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ÇöÀçÀ§Ä¡ : HOME > ¸®Æ÷Æ® > Information Technology > IT±â¼ú
Virtual Reality Market by Component (Hardware and Software), Technology (Non-Immersive, Semi- & Fully Immersive), Device Type (Head-Mounted Display, Gesture Control Device), Application and Geography - Global Forecast to 2022
¹ßÇà»ç MarketsandMarkets

¹ßÇàÀÏ 2016-07-19
ºÐ·® 172 pages
¼­ºñ½ºÇüÅ Report
ÆǸŰ¡°Ý

ÀμâÇϱâ

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. MARKET DEFINITION
  • 1.3. STUDY SCOPE
    • 1.3.1. MARKETS COVERED
    • 1.3.2. GEOGRAPHIC SCOPE
    • 1.3.3. YEARS CONSIDERED FOR THE STUDY
  • 1.4. CURRENCY
  • 1.5. LIMITATIONS
  • 1.6. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 2.1.1. SECONDARY DATA
      • 2.1.1.1. Key data from secondary sources
    • 2.1.2. PRIMARY DATA
      • 2.1.2.1. Key data from primary sources
      • 2.1.2.2. Key industry insights
      • 2.1.2.3. Breakdown of primaries
  • 2.2. MARKET SIZE ESTIMATION
    • 2.2.1. BOTTOM-UP APPROACH
    • 2.2.2. TOP-DOWN APPROACH
  • 2.3. MARKET BREAKDOWN & DATA TRIANGULATION
  • 2.4. RESEARCH ASSUMPTIONS
    • 2.4.1. ASSUMPTIONS

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. VIRTUAL REALITY MARKET, 2016-2022(USD BILLION)
  • 4.2. VIRTUAL REALITY MARKET IN ASIA-PACIFIC
  • 4.3. VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2015 AND 2022(USD MILLION)
  • 4.4. U.S. HOLDS THE LARGEST MARKET SHARE IN THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD
  • 4.5. VIRTUAL REALITY MARKET: BY APPLICATION
  • 4.6. VIRTUAL REALITY MARKET: CONSUMER AND COMMERCIAL VERTICALS (2015)

5. MARKET OVERVIEW

  • 5.1. INTRODUCTION
  • 5.2. MARKET SEGMENTATION
    • 5.2.1. VIRTUAL REALITY MARKET, BY COMPONENT
    • 5.2.2. VIRTUAL REALITY MARKET, BY TECHNOLOGY
    • 5.2.3. VIRTUAL REALITY MARKET, BY DEVICE TYPE
    • 5.2.4. VIRTUAL REALITY MARKET, BY APPLICATION
    • 5.2.5. VIRTUAL REALITY MARKET, BY GEOGRAPHY
  • 5.3. MARKET EVOLUTION
  • 5.4. MARKET DYNAMICS: VIRTUAL REALITY MARKET
    • 5.4.1. DRIVERS
      • 5.4.1.1. Increasing adoption of head-mounted displays (HMD) in gaming and entertainment sector
      • 5.4.1.2. Decline in the prices of displays and other hardware components of hmds
      • 5.4.1.3. Use of VR for training and simulation in defense
    • 5.4.2. RESTRAINTS
      • 5.4.2.1. Display latency and energy consumption affect the overall performance of virtual reality devices
      • 5.4.2.2. Lack of movement and health concerns related to low resolution
    • 5.4.3. OPPORTUNITIES
      • 5.4.3.1. Significant number of investments in the virtual reality market
      • 5.4.3.2. Increasing adoption of head-mounted displays in medical and healthcare
      • 5.4.3.3. Increasing applications in the architecture & design segment
    • 5.4.4. CHALLENGES
      • 5.4.4.1. Developing user-friendly virtual reality and tracking systems for easy acceptance and penetration of the virtual reality

