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Virtual Reality (VR) Market by Hardware and Software for (Consumer, Commercial, Enterprise, Medical, Aerospace and Defense, Automotive, Energy and Others): Global Industry Perspective, Comprehensive Analysis and Forecast, 2016 - 2022

Virtual Reality (VR) Market by Hardware and Software for (Consumer,...

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Virtual Reality (VR) Market by Hardware and Software for (Consumer, Commercial, Enterprise, Medical, Aerospace and Defense, Automotive, Energy and Others): Global Industry Perspective, Comprehensive Analysis and Forecast, 2016 - 2022
Virtual Reality (VR) Market by...
Report Code
RO9/106/1085

Publish Date
09/Aug/2017

Pages
110
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Chapter 1. Introduction


1.1. Report description and scope

1.2. Research scope

1.3. Research methodology


1.3.1. Market research process

1.3.2. Market research methodology

Chapter 2. Executive Summary


2.1. Global Virtual reality (VR) market, 2014-2022 (USD Billion)

2.2. Global Virtual reality (VR) market : Snapshot

Chapter 3. Virtual reality (VR) Market Dynamics


3.1. Introduction

3.2. Market drivers


3.2.1. Increasing mobile phones, tablets and smartphones with built in VR functionalities

3.2.2. Decline in the Prices of Displays and Other Hardware Components of HMDs

3.3. Market restraints


3.3.1. Limited user interface (UI) with virtual reality applications

3.4. Opportunities


3.4.1. Significant Number of Investments in the Virtual Reality Market

3.4.2. Growing Importance of Virtual reality (VR)s in the Healthcare Industry

3.5. Porters five forces analysis


3.5.1. Bargaining power of suppliers

3.5.2. Bargaining power of buyers

3.5.3. Threat from new entrants

3.5.4. Threat from new substitutes

3.5.5. Degree of competition

3.6. Market attractiveness analysis


3.6.1. Market attractiveness analysis, by device type segment

3.6.2. Market attractiveness analysis, by technology segment

3.6.3. Market attractiveness analysis, by offering segment

3.6.4. Market attractiveness analysis, by application segment

3.6.5. Market attractiveness analysis, by regional segment

Chapter 4. Global Virtual reality (VR) market Competitive Landscape


4.1. Company market share, 2016 (Subject To Data Availability)

4.2. Strategic Development


4.2.1. Acquisitions Mergers

4.2.2. New Product Launch

4.2.3. Agreements, Partnerships, Collaborations and Joint Ventures

4.2.4. Research and Development, Product and Regional Expansion

Chapter 5. Global Virtual reality (VR) market Type Segment Analysis


5.1. Global Virtual reality (VR) market: Device type overview


5.1.1. Global Virtual reality (VR) market revenue share, by Device type, 2016 and 2022

5.2. Head-Mounted Displays (HMDs)


5.2.1. Global Head-Mounted Displays (HMDs) Virtual reality (VR) market, 2014-2022 (USD Billion)

5.3. Gesture Control Devices


5.3.1. Global Gesture Control Devices sensors Virtual reality (VR) market, 2014-2022 (USD Billion)

5.4. Projectors and Display Walls


5.4.1. Global Projectors and Display Walls Virtual reality (VR) market, 2014-2022 (USD Billion)

Chapter 6. Global Virtual reality (VR) market Technology Segment Analysis


6.1. Global Virtual reality (VR) market: Technology overview


6.1.1. Global Virtual reality (VR) market revenue share, by Technology, 2016 and 2022

6.2. Non-Immersive


6.2.1. Global Virtual reality (VR) market by Non-Immersive2014-2022 (USD Billion)

6.3. Semi-Immersive Fully Immersive


6.3.1. Global Virtual reality (VR) market by Semi-Immersive Fully Immersive 2014-2022 (USD Billion)

Chapter 7. Global Virtual reality (VR) market Offering Segment Analysis


7.1. Global Virtual reality (VR) market: Offering overview


7.1.1. Global Virtual reality (VR) market revenue share, by Technology, 2016 and 2022

7.2. Hardware Components


7.2.1. Global Virtual reality (VR) market by Hardware Components 2014-2022 (USD Billion)

7.3. Semiconductor Components


7.3.1. Global Virtual reality (VR) market by Semiconductor Components 2014-2022 (USD Billion)

7.4. Software Components


7.4.1. Global Virtual reality (VR) market by Software Components 2014-2022 (USD Billion)

Chapter 8. Global Virtual reality (VR) market Application Segment Analysis


8.1. Global Virtual reality (VR) market: Application overview


8.1.1. Global Virtual reality (VR) market revenue share, for Application, 2016 and 2022.

8.2. Commercial


8.2.1. Global Virtual reality (VR) market revenue share, for Commercial, 2014-2022

8.3. Consumer


8.3.1. Global Virtual reality (VR) market revenue share, for Consumer Electronics, 2014-2022

8.4. Healthcare


8.4.1. Global Virtual reality (VR) market revenue share, for Healthcare, 2014-2022

8.5. Aerospace Defense


8.5.1. Global Virtual reality (VR) market revenue share, for Aerospace Defense, 2014-2022

8.6. Others


8.6.1. Global Virtual reality (VR) market revenue share, for Others, 2014-2022

Chapter 9. Global Virtual reality (VR) Market Regional Segment Analysis


9.1. Global Virtual reality (VR) market: Regional overview


9.1.1. Global Virtual reality (VR) market revenue share, by region, 2016 and 2022

9.2. North America


