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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
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MarketsandMarkets
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2016-07-19
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172 pages
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Report
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PDF Single User : $5,650
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 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 10.2.2. 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