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Global Virtual Reality Market Size Study, By Component (Hardware and Software), By Technology (Non-Immersive, and Semi- & Fully Immersive), By Device Type (Head-Mounted Display, and Gesture Control Device), By Application (Aerospace & Defense, Commercial, Consumer Electronics, Industrial, Medical, and Others) and Regional Forecasts, 2017-2025 (USD Billion/Million)

Global Virtual Reality Market Size Study, By Component (Hardware and...

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Global Virtual Reality Market Size Study, By Component (Hardware and Software), By Technology (Non-Immersive, and Semi- & Fully Immersive), By Device Type (Head-Mounted Display, and Gesture Control Device), By Application (Aerospace & Defense, Commercial, Consumer Electronics, Industrial, Medical, and Others) and Regional Forecasts, 2017-2025 (USD Billion/Million)
Global Virtual Reality Market Size...
Report Code
RO9/103/1088

Publish Date
10/Nov/2017

Pages
180-200
PRICE
$ 1800/-
This is a single user license, allowing one specific user access to the product. The product is a PDF.
$ 2850/-
This is an enterprise license, allowing all employees within your organization access to the product. The product is a PDF..
Global Virtual Reality Market industry valued approximately USD 960 million in 2016 is anticipated to grow with a healthy growth rate of more than 47% over the forecast period 2017-2025. The capability of VR technology to be integrated into widespread areas like aerospace, defense, medical field, commercial, consumer electronics, and industrial field. Also with the introduction of VR sets targeted for the gaming industry, this industry has gained prominence.

The objective of the study is to define market sizes of different segments & countries in previous years and to forecast the values to the next eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry with respect to each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as drivers & restraining factors which will define the future growth of the market. Additionally, it will also incorporate the opportunities available in micro markets for stakeholders to invest, detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

Component:
> Hardware
> Software

Technology:
> Non-immersive
> Semi & Fully Immersive

Device Type:
> Head-Mounted Display (HMD)
> Gesture Tracking Devices (GTD)

Application:
> Aerospace & Defense
> Commercial
> Consumer Electronics
> Industrial
> Medical
> Others

Regions:
> North America
o U.S.
o Canada
> Europe
o UK
o Germany
> Asia Pacific
o China
o India
o Japan
> Latin America
o Brazil
o Mexico
> Rest of the World

Furthermore, the years considered for the study are as follows:

Historical year - 2015
Base year - 2016
Forecast period - 2017 to 2025

Some of the key manufacturers involved in the market are CyberGlove Systems LLC, Alphabet, Inc., Barco, HTC Corporation, Oculus VR LLC, Leap Motion, Inc., Samsung Electronics Co. Ltd., and Microsoft Co. an intense competition can be seen for realizing the market domination by improvement of VR immersion abilities and investment in innovative low-cost products. Acquisitions and effective mergers, collaborations, partnerships, and product launches are some of the strategies adopted by the key manufacturers.

Target Audience of the Virtual Reality Market Study

> Key Consulting Companies & Advisors
> Large, medium-sized, and small enterprises
> Venture capitalists
> Value-Added Resellers (VARs)
> Third-party knowledge providers
> Investment bankers
> Investors

Please note that owing to the criticality of the Virtual Reality Market and rapidly changing market attributes, we are in the middle of updating the report. The final report may require 2 to 3 working days post-confirmation in order to cater to the most recent updates.

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