9.2.1. North America Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.2.2. North America Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.2.3. North America Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.2.4. North America Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.2.5. US


9.2.5.1. US Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.2.5.2. US Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.2.5.3. US Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.2.5.4. US Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.3. Europe


9.3.1. Europe Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.3.2. Europe Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.3.3. North America Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.3.4. Europe Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.3.5. Germany


9.3.5.1. Germany Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.3.5.2. Germany Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.3.5.3. Germany Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.3.5.4. Germany Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.3.6. France


9.3.6.1. France Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.3.6.2. France Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.3.6.3. France Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.3.6.4. France Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.3.7. UK


9.3.7.1. UK Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.3.7.2. UK Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.3.7.3. UK Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.3.7.4. UK Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.4. Asia Pacific


9.4.1. Asia Pacific Virtual reality (VR) market revenue, by type, 2014-2022 (USD Billion)

9.4.2. Asia Pacific Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.4.3. Asia Pacific Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.4.4. Asia Pacific Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.4.5. China


9.4.5.1. China Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.4.5.2. China Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.4.5.3. China Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.4.5.4. China Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.4.6. Japan


9.4.6.1. Japan Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.4.6.2. Japan Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.4.6.3. Japan Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.4.6.4. Japan Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.4.7. India


9.4.7.1. India Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.4.7.2. India Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.4.7.3. India Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.4.7.4. India Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.5. Latin America


9.5.1. Latin America Virtual reality (VR) market revenue, by type, 2014-2022 (USD Billion)

9.5.2. Latin America Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.5.3. Latin America Virtual reality (VR) market revenue, by Offering , 2014-2022 (USD Billion)

9.5.4. Latin America Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.5.5. Brazil


9.5.5.1. Brazil Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)

9.5.5.2. Brazil Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.5.5.3. Brazil Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.5.5.4. Brazil Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

9.6. Middle East and Africa


9.6.1. Middle East and Africa Virtual reality (VR) market revenue, by type, 2014-2022 (USD Billion)

9.6.2. Middle East and Africa Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)

9.6.3. Middle East and Africa Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)

9.6.4. Middle East and Africa Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

Chapter 10. Company Profile


10.1. Oculus VR


10.1.1. Overview

10.1.2. Financials

10.1.3. Product portfolio

10.1.4. Business strategy

10.1.5. Recent developments

10.2. LLC, Sony Corporation


10.2.1. Overview

10.2.2. Financials

10.2.3. Product portfolio

10.2.4. Business strategy

10.2.5. Recent developments

10.3. HTC Corporation


10.3.1. Overview

10.3.2. Financials

10.3.3. Product portfolio

10.3.4. Business strategy

10.3.5. Recent developments

10.4. Samsung Electronics Co


10.4.1. Overview

10.4.2. Financials

10.4.3. Product portfolio

10.4.4. Business strategy

10.4.5. Recent developments

10.5. EON Reality Inc


10.5.1. Overview

10.5.2. Financials

10.5.3. Product portfolio

10.5.4. Business strategy

10.5.5. Recent developments

10.6. Google Inc


10.6.1. Overview

10.6.2. Financials

10.6.3. Product portfolio

10.6.4. Business strategy

10.6.5. Recent developments

10.7. Microsoft Corporation


10.7.1. Overview

10.7.2. Financials

10.7.3. Product portfolio

10.7.4. Business strategy

10.7.5. Recent developments

10.8. Vuzix Corporation,


10.8.1. Overview

10.8.2. Financials

10.8.3. Product portfolio

10.8.4. Business strategy

10.8.5. Recent developments

10.9. CyberGlove Systems Inc


10.9.1. Overview

10.9.2. Financials

10.9.3. Product portfolio

10.9.4. Business strategy

10.9.5. Recent developments



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