Global Strategic Business Outlook on the Virtual Reality (VR) Market to 2024 - Participants Across the Value Chain Bet Big on Virtual Reality - ResearchAndMarkets.com

August 17, 2018

DUBLIN--(BUSINESS WIRE)--Aug 17, 2018--The “Virtual Reality (VR) - Global Strategic Business Report” report has been added to ResearchAndMarkets.com’s offering.

The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2015 through 2024. The report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand.

The global market is analyzed by the following End-Use Sectors:

Consumer Electronics Industrial Aerospace Others

The report profiles 126 companies including many key and niche players such as:

Advanced Micro Devices, Inc. (USA) AppReal-VR (Israel) Barco N.V (Belgium) Crytek GmbH (Germany) Cubicle Ninjas (USA) EON Reality Inc. (USA) Epic Games, Inc. (USA) Erminesoft (USA) Firsthand Technology Inc. (USA) Google Inc. (USA) HTC Corporation (Taiwan) Hyperlink Infosystem (India) Immersive Robotics (Australia) Intel Corporation (USA) Jaunt, Inc. (USA) Kopin Corporation, Inc. (USA) Leap Motion, Inc. (USA) Lenovo (China) MindMaze Holding SA (Switzerland) NVIDIA Corporation (USA) Oculus VR, LLC (USA) Pimax Technology (Shanghai) Co., LTD Pixvana, Inc. (USA) Qualcomm Technologies, Inc. (USA) Samsung Electronics Co., Ltd., (South Korea) Sensics, Inc. (USA) Sixense Enterprises Inc. (USA) Sony Interactive Entertainment (USA) StarVR Corporation (Taiwan) Unigine Corp. (Russia) Unity Technologies, Inc. (USA) Varjo Technologies (Finland) Virtalis Limited (UK) VirtaMed AG (Switzerland) VR Hardware Manufacturers VR Software Developers (Includes Software Tools for VR Content, VR Video Capture, and VR App Developers) VRgineers, Inc (Czech Republic) WorldViz (USA)

Key Topics Covered

1. Introduction, Methodology & Product Definitions

2. Industry Overview

Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool The Second Wave of VR Will Unleash VR as a Communication System/Interface From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave A Peek Into Active AR & VR Investors & the Companies Funded by Them Crowdfunding, Emerges as the New Way Forward Participants across the Value Chain Bet Big on Virtual Reality and much more...

3. Product Overview

4. Competitive Landscape

4.1 Focus on Select Players

4.2 Product Launches

4.3 Recent Industry Activity

5. Global Market Perspective

Total Companies Profiled:126 (including Divisions/Subsidiaries - 131)

The United States (73) Canada (5) Japan (4) Europe (32) France (6)Germany (5)The United Kingdom (3)Spain (1)Rest of Europe (17) Asia-Pacific (Excluding Japan) (15) Middle East (2)

For more information about this report visit https://www.researchandmarkets.com/research/fvzp53/global_strategic?w=4

View source version on businesswire.com:https://www.businesswire.com/news/home/20180817005153/en/

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Related Topics:Virtual and Augmented Reality



SOURCE: Research and Markets

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PUB: 08/17/2018 07:41 AM/DISC: 08/17/2018 07:41 AM


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