6. INDUSTRY TRENDS

  • 6.1. INTRODUCTION
  • 6.2. VALUE CHAIN ANALYSIS: VIRTUAL REALITY
  • 6.3. KEY TRENDS IN THE VIRTUAL REALITY MARKET
  • 6.4. PORTER'S FIVE FORCES ANALYSIS
    • 6.4.1. BARGAINING POWER OF SUPPLIERS
    • 6.4.2. BARGAINING POWER OF BUYERS
    • 6.4.3. THREAT OF NEW ENTRANTS
    • 6.4.4. THREAT OF SUBSTITUTES
    • 6.4.5. INTENSITY OF RIVALRY

7. VIRTUAL REALITY MARKET, BY COMPONENT

  • 7.1. INTRODUCTION
  • 7.2. VIRTUAL REALITY MARKET FOR COMPONENTS
    • 7.2.1. HARDWARE COMPONENTS IN THE VIRTUAL REALITY MARKET
      • 7.2.1.1. Sensors
        • 7.2.1.1.1. Accelerometers
        • 7.2.1.1.2. Gyroscopes
        • 7.2.1.1.3. Magnetometers
        • 7.2.1.1.4. Global Positioning Systems
        • 7.2.1.1.5. Proximity sensors
      • 7.2.1.2. Semiconductor components
        • 7.2.1.2.1. Controllers/Processors
        • 7.2.1.2.2. Integrated circuits
      • 7.2.1.3. Displays
    • 7.2.2. SOFTWARE COMPONENTS AND SERVICES IN THE VIRTUAL REALITY MARKET
      • 7.2.2.1. Software development kits
      • 7.2.2.2. Cloud-based solutions

8. VIRTUAL REALITY MARKET, BY TECHNOLOGY

  • 8.1. INTRODUCTION
  • 8.2. VIRTUAL REALITY TECHNOLOGY
    • 8.2.1. NON-IMMERSIVE TECHNOLOGY
    • 8.2.2. SEMI-IMMERSIVE & FULLY IMMERSIVE TECHNOLOGIES

9. VIRTUAL REALITY MARKET, BY DEVICE TYPE

  • 9.1. INTRODUCTION
  • 9.2. VIRTUAL REALITY DEVICES
    • 9.2.1. HEAD-MOUNTED DISPLAYS (HMDS)
    • 9.2.2. GESTURE CONTROL DEVICES
      • 9.2.2.1. Data gloves
      • 9.2.2.2. Others
    • 9.2.3. PROJECTORS & DISPLAY WALLS

10. VIRTUAL REALITY MARKET, BY APPLICATION

  • 10.1. INTRODUCTION
  • 10.2. VIRTUAL REALITY APPLICATIONS
    • 10.2.1. CONSUMER
      • 10.2.1.1. Gaming & entertainment
        • 10.2.1.1.1. Sports
    • 10.2.2. COMMERCIAL
      • 10.2.2.1. Retail
      • 10.2.2.2. Education & training
      • 10.2.2.3. Tourism
    • 10.2.3. AEROSPACE & DEFENSE
    • 10.2.4. MEDICAL
        • 10.2.4.1.1. Surgery
        • 10.2.4.1.2. Fitness management
        • 10.2.4.1.3. Pharmacy management
        • 10.2.4.1.4. Medical training
    • 10.2.5. INDUSTRIAL
    • 10.2.6. OTHERS
      • 10.2.6.1. Automotive
      • 10.2.6.2. Architecture and building design
      • 10.2.6.3. Enterprise solutions
      • 10.2.6.4. Geospatial mining

11. VIRTUAL REALITY MARKET, BY GEOGRAPHY

  • 11.1. INTRODUCTION
  • 11.2. NORTH AMERICA
    • 11.2.1. U.S.
    • 11.2.2. CANADA
    • 11.2.3. MEXICO
  • 11.3. EUROPE
    • 11.3.1. U.K.
    • 11.3.2. GERMANY
    • 11.3.3. FRANCE
    • 11.3.4. REST OF EUROPE
  • 11.4. ASIA-PACIFIC (APAC)
    • 11.4.1. CHINA
    • 11.4.2. INDIA
    • 11.4.3. SOUTH KOREA
    • 11.4.4. JAPAN
    • 11.4.5. REST OF APAC
  • 11.5. REST OF THE WORLD (ROW)
    • 11.5.1. MIDDLE EAST & AFRICA
    • 11.5.2. LATIN AMERICA

