Virtual Reality Market by Technology (Semi & Fully Immersive) Worth $15.89 Billion by 2020

[185 Pages Report] Virtual reality market analysis & forecast report categorizes the global market on the basis technology (Semi & fully immersive), device (HMD, gesture tracking), component (sensor, display, software), application (gaming, entertainment, and industrial), geography.

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Dallas, TX -- (SBWire) -- 07/13/2015 --According to the new market research report "Virtual reality Market by Technology (Semi & Fully Immersive), Device (HMD, gesture Tracking), Component (Sensor, Display, Software), Application (Gaming, Entertainment, and Industrial), Geography - Trends & Forecasts to 2014-2020", the Virtual Reality Technology Market is expected to reach $15.89 Billion by 2020 at a CAGR of 63.18% between 2015 and 2020.

Browse 83 market Tables and 79 Figures spread through 185 Pages and an in-depth TOC on "Virtual Reality Market".

http://www.marketsandmarkets.com/Market-Reports/reality-applications-market-458.html

Early buyers will receive 10% customization on this report.

The report includes an in-depth analysis of the market segmented on the basis of technology, devices, components, applications, and geography.

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Virtual reality is an artificial environment created by the combination of hardware devices and software. In this artificial world, the user can navigate the 3D simulation, interact with objects, and be immersed completely in that environment. Through virtual reality is still emerging, it is not an entirely new technology. This technology was initiated in the 1960s, when a team of engineers developed a head mounted display device comprising video display and tracking system. Eventually, with the development of better software, hardware, and motion-control and tracking technologies, VRT was advanced further. Today, technologically advanced virtual reality devices such as head mounted displays, virtual reality googles, data gloves, gesture tracking devices, projectors, and display walls offer best virtual environment experiences to users. Initially used in entertainment and aerospace & defense applications, the virtual reality technology is now being used in gaming, industrial, medical, retail and marketing, education, and many other applications.

This report describes the virtual reality market trends, drivers, and challenges with respect to the global virtual reality technology market, and forecasts the market size between 2015 and 2020, segmented on the basis of technology, device, component, application, and geography. This global report provides a detailed view of the market across the regions of North America (the U.S. and others), Europe (France, Germany, the U.K., and Rest of Europe), Asia-Pacific (Japan, China, India, South Korea, Rest of APAC), and RoW (Middle East & Africa and Latin America,).

The VRT is used in the gaming, entertainment, medical, industrial, aerospace, defense, education, and in many other applications. Several companies are investing heavily in the research and development of innovative virtual reality devices. Head mounted displays (HMDs), virtual reality googles, projectors & display walls, and gesture tracking devices such as data gloves, controllers, and others are mainly used for experiencing and interacting in the virtual environment. This market is expected to grow rapidly in the coming years; the market is projected to reach $15.89 Billion by 2020 at a considerable CAGR of 63.18% between 2015 and 2020.

The competitive landscape of the market shows a number of new product launches, large scale collaborations, and agreements and partnerships across the value chain, with a number of tier-one players around the globe. Major players in the global virtual reality technology market include Oculus VR, Inc. (U.S.), Samsung Electronics Co., Ltd (Korea), Eon Reality, Inc. (U.S.), Vuzix Corporation (U.S.), Sensics, Inc. (U.S.), Leap Motion, Inc. (U.S.), Sixense Entertainment, Inc. (U.S.), Cyberglove Systems LLC (U.S.), Microsoft Corporation (U.S.), Barco N.V. (Belgium), and others.

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