Virtual Reality For Consumer Market Research Report- Global Forecast  till 2023

Virtual Reality For Consumer Market Research Report- Global Forecast till 2023

ID: MRFR/SEM/3334-HCRR | August, 2018 | Region: Global | 100 pages | Half-Cooked Research Reports

Global Virtual Reality for Consumer Market, by Component (Hardware, Software, Solutions), Technology (3D Audio, 3D Depth Sensors, 4K & 8K Video, Computer Vision), Stimulations (Gesture Control, Hand Tracking, Optical Tracking) - Forecast till 2023


Market Scenario:


The companies such as Alibaba Group Holding Limited (China), Amazon, Inc. (U.S.), Facebook Inc. (U.S.), Google LLC (U.S.), and HTC Corporation (Taiwan), are leading providers of virtual reality for consumer in the global market. In 2016, Alibaba Group Holding Limited has went into the strategic partnership with HTC Corporation to offer virtual reality solutions for customers across the world. With the increasing demand of advanced cloud computing technology, the companies such as Facebook (U.S.), Google LLC (U.S.), are concentrating more towards leveraging cloud to solve bandwidth allocation, data transmission and data processing.


Adoption for next generation of virtual reality and advanced cloud are the driving factors for the virtual reality for consumer market growth in the coming years. The consumers are widely using online applications which is based on virtual reality for different purposes such as travelling, entertainment, events, and others. The latest technologies such as 3D, 4K, and 8K are boosting the growth of virtual reality for consumer market. For instance, consumers are moving towards virtual reality in gaming with high definition, stunning graphics and motion with high-end audio.


The global virtual reality for consumer market is segmented into component, technology, deployment application, stimulations, and region. The components are segmented as hardware (head-mounted displays, VR accessories), software and solutions. The technology is segmented into 3D audio, 3D depth sensors, 4K and 8K video, adaptive streaming, computer vision and others. The stimulations are segmented into gesture control, hand tracking, optical tracking, positional tracking and others. The market is spanned across regions including North America, Europe, Asia Pacific, and rest of the world.


The market is spanned across regions including North America, Europe, Asia Pacific, and rest of the world. North America is one of the leading region across the world in terms of market share. The virtual reality for consumer market in this region has huge demand as these virtual reality technology with eye tracking, foveated rendering, frame tearing and others are widely used in providing virtual reality for consumer solution. The virtual reality for consumer market in Europe region is expected to witness rapid growth in the forthcoming period. Whereas, Asia Pacific countries such as China, Japan, and India is an emerging market for virtual reality for consumer market is expected to be the highest CAGR in the coming years.


The global virtual reality for consumer market is expected to reach USD ~4 billion by 2023, at a CAGR of ~19% during the forecast period 2017-2023


 Global Virtual Reality for Consumer Market


 Virtual Reality for Consumer Market


Key Players:


Some of the prominent players in the global virtual reality for consumer market: Alibaba Group Holding Limited (China), AltspaceVR (U.S.), Amazon.com, Inc. (U.S.), Binary VR Inc. (U.S.), Bitmovin (Austria), Facebook, Inc. (U.S.), Google LLC (U.S.), HTC Corporation (Taiwan), Leap Motion, Inc. (U.S.), Microsoft Corporation (U.S), nDreams, Ltd. (U.S.), NextVR, Inc. (U.S.), Nvidia Corporation (U.S.), Pixvana, Inc. (U.S.), and Sony Corporation (Japan) among others.


