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Global Virtual Reality (VR) Market Analysis & Forecast to 2027 - Increasing Adoption of Head-Mounted Displays (HMD) in the Gaming & Entertainment Sector - ResearchAndMarkets.com

November 28, 2018

DUBLIN--(BUSINESS WIRE)--Nov 28, 2018--The “Global Virtual Reality Market Analysis & Trends - Industry Forecast to 2027” report has been added to ResearchAndMarkets.com’s offering.

The Global Virtual Reality Market is poised to grow strong during the forecast period 2017 to 2027.Some of the prominent trends that the market is witnessing include increasing adoption of head-mounted displays (HMD) in gaming and entertainment sector, decline in the prices of displays and other hardware components of HMDs, use of VR for training and simulation in defence.This industry report analyzes the market estimates and forecasts of all the given segments on global as well as regional levels presented in the research scope. The study provides historical market data for 2015, 2016 revenue estimations are presented for 2017 and forecasts from 2018 till 2027.The study focuses on market trends, leading players, supply chain trends,technological innovations, key developments, and future strategies. With comprehensive market assessment across the major geographies such as North America, Europe, Asia Pacific, Middle East, Latin America and Rest of the world the report is a valuable asset for the existing players, new entrants and the future investors.The study presents detailed market analysis with inputs derived from industry professionals across the value chain. A special focus has been made on 23 countries such as U.S., Canada, Mexico, U.K., Germany, Spain, France, Italy, China, Brazil, Saudi Arabia, South Africa, etc.The market data is gathered from extensive primary interviews and secondary research. The market size is calculated based on the revenue generated through sales from all the given segments and sub segments in the research scope. The market sizing analysis includes both top-down and bottom-up approaches for data validation and accuracy measures.

Report Highlights

The report provides a detailed analysis on current and future market trends to identify the investment opportunitiesMarket forecasts till 2027, using estimated market values as the base numbersKey market trends across the business segments, Regions and CountriesKey developments and strategies observed in the marketMarket Dynamics such as Drivers, Restraints, Opportunities and other trendsIn-depth company profiles of key players and upcoming prominent playersGrowth prospects among the emerging nations through 2027Market opportunities and recommendations for new investments

Key Topics Covered

1 Market Outline

1.1 Research Methodology

1.1.1 Research Approach & Sources

1.2 Market Trends

1.3 Regulatory Factors

1.4 Technology Analysis

1.5 Application Analysis

1.6 Strategic Benchmarking

1.7 Opportunity Analysis

2 Executive Summary

3 Market Overview

3.1 Current Trends

3.1.1 Increasing Adoption of Head-Mounted Displays (HMD) in Gaming & Entertainment Sector

3.1.2 Growing Popularity of 360-Degree Content

3.1.3 Use of VR for Training & Simulation in Defense

3.1.4 Growth Opportunities/Investment Opportunities

3.2 Drivers

3.3 Constraints

3.4 Industry Attractiveness

3.4.1 Bargaining power of suppliers

3.4.2 Bargaining power of buyers

3.4.3 Threat of substitutes

3.4.4 Threat of new entrants

3.4.5 Competitive rivalry

4 Virtual Reality Market, By Technology

4.1 Semi-Immersive & Fully Immersive Technologies

4.2 Non-Immersive Technology

5 Virtual Reality Market, By Device Type

5.1 Projectors and Display Walls

5.2 Head-Mounted Displays (HMDs)

5.3 Hand-Held Devices

5.4 Gesture Control Devices

5.4.1 Data Gloves

5.4.2 Other Gesture Control Devices

5.5 Personal Computer

5.6 Consoles

5.7 Other Device Types

6 Virtual Reality Market, By Component

6.1 Software

6.1.1 Cloud-Based Solutions

6.1.2 Software Development Kits

6.2 Hardware

6.2.1 Semiconductor Components

6.2.1.1 Integrated Circuits

6.2.1.2 Controllers/Processors

6.2.2 Sensors

6.2.2.1 Magnetometers

6.2.2.2 Proximity Sensors

6.2.2.3 Accelerometers

6.2.2.4 Global Positioning Systems

6.2.2.5 Gyroscopes

7 Virtual Reality Market, By Application

7.1 Medical & Healthcare

7.1.1 Fitness Management

7.1.2 Medical Training

7.1.3 Surgery

7.1.4 Pharmacy Management

7.2 Aerospace & Defense

7.3 Industrial

7.4 Consumer

7.4.1 Gaming & Entertainment

7.4.1.1 Sports

7.5 Commercial

7.5.1 Education & Training

7.5.2 Tourism

7.5.3 Retail

7.6 Energy and Utilities

7.7 Advertising & Marketing

7.8 Logistics

7.9 Vehicle Simulation

7.10 Telecommunication

7.11 Other Applications

7.11.1 Architecture and Building Design

7.11.2 Automotive

7.11.3 Geospatial Mining

7.11.4 Enterprise Solutions

8 Virtual Reality Market, By Geography

8.1 North America

8.2 Europe

8.3 Asia Pacific

8.4 Middle East

8.5 Latin America

8.6 Rest of the World (RoW)

9 Key Player Activities

9.1 Acquisitions & Mergers

9.2 Agreements, Partnerships, Collaborations and Joint Ventures

9.3 Product Launch & Expansions

9.4 Other Activities

10 Leading Companies

10.1 Microsoft Corporation

10.2 Google Inc.

10.3 Sony Corporation

10.4 Samsung Electronics Co. Ltd.

10.5 HTC Corporation

10.6 Oculus VR, LLC

10.7 Cyberglove Systems Inc.

10.8 Sixense Entertainment, Inc

10.9 Vuzix Corporation

10.10 EON Reality, Inc.

10.11 Leap Motion, Inc.

10.12 Sensics, Inc.

10.13 Barco N.V.

10.14 Advanced Micro devices, Inc.

For more information about this report visit https://www.researchandmarkets.com/research/2nv6f9/global_virtual?w=4

View source version on businesswire.com:https://www.businesswire.com/news/home/20181128005629/en/

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Related Topics:Virtual and Augmented Reality

KEYWORD:

INDUSTRY KEYWORD: TECHNOLOGY OTHER TECHNOLOGY

SOURCE: Research and Markets

Copyright Business Wire 2018.

PUB: 11/28/2018 12:37 PM/DISC: 11/28/2018 12:37 PM

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