2019)
6.2 Global Virtual Reality Consumption Growth Rate by Application (2014-2019)
7 Company Profiles and Key Figures in Virtual Reality Business
7.1 Oculus VR
7.1.1 Oculus VR Virtual Reality Production Sites and Area Served
7.1.2 Virtual Reality Product Introduction, Application and Specification
Summary: Get latest Market Research Reports on Virtual Reality . Industry analysis & Market Report on Virtual Reality is a syndicated market report, published as Global Virtual Reality Market Research Report 2019. It is complete Research Study and Industry Analysis of Virtual Reality market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.