Virtual Reality (VR) Market Research Report - Global Forecast to 2027

Virtual Reality (VR) Market Research Report - Global Forecast to 2027

ID: MRFR/ICT/0411-CRR | April, 2018 | Region: Global | 100 pages | Cooked Research Reports

Global Virtual Reality Market, Component (Hardware, Software), Device Type (Head Mounted Displays, Gesture Tracking Devices), Technology (Semi-Immersive, Full-Immersive), Industry Vertical (Consumer Electronics, Aerospace & Defense) - Forecast till 2027


Synopsis of the Global Virtual Reality Market


Technology in the field of virtual reality is getting innovative, resulting in new virtual reality components. VR headsets which provide semi immersive technology will be replaced by entirely immersive technology-based products such as suits which allows haptic to full body. Fully Immersive virtual reality is the appearance of an artificial surrounding which replaces user’s real-world surroundings. Immersiveness is a significant component of virtual reality applications like VR gaming and VR therapy.


The virtual reality market is in its initial stage at present and is expected to show a tremendous growth rate during the forecast period. The market is majorly affected by increased digitization, enhancement, and integration with augmented reality and increased adoption of virtual reality in gaming and entertainment. The head-mounted displays are the key components that are supporting the market growth. Many developers are sticking to HMD technology since they do not require any other additional hardware for controlling. On the contrary side, the high costs of manufacturing due to SoC (System on Chip) integration is hampering the market growth. Manufacturers are working to cut down the costs by innovating new design patterns and new technologies for VR equipment.


5G technology will be a boost to mobile data performance which benefits the virtual reality. Industry experts consider that the onset of 5G technology will reveal the full potential of virtual reality. There will be a lot of data to be processed within the input mechanisms of VR. 5G faster speeds and lower latency helps in bridging the gap between the VR and speed data requirements. Technologists estimate that by implementing 5G in virtual reality helps in improving traffic capacity, network efficiency and decrease latency over 4G.


Key Findings


The global virtual reality market is expected to reach USD 101.2 Billion by 2027.


By component, the market was dominated by hardware in 2016. The software component is expected to show the highest growth rate.


By device type, the market was dominated by head-mounted displays in 2016. The gesture tracking device is expected to show the highest CAGR.


By technology, the market was dominated by fully immersive in 2016 and is also expected to show the highest CAGR.


By vertical, the market was dominated by consumer electronics in 2016 and is expected to show the highest CAGR.


Geographically, North America was dominating in 2016. Asia Pacific will show the highest growth rate


Segmentation


The global virtual reality market is classified into the component, device type, technology, vertical and region.


On the basis of the component the market is further classified into hardware and software.


On the basis of device type, the market is further classified into head-mounted displays, gesture tracking devices, projectors & display walls and 3D cameras.


On the basis of technology, the market is further classified into non-immersive, semi-immersive and full-immersive technologies.


On the basis of Vertical, the market is further segmented into consumer electronics, aerospace & Defense, healthcare, commercial, industrial and many more.


The global virtual reality market is studied in North America, Europe, Asia Pacific and Rest of the world


Regional Analysis


North America dominates the global virtual reality market with market share of USD 1 Billion in 2016 and is expected to continue through the forecast period. The presence of major technology giants and start-ups, wide adoption of virtual reality are promoting the market growth. However, Asia Pacific shows the major growth rate of CAGR 40% through the forecast period. The support from government bodies, various mergers and acquisition activities and the rise of technology start-ups are the major reasons for this steep growth in the region


Key Players


The key players in the area of global virtual reality market are Microsoft Corporation (U.S.), Sony Corporation (Japan), Google LLC (U.S.), Qualcomm Technologies, Inc. (U.S.), Facebook Inc. (U.S.), Samsung Electronics (South Korea), Vuzix Corporation (U.S.), Sensics Inc. (U.S.), Eon Reality, Inc. (U.S.), Sixense Entertainment, Inc. (U.S.), Avegant Corporation (U.S.), among others


Major brands like Coca-Cola and McDonald’s started using VR to create marketing campaigns. McDonald’s released an application which can be usable through cardboard of happy meal boxes holding users smartphone thereby providing VR experience. Marriot hotels launched Teleported which is a Virtual Reality device capable of combining video, audio, and sensation to make the users transport to different destinations


