Report Detail

Consumer Goods Global (United States, European Union and China) Virtual Reality Market Research Report 2019-2025

  • RnM3669993
  • |
  • 14 August, 2019
  • |
  • Global
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  • 117 Pages
  • |
  • QYResearch
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  • Consumer Goods

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.
In 2019, the market size of Virtual Reality is xx million US$ and it will reach xx million US$ in 2025, growing at a CAGR of xx% from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
In this report, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Virtual Reality.

This report studies the global market size of Virtual Reality, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
This study presents the Virtual Reality sales volume, revenue, market share and growth rate for each key company, and also covers the breakdown data (sales, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.

In global market, the following companies are covered:
Oculus VR
Sony
Samsung Electronics
HTC
EON Reality
Google
Microsoft
Vuzix
Cyberglove Systems
Sensics
Leap Motion
Sixense Entertainment

Market Segment by Product Type
Non-Immersive Technology
Semi-Immersive and Fully Immersive Technologies

Market Segment by Application
Consumer
Commercial
Aerospace and Defense
Medical
Industrial
Others

Key Regions split in this report: breakdown data for each region.
United States
China
European Union
Rest of World (Japan, Korea, India and Southeast Asia)

The study objectives are:
To analyze and research the Virtual Reality status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
To present the key Virtual Reality manufacturers, presenting the sales, revenue, market share, and recent development for key players.
To split the breakdown data by regions, type, companies and applications
To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends, drivers, influence factors in global and regions
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market

In this study, the years considered to estimate the market size of Virtual Reality are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025


Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Major Manufacturers Covered in This Report
    • 1.3 Market Segment by Type
      • 1.3.1 Global Virtual Reality Market Size Growth Rate by Type (2019-2025)
      • 1.3.2 Non-Immersive Technology
      • 1.3.3 Semi-Immersive and Fully Immersive Technologies
    • 1.4 Market Segment by Application
      • 1.4.1 Global Virtual Reality Market Share by Application (2019-2025)
      • 1.4.2 Consumer
      • 1.4.3 Commercial
      • 1.4.4 Aerospace and Defense
      • 1.4.5 Medical
      • 1.4.6 Industrial
      • 1.4.7 Others
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Global Growth Trends

    • 2.1 Global Virtual Reality Market Size
      • 2.1.1 Global Virtual Reality Revenue 2014-2025
      • 2.1.2 Global Virtual Reality Sales 2014-2025
    • 2.2 Virtual Reality Growth Rate by Regions
      • 2.2.1 Global Virtual Reality Sales by Regions 2014-2019
      • 2.2.2 Global Virtual Reality Revenue by Regions 2014-2019
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Market Share by Manufacturers

    • 3.1 Virtual Reality Sales by Manufacturers
      • 3.1.1 Virtual Reality Sales by Manufacturers 2014-2019
      • 3.1.2 Virtual Reality Sales Market Share by Manufacturers 2014-2019
    • 3.2 Revenue by Manufacturers
      • 3.2.1 Virtual Reality Revenue by Manufacturers (2014-2019)
      • 3.2.2 Virtual Reality Revenue Share by Manufacturers (2014-2019)
      • 3.2.3 Global Virtual Reality Market Concentration Ratio (CR5 and HHI)
    • 3.3 Virtual Reality Price by Manufacturers
    • 3.4 Key Manufacturers Virtual Reality Plants/Factories Distribution and Area Served
    • 3.5 Date of Key Manufacturers Enter into Virtual Reality Market
    • 3.6 Key Manufacturers Virtual Reality Product Offered
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Market Size by Type

    • 4.1 Sales and Revenue for Each Type
      • 4.1.1 Non-Immersive Technology Sales and Revenue (2014-2019)
      • 4.1.2 Semi-Immersive and Fully Immersive Technologies Sales and Revenue (2014-2019)
    • 4.2 Global Virtual Reality Sales Market Share by Type
    • 4.3 Global Virtual Reality Revenue Market Share by Type
    • 4.4 Virtual Reality Price by Type

    5 Market Size by Application

    • 5.1 Overview
    • 5.2 Global Virtual Reality Sales by Application

    6 United States

    • 6.1 United States Virtual Reality Breakdown Data by Company
    • 6.2 United States Virtual Reality Breakdown Data by Type
    • 6.3 United States Virtual Reality Breakdown Data by Application

    7 European Union

    • 7.1 European Union Virtual Reality Breakdown Data by Company
    • 7.2 European Union Virtual Reality Breakdown Data by Type
    • 7.3 European Union Virtual Reality Breakdown Data by Application

    8 China

    • 8.1 China Virtual Reality Breakdown Data by Company
    • 8.2 China Virtual Reality Breakdown Data by Type
    • 8.3 China Virtual Reality Breakdown Data by Application

