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Virtual Reality Market 2018: witnessing a double digit compound annual growth rate during the forecast period by 2023

According to a new market report published by Credence Research “Virtual Reality Market (VR) (Consumer (Gaming, and Entertainment), and Enterprise & Public Sector (Retail and Marketing, Engineering and Design, Healthcare, Military, and Others (Education, etc) - Growth, Share, Opportunities, Competitive Analysis, and Forecast 2016 - 2023” the virtual reality market is expected to exceed US$ 30.0 Bn by 2023, witnessing a double digit compound annual growth rate during the forecast period.
Published 21 May 2018

According to a new market report published by Credence Research “Virtual Reality Market (VR) (Consumer (Gaming, and Entertainment), and Enterprise & Public Sector (Retail and Marketing, Engineering and Design, Healthcare, Military, and Others (Education, etc) - Growth, Share, Opportunities, Competitive Analysis, and Forecast 2016 - 2023” the virtual reality market is expected to exceed US$ 30.0 Bn by 2023, witnessing a double digit compound annual growth rate during the forecast period.

Browse the full Virtual Reality (VR) (Consumer (Gaming, and Entertainment), and Enterprise & Public Sector (Retail and Marketing, Engineering and Design, Healthcare, Military, and Others (Education, etc)) Market - Growth, Share, Opportunities, Competitive Analysis, and Forecast 2016 - 2023 report at http://www.credenceresearch.com/report/virtual-reality-market

Market Insights

The virtual reality (VR) technology traces its roots to the latter half of the previous century. In spite of being around for decades, the technology did not receive the expected acceptance in the initial years. However, after all years of hype surrounding the latent potential of the technology, it is expected to become mainstream in the coming years. We expect VRs capability to improve during the forecast period 2016 - 2023 with further improvements in processors, screen resolutions, content development for specific formats.

Overview:

Introduction of wearable devices such as head mounted displays for consumer applications including gaming and entertainment is one of the major factors driving the virtual reality market worldwide. The introduction of consumer VR devices and the entry of leading companies like Sony, Facebook, and HTC have helped demonstrate the benefits of the VR technology to a wider consumer base. These factors are expected to contribute towards a double digit compounded annual growth rate (CAGR) during the forecast period 2016 – 2023.

Virtual Reality Market

Report Scope

This report analyzes the global virtual reality market in terms of platform, component, end-use application, and geography. On the basis of platform, the global virtual reality market is segmented in to mobile, PC, and console. Furthermore, based on component, the market is segmented into hardware (display, sensors, and semiconductor component), and software. Similarly, on the basis of end-use application, the market for virtual reality is classified into consumer (gaming, and entertainment) and enterprise & public sector (retail, healthcare, education, military, engineering and design, etc.). The geographical distribution of the global virtual reality market considered in this study encompasses regional markets such as North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Virtual Reality Market

1.1    Report Description

Purpose of the Report

The purpose of this strategic research study titled “Virtual Reality Market - Growth, Share, Opportunities, and Competitive Analysis, 2015 – 2022” is to offer industry investors, company executives, and industry participants with in-depth insights to enable them make informed strategic decisions related to the opportunities in the virtual reality market.

1.1.1   Target Audience

  • Industry Investors
  • Head Mounted Display Manufacturers
  • Other VR-based Product Manufacturers
  • Software Developers
  • End-users

Download sample research report @ http://www.credenceresearch.com/sample-request/57899

Table Of Content:

Chapter 1 Preface
1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I – Secondary Research
1.4.2 Phase II – Primary Research
1.4.3 Phase III – Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted

Chapter 2 Executive Summary
2.1 Market Snapshot: Global Virtual Reality Market
2.2 Global Virtual Reality Market, By Component, 2015
2.3 Global Virtual Reality Market, By Platform, 2015
2.4 Global Virtual Reality Market, By End-use Application, 2015
2.5 Global Virtual Reality Market, By Geography,2015

Chapter 3 Market Dynamics
3.1 Product Insights and Market Overview
3.1.1 Global Virtual Reality Market Revenue and Growth, 2014 - 2023, (US$ Mn and % Y-o-Y)
3.2 Key Market Trends and Future Outlook
3.2.1 Evolution
3.2.2 Recent Trends
3.2.3 Future Outlook
3.3 Market Drivers ...

Chapter 11 Company Profiles
11.1 Oculus VR, Inc.
11.1.1 Oculus VR, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.2 Sony Corporation
11.2.1 Sony Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.3 Samsung Electronics, Co., Ltd.
11.3.1 Samsung Electronics, Co., Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.4 Sensics, Inc. ...

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