Global Virtual Reality Market to reach USD 66.40 billion by 2026

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, 2019-2026 (USD Billion)
Product Code:  OIRNGT_13922447
Chapter 1.	Executive Summary 
1.1.	Market Snapshot
1.2.	Key Trends
1.3.	Global & Segmental Market Estimates & Forecasts, 2016-2026 (USD Billion)
1.3.1.	Virtual Reality Market, by Component, 2016-2026 (USD Billion)
1.3.2.	Virtual Reality Market, by Technology, 2016-2026 (USD Billion)
1.3.3.	Virtual Reality Market, by Device Type, 2016-2026 (USD Billion)
1.3.4.	Virtual Reality Market, by Application, 2016-2026 (USD Billion)
1.3.5.	Virtual Reality Market, by Region, 2016-2026 (USD Billion)
1.4.	Estimation Methodology
1.5.	Research Assumption
Chapter 2.	Global Virtual Reality Market Definition and Scope 
2.1.	Objective of the Study
2.2.	Market Definition & Scope
2.2.1.	Industry Evolution
2.2.2.	Scope of the Study
2.3.	Years Considered for the Study
2.4.	Currency Conversion Rates
Chapter 3.	Global Virtual Reality Market Dynamics	
3.1.	See Saw Analysis
3.1.1.	Market Drivers
3.1.2.	Market Challenges
3.1.3.	Market Opportunities
Chapter 4.	Global Virtual Reality Market Industry Analysis
4.1.	Porter’s 5 Force Model
4.1.1.	Bargaining Power of Buyers
4.1.2.	Bargaining Power of Suppliers
4.1.3.	Threat of New Entrants
4.1.4.	Threat of Substitutes
4.1.5.	Competitive Rivalry
4.1.6.	Futuristic Approach to Porter’s 5 Force Model
4.2.	PEST Analysis
4.2.1.	Political Scenario
4.2.2.	Economic Scenario
4.2.3.	Social Scenario
4.2.4.	Technological Scenario
4.3.	Key Buying Criteria (On Demand)
4.4.	Regulatory Framework (On Demand)
4.5.	Investment Vs Adoption Scenario (On Demand)
4.6.	Analyst Recommendation & Conclusion
Chapter 5.	Global Virtual Reality Market by Component
5.1.	Market Snapshot 
5.2.	Virtual Reality Market, Sub Segment Analysis
5.2.1.	Hardware
5.2.1.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
5.2.1.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
5.2.2.	Software
5.2.2.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
5.2.2.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
Chapter 6.	Global Virtual Reality Market by Technology
6.1.	Market Snapshot 
6.2.	Virtual Reality  Market, Sub Segment Analysis
6.2.1.	Non-Immersive
6.2.1.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
6.2.1.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
6.2.2.	Semi & Fully Immersive
6.2.2.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
6.2.2.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
Chapter 7.	Global Virtual Reality Market by Device Type
7.1.	Market Snapshot 
7.2.	Virtual Reality  Market, Sub Segment Analysis
7.2.1.	Head Mounted Display (HMD)
7.2.1.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
7.2.1.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
7.2.2.	Gesture Control Device (GCD)
7.2.2.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
7.2.2.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
Chapter 8.	Global Virtual Reality Market by Application
8.1.	Market Snapshot 
8.2.	Virtual Reality  Market, Sub Segment Analysis
8.2.1.	Aerospace & Defense
8.2.1.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
8.2.1.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
8.2.2.	Commercial
8.2.2.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
8.2.2.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
8.2.3.	Consumer Electronics
8.2.3.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
8.2.3.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
8.2.4.	Industrial
8.2.4.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
8.2.4.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
8.2.5.	Medical
8.2.5.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
8.2.5.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
8.2.6.	Others
8.2.6.1.	Market estimates & forecasts, 2016-2026  (USD Billion)
8.2.6.2.	Regional breakdown estimates & forecasts, 2016-2026  (USD Billion)
Chapter 9.	Global Virtual Reality Market, by Regional Analysis
9.1.	Virtual Reality Market, Regional Market Snapshot (2016-2026)
9.2.	North America Virtual Reality Market Snapshot
9.2.1.	U.S.
9.2.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.2.1.2.	 Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.2.1.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.2.1.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.2.1.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.2.2.	Canada
9.2.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.2.2.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.2.2.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.2.2.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.2.2.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.3.	Europe Virtual Reality Market Snapshot
9.3.1.	U.K. 
9.3.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.3.1.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.3.1.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.3.1.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.3.1.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.3.2.	Rest of Europe
9.3.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.3.2.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.3.2.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.3.2.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.3.2.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.	Asia Virtual Reality Market Snapshot
9.4.1.	China 
9.4.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.4.1.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.4.1.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.1.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.1.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.2.	India 
9.4.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.4.2.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.4.2.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.2.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.2.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.3.	Japan
9.4.3.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.4.3.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.4.3.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.3.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.3.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.4.	Rest of Asia Pacific
9.4.4.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.4.4.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.4.4.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.4.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.4.4.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.5.	Latin America Virtual Reality Market Snapshot
9.5.1.	Brazil 
9.5.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.5.1.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.5.1.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.5.1.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.5.1.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   

9.5.2.	Mexico 
9.5.2.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.5.2.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.5.2.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.5.2.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.5.2.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.6.	Rest of The World 
9.6.1.	Middle East and Africa
9.6.1.1.	Market estimates & forecasts, 2016-2026 (USD Billion)
9.6.1.2.	Component breakdown estimates & forecasts, 2016-2026 (USD Billion) 
9.6.1.3.	 Technology breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.6.1.4.	Device Type breakdown estimates & forecasts, 2016-2026 (USD Billion)   
9.6.1.5.	Application breakdown estimates & forecasts, 2016-2026 (USD Billion)   
Chapter 10.	Competitive Intelligence
10.1.	Company Market Share (Subject to Data Availability)
10.2.	Top Market Strategies
10.3.	Company Profiles
10.3.1.	CyberGlove Systems LLC
10.3.1.1.	Overview
10.3.1.2.	Financial (Subject to Data Availability)
10.3.1.3.	Product Summary
10.3.1.4.	Recent Developments
10.3.2.	Alphabet, Inc.
10.3.3.	Barco
10.3.4.	HTC Co.
10.3.5.	Occulus VR LLC
10.3.6.	Leap Motion, Inc.
10.3.7.	Samsung Electronics Co. Ltd.
10.3.8.	Microsoft Co.
10.3.9.	Google
10.3.10.	Sony Co.

Global Virtual Reality Market industry valued approximately USD 2.1 billion in 2018 is anticipated to grow with a healthy growth rate of more than 47% over the forecast period 2019-2026. 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 regional analysis of global Virtual Reality market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2019-2026. Factors such as increasing R&D in Asia-Pacific and growing acceptance of newer technologies would create lucrative growth prospects for the Virtual Reality market across Asia-Pacific region.

Major market player included in this report are:
CyberGlove Systems LLC
Alphabet, Inc.
Barco
HTC Co.
Occulus VR LLC
Leap Motion, Inc.
Samsung Electronics Co. Ltd.
Microsoft Co.
Google
Sony Co.

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:

By Component:
Hardware
Software

By Technology:
Non-immersive
Semi & Fully Immersive

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

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

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

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

Historical year – 2016, 2017
Base year – 2018
Forecast period – 2019 to 2026

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


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