12. COMPETITIVE LANDSCAPE

  • 12.1. INTRODUCTION
  • 12.2. COMPETITIVE SCENARIO
    • 12.2.1. NEW PRODUCT LAUNCHES & DEVELOPMENTS
    • 12.2.2. PARTNERSHIPS
    • 12.2.3. AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDINGS
    • 12.2.4. ACQUISITIONS AND EXPANSIONS

13. COMPANY PROFILE (Overview, Products and Services, Financials, Strategy & Development)*

  • 13.1. INTRODUCTION
  • 13.2. OCULUS VR, LLC
  • 13.3. SONY CORPORATION
  • 13.4. SAMSUNG ELECTRONICS CO., LTD.
  • 13.5. HTC CORPORATION
  • 13.6. EON REALITY, INC.
  • 13.7. GOOGLE INC.
  • 13.8. MICROSOFT CORPORATION
  • 13.9. VUZIX CORPORATION
  • 13.10. CYBERGLOVE SYSTEMS INC.
  • 13.11. SENSICS, INC.
  • 13.12. LEAP MOTION, INC.
  • 13.13. SIXENSE ENTERTAINMENT, INC.
  • 13.14. KEY INNOVATORS IN THE VR MARKET

*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.

14. APPENDIX

  • 14.1. INSIGHTS OF INDUSTRY EXPERTS
  • 14.2. DISCUSSION GUIDE
  • 14.3. KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 14.4. INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE
  • 14.5. AVAILABLE CUSTOMIZATION
  • 14.6. RELATED REPORTS

LIST OF TABLES

  • TABLE 1: KEY TRENDS IN THE VIRTUAL REALITY MARKET
  • TABLE 2: INTENSITY OF RIVALRY AND BARGAINING POWER OF BUYERS HAD A MAJOR IMPACT ON THE OVERALL VIRTUAL REALITY MARKET
  • TABLE 3: VIRTUAL REALITY MARKET, BY COMPONENT, 2013-2022 (USD BILLION)
  • TABLE 4: VIRTUAL REALITY MARKET FOR HARDWARE COMPONENTS, BY TYPE, 2013-2022 (USD MILLION)
  • TABLE 5: VIRTUAL REALITY MARKET FOR SOFTWARE COMPONENTS, BY TECHNOLOGY, 2013-2022 (USD MILLION)
  • TABLE 6: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2013-2022 (USD MILLION)
  • TABLE 7: SEMI-IMMERSIVE & FULLY IMMERSIVE VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 8: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 9: VIRTUAL REALITY MARKET FOR HMDS, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 10: VIRTUAL REALITY MARKET FOR GESTURE CONTROL DEVICES, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 11: VIRTUAL REALITY MARKET FOR GESTURE CONTROL DEVICES, BY TYPE, 2013-2022 (USD MILLION)
  • TABLE 12: VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 13: VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 14: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 15: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 16: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 17: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 18: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 19: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 20: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY TYPE, 2013-2022 (USD MILLION)
  • TABLE 21: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 22: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY TYPE, 2013-2022 (USD MILLION)
  • TABLE 23: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 24: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 25: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 26: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 27: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 28: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 29: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 30: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 31: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 32: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 33: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 34: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 35: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 36: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 37: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 38: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 39: VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 40: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 41: VIRTUAL REALITY MARKET FOR INDUSTRIAL VERTICAL, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 42: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 43: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 44: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 45: VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 46: VIRTUAL REALITY MARKET FOR OTHER APPLICATION, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 47: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 48: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 49: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 50: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 51: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 52: VIRTUAL REALITY MARKET, BY REGION, 2013-2022 (USD BILLION)
  • TABLE 53: VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 54: VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 55: VIRTUAL REALITY MARKET IN U.S., BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 56: VIRTUAL REALITY MARKET IN CANADA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 57: VIRTUAL REALITY MARKET IN MEXICO, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 58: VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 59: VIRTUAL REALITY MARKET IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 60: VIRTUAL REALITY MARKET IN U.K., BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 61: VIRTUAL REALITY MARKET IN GERMANY, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 62: VIRTUAL REALITY MARKET IN FRANCE, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 63: VIRTUAL REALITY MARKET IN REST OF EUROPE, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 64: VIRTUAL REALITY MARKET IN APAC, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 65: VIRTUAL REALITY MARKET IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 66: VIRTUAL REALITY MARKET IN CHINA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 67: VIRTUAL REALITY MARKET IN INDIA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 68: VIRTUAL REALITY MARKET IN SOUTH KOREA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 69: VIRTUAL REALITY MARKET IN JAPAN, BY APPLICTION, 2013-2022 (USD MILLION)
  • TABLE 70: VIRTUAL REALITY MARKET IN REST OF APAC, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 71: VIRTUAL REALITY MARKET IN ROW, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 72: VIRTUAL REALITY MARKET IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 73: VIRTUAL REALITY MARKET IN MIDDLE EAST & AFRICA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 74: VIRTUAL REALITY MARKET IN LATIN AMERICA, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 75: RANKING OF TOP 5 PLAYERS IN THE VIRTUAL REALITY MARKET
  • TABLE 76: EW PRODUCT LAUNCHES & DEVELOPMENTS: VIRTUAL REALITY MARKET, 2015-2016
  • TABLE 77: PARTNERSHIP: VIRTUAL REALITY MARKET, 2014-2016
  • TABLE 78: AGREMENTS. COLLABORATIONS, AND CAPITAL FUNDINGS: VIRTUAL REALITY, 2014-2016
  • TABLE 79: ACQUISITIONS AND EXPANSIONS: VIRTUAL REALITY MARKET, 2015-2016

