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Global Virtual Reality Market Would Register a CAGR of 51.9 % for the Period, 2017–2025

Global Virtual Reality industry would register a CAGR of 51.9 % for the period, 2017–2025

 

Portland, OR -- (SBWIRE) -- 07/12/2017 -- Global Virtual Reality Market- Size, Share, trend, Opportunity Analysis and Forecast 2014–2025" and it is anticipated that the industry would register a CAGR of 51.9 % for the period, 2017–2025. The research is useful to key manufacturers as it helps them to understand the consumer behavior.

The study gives several takeaways of the global virtual reality market, such as a wide-ranging analysis of the industry is conducted closely to follow status of key products. The top manufactures are also monitored closely within the framework of the industry. Knowledge of competition helps key investors and market players to understand the competitive landscape that propels in the industry. An extensive evaluation of the geographical boundary provides help to determine opportunities that are present within those regions. In the report the anticipation of present as well as future market trends help stakeholders to understand the consumer behavior.

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The study offers executive summary of the global virtual reality market, such as industry attractiveness, trend analysis, competitive scenario, and recent development in the market. In its introduction section, it gives a detailed description of report, scope, definition, and research methodology. The in-depth analysis of the industry landscape, such as drivers, restraints, and its impact on the market. The research methodology incorporates Porter's Five Force Analysis (PFFA) to estimate bargaining power of suppliers & buyers, rivalry among industrialists, and threat of substitution. It analyzes the market on the basis of application, region, and component, and technology for the period, 2014–2025. Based on application, it is categorized into console, PC, and smartphone. On the basis of geography, it is divided into Europe, North America, Asia-Pacific, and LAMEA. Based on technology, it is classified into non-immersive, semi immersive, and fully immersive. Based on component, it is split into software and hardware.

The North American countries analyzed by the experts in the report of the global virtual reality market are Canada, U.S., and Mexico. The nations of the Europe evaluated are Germany, U.K., and France. The countries assessed in the region of Asia-Pacific are Japan, China, Taiwan, and South Korea. The nations covered in the LAMEA region for examination are Saudi Arabia, Brazil, and South Africa. The research analyzes the industry by each component, technology, application, and geographical boundaries for the historic and forecast period, 2014–2016 and 2017–2025 respectively.

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The manufacturers of the global virtual reality market discussed in the report are Samsung Electronics Co., Ltd., Oculus VR, HTC Corporation, LLC, Sony Corporation, Google Inc., CyberGlove Systems Inc., Microsoft Corporation, Sensics, Inc., EON Reality Inc., and Vuzix Corporation. These are analyzed by the experts based on the criterions set by them which include their recent developments, business & financial segments, and overview. The research evaluates the influencing factors that facilitate the growth of the market, constant advancements in graphic gaming, development in the field of information technology, and heavy investment by the players in the market. In addition, it assesses the aspects that hinder the prosperity of the industry which include inaccessibility to virtual reality technology in developing economies and that it is still in commercialization stage.

The abovementioned characteristics of the global virtual reality market are depicted through tabular format. For instance, some tables give brief description of vendors under the title of "company snapshot". The market share of application, technology, component, and region are shown through tables. The revenue generated by each region by application, technology, and component of the industry is explained with the help of tables during the period, 2014–2025. The same parameters are represented through pictures. For instance, the market value of every country of all regions is showcased through pictures for the historic as well as forecast period. It also illustrates market value of each component, technology, and application within the geographical boundary for the aforementioned period.

The report offers a comprehensive assessment of the global virtual reality market which makes it easy for new entrants to understand the current and future possibilities. It assesses the forecast period which aids big market players to take steps to maintain the growth of the industry.

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Table Of Contents:
1. Executive summary
1.1. Key Findings
1.2. Market Attractiveness and Trend analysis
1.3. Competitive Landscape and recent industry development analysis
2. Introduction
2.1. Report Description
2.2. Scope and Definitions
2.3. Research Methodology
3. Market landscape
3.1. Growth Drivers
3.1.1. Impact Analysis
3.2. Restrains and Challenges
3.2.1. Impact Analysis
3.3. Porter's Analysis
3.4. Global Virtual Reality Market Shares Analysis, 2014-2025
4. Global Virtual Reality Market by technology
4.1. Non-Immersive
4.1.1. Historical Market Size by Region, 2014-2016
4.1.2. Market Forecast by Region, 2017-2025
4.2. Semi Immersive
4.3. Fully Immersive
5. Global Virtual Reality Market by component
5.1. Software
5.1.1. Historical Market Size by Region, 2014-2016
5.1.2. Market Forecast by Region, 2017-2025
5.2. Hardware