Virtual Reality Market Technology and Opportunity Assessment to 2022: Top Players- 7D Vision, Apple, Inc., DAQRI, HTC Corp., Microsoft Corp., NVIDIA Corp., and Sony Corp.
This report provides detailed historical analysis of global market for Virtual Reality from 2013-2017, and provides extensive market forecasts from 2018-2022 by region/country and subsectors.
New York, NY -- (SBWire) -- 05/28/2019 --The global VR market by selling VR products were $2.3 billion in 2016 and is expected to reach $39.4 billion by 2022, at a CAGR of 60.5% from 2017 through 2022. Asia-Pacific accounts for the largest market share of the global VR market, followed by North America and Europe. Key market participants include Samsung, Sony, HTC Vive, Alphabet (Google), and Oculus VR.
According to Research estimates, the global virtual reality technologies market was valued at $2.3 billion in 2016 and is estimated to grow at a CAGR of 60.5% and to reach $39.4 billion by 2022.
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Major players in Virtual Reality market are:
7D Vision, Apple, Inc., DAQRI, HTC Corp., Microsoft Corp., Nvidia Corp., Qualcomm, Inc., and Sony Corp. & others
Report Scope:
This report analyzes the market trends of VR technology, future growth and regional market of the same. The scope of this study includes components, technology type, applications, and regions.
By component, the market in this report is segmented into hardware and software modules. Hardware devices are further sub-segmented into input devices, VR engine, and output devices. Similarly, the software is sub-segmented into application software and cloud-based solutions. The technology segment is broken down by fully immersive, non-immersive, semi-immersive, and distributed technologies. The applications of the VR market considered in this report include gaming, healthcare, military, industrial training, and other applications such as architecture & design, sport, and the entertainment industry. Finally, by region, the market in this report is segmented into North America, Europe, Asia-Pacific, Rest of World (ROW). Revenue forecast from 2017 to 2022 is provided for virtual reality technologies segments and regional market with estimated values has been derived from manufacturers' total revenue.
Summary
Virtual reality, also called as near-reality, is a computer-generated environment created through the combination of hardware and software allowing users to interact with an artificial 3D environment by using a head-mounted display and input tracking devices. With the use of a various range of systems such as headsets, gloves etc. and computer technology, the VR is implemented by stimulating the user's sensors.
The growth of the VR technologies market is driven by the decreasing cost of VR hardware due to the increasing use of head-mounted displays systems in gaming, healthcare, education and other applications resulting in increasing consumer awareness and the expanding content selection. The advancing mobile industry and involvement of VR in automotive sector is expected to play a significant role in boosting the market growth.
The global market for virtual reality technologies has been segmented based on component, technology, application, and geography. Based on components, the market has been classified into hardware and software. The hardware component is further segmented into input devices, VR engine, and output devices and the software segment is further segmented into application software and cloud-based solutions. Based on technology, the VR market has been segmented into immersive, non-immersive, semiimmersive, and distributed VR technologies. Based on applications, this report has segmented the market into healthcare, gaming, education, military, engineering, and others.
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Virtual Realitymarket segment by region/country including:
- North America (United States, Canada and Mexico)
- Europe (Germany, UK, France, Italy, Russia and Spain etc.)
- Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)
- South America Brazil, Argentina, Colombia and Chile etc.)
- Middle East & Africa (South Africa, Egypt, Nigeria and Saudi Arabia etc.)
Market segment by Application, the market can be split into
- Gaming
- Healthcare
- Education
- Other
Report Includes
- 47 data tables and 30 additional tables
- An industry analysis of the global markets and technologies for the Virtual Reality (VR and AR)
- Analyses of global market trends with data from 2017, estimates for 2018, and projections of compound annual growth rates (CAGRs) through 2022
- Quantification of the VR and AR market by various segments such as technology types, applications, components and geographical regions
- Discussion covering current and future trends and analysis on a basis of various competitive technologies
- Emphasis on the major drivers, restraints, and opportunities that affect the global VR/AR market and supplier landscape
- A relevant patent analysis
- Examination of vendor landscape and profiles of major market players within the industry, including 7D Vision, Apple, Inc., DAQRI, HTC Corp., Microsoft Corp., Nvidia Corp., Qualcomm, Inc., and Sony Corp.
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Here are the questions we answer...
- What are the future opportunities in store for the vendors operating in the Virtual Reality market?
- What does the competitive landscape look like?
- Which emerging technologies are believed to impact the Virtual Reality market performance?
- What are the key trends and dynamics?
- Which regulations that will impact the industry?
- Which segment will offer the most opportunity for growth between 2018 and 2022?
- Where will most developments take place in the long term?
- Who are the most prominent vendors and how much market share do they occupy?
- What are the latest technologies or discoveries influencing the Virtual Reality market growth worldwide?
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