Intended Audience



  • Virtual reality for consumer companies

  • Virtual reality for consumer providers

  • Technical universities

  • System integrators

  • Managed Security Service Providers

  • Professional service providers

  • Research and development companies

  • Market research and consulting firms

  • Solution providers

  • Technology standards organizations

  • Technology investors

  • System Integrators

TABLE OF CONTENTS



1 MARKET INTRODUCTION

1.1 INTRODUCTION

1.2 SCOPE OF STUDY

1.2.1 RESEARCH OBJECTIVE

1.2.2 ASSUMPTIONS

1.2.3 LIMITATIONS

1.3 MARKET STRUCTURE



2 RESEARCH METHODOLOGY

2.1 RESEARCH HETEROGENEOUS NETWORK

2.2 PRIMARY RESEARCH

2.3 SECONDARY RESEARCH

2.4 FORECAST MODEL

2.4.1 MARKET DATA COLLECTION, ANALYSIS & FORECAST

2.4.2 MARKET SIZE ESTIMATION



3 MARKET DYNAMICS

3.1 INTRODUCTION

3.2 MARKET DRIVERS

3.3 MARKET CHALLENGES

3.4 MARKET OPPORTUNITIES

3.5 MARKET RESTRAINTS



4 EXECUTIVE SUMMARY



5. MARKET FACTOR ANALYSIS

5.1 PORTER’S FIVE FORCES ANALYSIS

5.2 SUPPLY CHAIN ANALYSIS



6 GLOBAL VIRTUAL REALITY FOR CONSUMER MARKET, BY SEGMENTS

6.1 INTRODUCTION

6.2 MARKET STATISTICS

6.2.1 BY COMPONENT

6.2.1.1 HARDWARE

6.2.1.1.1. HEAD-MOUNTED DISPLAYS,

6.2.1.1.2 VR ACCESSORIES

6.2.1.1.3 OTHERS

6.2.1.2 SOFTWARE

6.2.1.3 SOLUTIONS



6.2.2 BY TECHNOLOGY

6.2.2.1 3D AUDIO

6.2.2.2 COMPUTER VISION

6.2.2.3 3D DEPTH SENSORS

6.2.2.4 4K & 8K VIDEO

6.2.2.5 ADAPTIVE STREAMING

6.2.2.6 OTHERS

6.2.3 BY STIMULATIONS

6.2.3.1 GESTURE CONTROL

6.2.3.2 OPTICAL TRACKING

6.2.3.3 HAND TRACKING

6.2.3.4 POSITIONAL TRACKING

6.2.3.5 OTHERS





6.2.4 BY REGION

6.2.4.1 NORTH AMERICA

6.2.4.1.1 U.S.

6.2.4.1.2 CANADA

6.2.4.1.3 MEXICO

6.2.4.2 EUROPE

6.2.4.2.1 U.K.

6.2.4.2.2 GERMANY

6.2.4.2.3 FRANCE

6.2.4.2.4 ITALY

6.2.4.2.5 REST OF THE EUROPE

6.2.4.3 ASIA PACIFIC

6.2.4.3.1 CHINA

6.2.4.3.2 JAPAN

6.2.4.3.3 SOUTH KOREA

6.2.4.3.4 INDIA

6.2.4.3.5 REST OF THE ASIA PACIFIC

6.2.4.4 REST OF THE WORLD



7 COMPETITIVE ANALYSIS

7.1 MARKET SHARE ANALYSIS

7.2 COMPANY PROFILES

7.2.1 ALIBABA GROUP HOLDING LIMITED (CHINA)

7.2.2 ALTSPACEVR (U.S),

7.2.3 AMAZON.COM, INC. (U.S),

7.2.4 BINARY VR INC. (U.S),

7.2.5 BITMOVIN (AUSTRIA),

7.2.6 FACEBOOK INC. (U.S),

7.2.7 GOOGLE LLC (U.S),

7.2.8 HTC CORPORATION (TAIWAN),

7.2.9 LEAP MOTION, INC. (U.S),

7.2.10 MICROSOFT CORPORATION (U.S)

7.2.11 NDREAMS, LTD. (U.S)

7.2.12 NEXTVR, INC. (U.S)

7.2.13 NVIDIA CORPORATION (U.S)

7.2.14 PIXVANA, INC. (U.S),

7.2.15 SONY CORPORATION (JAPAN)

7.2.16 OTHERS



LIST OF TABLES



TABLE 1 VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 2 VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 3 VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 4 VIRTUAL REALITY FOR CONSUMER MARKET, BY REGION