LIST OF FIGURES

  • FIGURE 1: OVERVIEW OF THE MICROMARKETS COVERED
  • FIGURE 2: GLOBAL VIRTUAL REALITY MARKET: RESEARCH DESIGN
  • FIGURE 3: MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
  • FIGURE 4: MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
  • FIGURE 5: DATA TRIANGULATION
  • FIGURE 6: GLOBAL VIRTUAL REALITY MARKET, 2013-2022 (USD BILLION)
  • FIGURE 7: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2015 VS. 2022
  • FIGURE 8: CONSUMER APPLICATION EXPECTED TO WITNESS HIGHEST GROWTH IN VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022
  • FIGURE 9: NORTH AMERICA HAD HIGHEST MARKET SHARE FOR VIRTUAL REALITY IN 2015
  • FIGURE 10: REGION-WISE MARKET SIZE OF TOP 2 VIRTUAL REALITY APPLICATIONS, 2015
  • FIGURE 11: ATTRACTIVE OPPORTUNITIES FOR THE VIRTUAL REALITY MARKET (2016-2022)
  • FIGURE 12: CHINA EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF MARKET IN APAC, BY 2022
  • FIGURE 13: U.S. TO HOLD THE LARGEST MARKET BY 2022
  • FIGURE 14: U.S., CHINA, JAPAN, AND SOUTH KOREA EXPECTED TO GROW AT THE HIGHEST RATE IN THE VIRTUAL REALITY MARKET
  • FIGURE 15: THE CONSUMER AND COMMERCIAL APPLICATIONS TO DOMINATE THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD
  • FIGURE 16: CONSUMER VERTICAL TO HAVE A PROMISING FUTURE IN THE APAC REGION BETWEEN 2016 AND 2022
  • FIGURE 17: VIRTUAL REALITY MARKET, BY GEOGRAPHY
  • FIGURE 18: HISTORY OF VIRTUAL REALITY
  • FIGURE 19: INCREASING ADOPTION OF HEAD-MOUNTED DISPLAYS IN VARIOUS APPLICATIONS IS A DRIVING FORCE FOR THE GROWTH OF THE VR MARKET
  • FIGURE 20: VALUE CHAIN ANALYSIS OF VIRTUAL REALITY (2015): MAJOR VALUE ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES
  • FIGURE 21: PORTER'S FIVE FORCES ANALYSIS:BARGAINING POWER OF BUYERS HAD THE HIGHEST IMPACT
  • FIGURE 22: VIRTUAL REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 23: INCREASE IN THE NUMBER OF SUPPLIERS WOULD REDUCE THEIR BARGAINING POWER
  • FIGURE 24: BARGAINING POWER OF BUYERS IS HIGH OWING TO THE INCREASE IN THE NUMBER OF SUPPLIERS IN THE MARKET
  • FIGURE 25: HIGH CAPITAL REQUIREMENT IS A MAJOR CHALLENGE FOR NEW ENTRANTS
  • FIGURE 26: THREAT OF SUBSTITUTES HAS A LOW IMPACT DUE TO COMPETITIVE PRICING
  • FIGURE 27: INTENSITY OF RIVALRY IS HIGH DUE TO A HIGH NUMBER OF EXISTING PLAYERS