    9 Rest of World

    • 9.1 Rest of World Virtual Reality Breakdown Data by Company
    • 9.2 Rest of World Virtual Reality Breakdown Data by Type
    • 9.3 Rest of World Virtual Reality Breakdown Data by Application
    • 9.4 Rest of World Virtual Reality Breakdown Data by Countries
      • 9.4.1 Rest of World Virtual Reality Sales by Countries
      • 9.4.2 Rest of World Virtual Reality Revenue by Countries
      • 9.4.3 Japan
      • 9.4.4 Korea
      • 9.4.5 India
      • 9.4.6 Southeast Asia

    10 Company Profiles

    • 10.1 Oculus VR
      • 10.1.1 Oculus VR Company Details
      • 10.1.2 Company Description and Business Overview
      • 10.1.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.1.4 Virtual Reality Product Introduction
      • 10.1.5 Oculus VR Recent Development
    • 10.2 Sony
      • 10.2.1 Sony Company Details
      • 10.2.2 Company Description and Business Overview
      • 10.2.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.2.4 Virtual Reality Product Introduction
      • 10.2.5 Sony Recent Development
    • 10.3 Samsung Electronics
      • 10.3.1 Samsung Electronics Company Details
      • 10.3.2 Company Description and Business Overview
      • 10.3.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.3.4 Virtual Reality Product Introduction
      • 10.3.5 Samsung Electronics Recent Development
    • 10.4 HTC
      • 10.4.1 HTC Company Details
      • 10.4.2 Company Description and Business Overview
      • 10.4.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.4.4 Virtual Reality Product Introduction
      • 10.4.5 HTC Recent Development
    • 10.5 EON Reality
      • 10.5.1 EON Reality Company Details
      • 10.5.2 Company Description and Business Overview
      • 10.5.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.5.4 Virtual Reality Product Introduction
      • 10.5.5 EON Reality Recent Development
    • 10.6 Google
      • 10.6.1 Google Company Details
      • 10.6.2 Company Description and Business Overview
      • 10.6.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.6.4 Virtual Reality Product Introduction
      • 10.6.5 Google Recent Development
    • 10.7 Microsoft
      • 10.7.1 Microsoft Company Details
      • 10.7.2 Company Description and Business Overview
      • 10.7.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.7.4 Virtual Reality Product Introduction
      • 10.7.5 Microsoft Recent Development
    • 10.8 Vuzix
      • 10.8.1 Vuzix Company Details
      • 10.8.2 Company Description and Business Overview
      • 10.8.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.8.4 Virtual Reality Product Introduction
      • 10.8.5 Vuzix Recent Development
    • 10.9 Cyberglove Systems
      • 10.9.1 Cyberglove Systems Company Details
      • 10.9.2 Company Description and Business Overview
      • 10.9.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.9.4 Virtual Reality Product Introduction
      • 10.9.5 Cyberglove Systems Recent Development
    • 10.10 Sensics
      • 10.10.1 Sensics Company Details
      • 10.10.2 Company Description and Business Overview
      • 10.10.3 Sales, Revenue and Market Share of Virtual Reality
      • 10.10.4 Virtual Reality Product Introduction
      • 10.10.5 Sensics Recent Development
    • 10.11 Leap Motion
    • 10.12 Sixense Entertainment

    11 Value Chain and Sales Channels Analysis

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

    12 Market Forecast

    • 12.1 Global Virtual Reality Sales and Revenue Forecast 2019-2025
    • 12.2 Global Virtual Reality Sales Forecast by Type
    • 12.3 Global Virtual Reality Sales Forecast by Application
    • 12.4 Virtual Reality Forecast by Regions
      • 12.4.1 Global Virtual Reality Sales Forecast by Regions 2019-2025
      • 12.4.2 Global Virtual Reality Revenue Forecast by Regions 2019-2025
    • 12.5 United States Market Forecast
    • 12.6 European Union Market Forecast
    • 12.7 China Market Forecast
    • 12.8 Rest of World
      • 12.8.1 Japan
      • 12.8.2 Korea
      • 12.8.3 India

    13 Research Findings and Conclusion

      14 Appendix

      • 14.1 Research Methodology
        • 14.1.1 Methodology/Research Approach
          • 14.1.1.1 Research Programs/Design
          • 14.1.1.2 Market Size Estimation
          • 14.1.1.3 Market Breakdown and Data Triangulation
        • 14.1.2 Data Source
          • 14.1.2.1 Secondary Sources
          • 14.1.2.2 Primary Sources
      • 14.2 Author Details

      Summary:
      Get latest Market Research Reports on Virtual Reality. Industry analysis & Market Report on Virtual Reality is a syndicated market report, published as Global (United States, European Union and China) Virtual Reality Market Research Report 2019-2025. It is complete Research Study and Industry Analysis of Virtual Reality market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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