TABLE 5 NORTH AMERICA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 6 NORTH AMERICA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 7 NORTH AMERICA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 8 U.S. VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 9 U.S. VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 10 US. VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 11 CANADA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 12 CANADA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 13 CANADA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 14 MEXICO VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 15 MEXICO VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 16 MEXICO VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 17 EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 18 EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 19 EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 20 EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY APPLICATIONS

TABLE 21 U.K. VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 22 U.K. VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 23 U.K. VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 24 GERMANY VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 25 GERMANY VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 26 GERMANY VIRTUAL REALITY FOR CONSUMER MARKET, BY APPLICATIONS

TABLE 27 GERMANY VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 28 FRANCE VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 29 FRANCE VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 30 FRANCE VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 31 ITALY VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 32 ITALY VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 33 ITALY VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 34 REST OF EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 35 REST OF EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 36 REST OF EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 37 ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 38 ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 39 ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 40 CHINA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 41 CHINA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 42 CHINA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 43 JAPAN VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 44 JAPAN VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 45 JAPAN VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 46 SOUTH KOREA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 47 SOUTH KOREA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 48 SOUTH KOREA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 49 INDIA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 50 INDIA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 51 INDIA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 52 REST OF ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 53 REST OF ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 54 REST OF ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS

TABLE 55 REST OF ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY APPLICATIONS

TABLE 56 REST OF WORLD VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT

TABLE 57 REST OF WORLD VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY

TABLE 58 REST OF WORLD VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS



LIST OF FIGURES



FIGURE 1 RESEARCH COMPONENT

FIGURE 2 VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 3 VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 4 VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 5 VIRTUAL REALITY FOR CONSUMER MARKET, BY APPLICATIONS (%)

FIGURE 6 VIRTUAL REALITY FOR CONSUMER MARKET, BY REGION (%)

FIGURE 7 NORTH AMERICA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 8 NORTH AMERICA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 9 NORTH AMERICA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 10 NORTH AMERICA VIRTUAL REALITY FOR CONSUMER MARKET, BY APPLICATIONS (%)

FIGURE 11 U.S. VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 12 U.S. VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 13 U.S. VIRTUAL REALITY FOR CONSUMER MARKET, BY APPLICATIONS (%)

FIGURE 14 U.S. VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 15 CANADA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 16 CANADA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 17 CANADA VIRTUAL REALITY FOR CONSUMER MARKET, BY APPLICATIONS (%)

FIGURE 18 CANADA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 19 MEXICO VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 20 MEXICO VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 21 EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 22 EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 23 EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 24 U.K. VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 25 U.K. VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 26 U.K. VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 27 GERMANY VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 28 GERMANY VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 29 GERMANY VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 30 FRANCE VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 31 FRANCE VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 32 FRANCE VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 33 ITALY VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 34 ITALY VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 35 ITALY VIRTUAL REALITY FOR CONSUMER MARKET, BY DELIVERY MODEL (%)

FIGURE 36 ITALY VIRTUAL REALITY FOR CONSUMER MARKET, BY ORGANIZATION SIZE (%)

FIGURE 37 ITALY VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 38 REST OF EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 39 REST OF EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 40 REST OF EUROPE VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 41 ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 42 ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 43 ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 44 CHINA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 45 CHINA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 46 CHINA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 47 JAPAN VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 48 JAPAN VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 49 JAPAN VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 50 SOUTH KOREA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 51 SOUTH KOREA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 52 SOUTH KOREA VIRTUAL REALITY FOR CONSUMER MARKET, BY APPLICATIONS (%)

FIGURE 53 SOUTH KOREA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 54 INDIA VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 55 INDIA VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 56 INDIA VIRTUAL REALITY FOR CONSUMER MARKET, BY APPLICATIONS (%)

FIGURE 57 INDIA VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)

FIGURE 58 REST OF ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 59 REST OF ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 60 REST OF ASIA PACIFIC VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATION (%)

FIGURE 61 REST OF WORLD VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)

FIGURE 62 REST OF WORLD VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)

FIGURE 63 REST OF WORLD VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS (%)