  • FIGURE 28: VR MARKET FOR SOFTWARE COMPONENTS ESTIMATED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022
  • FIGURE 29: VIRTUAL REALITY MARKET, BY TECHNOLOGY
  • FIGURE 30: MARKET FOR SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGIES EXPECTED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022
  • FIGURE 31: MARKET FOR HEAD-MOUNTED DISPLAYS EXPECTED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022
  • FIGURE 32: MARKET FOR CONSUMER APPLICATION LIKELY TO GROW AT THE HIGHEST RATE BY DURING THE FORECAST PERIOD
  • FIGURE 33: GEOGRAPHIC SNAPSHOT: APAC MARKET TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD
  • FIGURE 34: THE U.S. TO LEAD THE VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022
  • FIGURE 35: VIRTUAL REALITY MARKET OVERVIEW IN NORTH AMERICA, 2015
  • FIGURE 36: VIRTUAL REALITY MARKET OVERVIEW IN EUROPE, 2015
  • FIGURE 37: VIRTUAL REALITY MARKET OVERVIEW IN APAC, 2015
  • FIGURE 38: COMPANIES ADOPTED NEW PRODUCT LAUNCHES & DEVELOPMENTS AS THE KEY GROWTH STRATEGY BETWEEN 2013 AND 2016
  • FIGURE 39: PRODUCT ANALYSIS OF MAJOR COMPANIES IN THE VIRTUAL REALITY MARKET
  • FIGURE 40: MARKET EVALUATION FRAMEWORK: NEW PRODUCT LAUNCHES & DEVELOPMENTS FUELED MARKET GROWTH BETWEEN 2013 AND 2016
  • FIGURE 41: BATTLE FOR MARKET SHARE IN THE VIRTUAL REALITY MARKET: NEW PRODUCT LAUNCHES & DEVELOPMENTS AND PARTNERSHIPS WERE THE KEY STRATEGIES
  • FIGURE 42: GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS
  • FIGURE 43: OCULUS VR, LLC: SWOT ANALYSIS
  • FIGURE 44: SONY CORPORATION: COMPANY SNAPSHOT
  • FIGURE 45: SONY CORPORATION: SWOT ANALYSIS
  • FIGURE 46: SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT
  • FIGURE 47: SAMSUNG ELECTRONICS CO., LTD.: SWOT ANALYSIS
  • FIGURE 48: HTC CORPORATION: COMPANY SNAPSHOT
  • FIGURE 49: HTC CORPORATION: SWOT ANALYS
  • FIGURE 50: EON REALITY, INC.: SWOT ANALYSIS
  • FIGURE 51: GOOGLE INC.: COMPANY SNAPSHOT
  • FIGURE 52: GOOGLE INC.: SWOT ANALYS
  • FIGURE 53: MICROSOFT COPRORATION: COMPANY SNAPSHOT
  • FIGURE 54: MICROSOFT CORPORATION: SWOT ANALYSIS
  • FIGURE 55: VUZIX CORPORATION: COMPANY SNAPSHOT
  • FIGURE 56: VUZIX CORPORATION: SWOT ANALYSIS

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