Intended Audience



  • Software Developers

  • Testing

  • Military personnel

  • Hospitals

  • Entertainment

  • Technology Integrators

  • Technology Investors

  • Product Manufacturers

  • Research Organizations

  • Analysts and Strategic Business Planners

License

Single User Enterprise User (Buy Premium Reports Chapterwise)
Currency

TABLE OF CONTENTS

2.1 Market Drivers
2.1.1 Growing demand of HMD in Gaming and Entertainment
2.1.2 Implementation of VR as part of Marketing Strategy
2.2 Market Challenges
2.2.1 High cost of manufacturing due to SoC integration
2.3 Opportunities
2.3.1 Advancement in Fully Immersive technology
2.3.2 Integration of 5G with VR
2.4 Supply Chain Analysis
2.5 Porter’s Five Forces Analysis

3.1 Introduction
3.2 Sub-segment
3.2.1 Hardware
3.2.1.1 Semiconductor Components
3.2.1.2 Sensors
3.2.1.3 Displays
3.2.2 Software
3.2.2.1 Software Developemnt Kits
3.2.2.2 Cloud Based

4.1 Introduction
4.2 Sub-Segment
4.2.1 Head Mounted Displays
4.2.2 Gesture Tracking Device
4.2.3 Projectors & Display Walls
4.2.4 3D Camera

5.1 Introduction
5.2 Sub-Segment
5.2.1 Non-Immersive
5.2.2 Semi-Immersive
5.2.3 Fully Immersive

6.1 Introduction
6.2 Sub-segment
6.2.1 Consumer Electronics
6.2.2 Aerospace & Defence
6.2.3 Healthcare
6.2.4 Commercial
6.2.5 Industrial
6.2.6 Others

7.1 Introduction
7.2 Market, By Regions
7.2.1 North America
7.2.1.1 U.S.
7.2.1.2 Canada
7.2.1.3 Mexico
7.2.2 Europe
7.2.2.1 U.K.
7.2.2.2 Germany
7.2.2.3 France
7.2.2.4 Italy
7.2.2.5 Rest of Europe
7.2.3 Asia Pacific
7.2.3.1 China
7.2.3.2 Japan
7.2.3.3 India
7.2.3.4 South Korea
7.2.3.5 Rest of Asia Pacific
7.2.4 Rest of the World (RoW)

8.1 Introduction
8.2 Market Share Analysis
8.3 Company Profiles
8.3.1 Microsoft Corporation
8.3.1.1 Company Overview
8.3.1.2 Product/Services Offering
8.3.1.3 Strategy
8.3.1.4 SWOT Analysis
8.3.2 Sony Corporation
8.3.2.1 Company Overview
8.3.2.2 Product /Services Offering
8.3.2.3 Strategy
8.3.2.4 SWOT Analysis
8.3.3 Google LLC
8.3.3.1 Company Overview
8.3.3.2 Product /Services Offering
8.3.3.3 Strategy
8.3.3.4 SWOT Analysis
8.3.4 Qualcomm Technologies, Inc
8.3.4.1 Company Overview
8.3.4.2 Product /Services Offering
8.3.5 Facebook, Inc
8.3.5.1 Company Overview
8.3.5.2 Product / Service offered
8.3.5.3 Strategy
8.3.5.4 SWOT Analysis
8.3.6 Samsung Electronics
8.3.6.1 Company overview
8.3.6.2 Product / Service offering
8.3.6.3 Strategy
8.3.6.4 SWOT Analysis
8.3.7 Vuzix Corporation
8.3.7.1 Company Overview
8.3.7.2 Product / Service offered
8.3.8 Sensics, Inc
8.3.8.1 Company Overview
8.3.8.2 Product / Service offered
8.3.9 Eon Reality, Inc
8.3.9.1 Company Overview
8.3.9.2 Product / Service offered
8.3.10 Avegant Corporation
8.3.10.1 Company Overview
8.3.10.2 Product /Services Offered
8.3.11 Sixense Entertainment, Inc
8.3.11.1 Company Overview
8.3.11.2 Product /Services offered
8.4 Appendix
8.5 Scope of the Study
8.5.1 Research Objective
8.5.2 Assumption
8.5.3 Limitation
8.6 Market Structure

9.1 Research Process
9.2 Primary Research
9.3 Secondary Research
9.4 Market Size Estimation
9.5 Forecast Model

TABLE 1 GLOBAL VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 2 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 3 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 4 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL 2017-2027 (USD BILLION)
TABLE 5 GLOBAL VIRTUAL REALITY MARKET, 2017-2027 (USD BILLION)
TABLE 6 NORTH AMERICA VIRTUAL REALITY MARKET BY COUNTRY,2017-2027 (USD BILLION)
TABLE 7 NORTH AMERICA VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 8 NORTH AMERICA VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 9 NORTH AMERICA VIRTUAL REALITY MARKET BY TECHNOLOGY,2017-2027 (USD BILLION)
TABLE 10 NORTH AMERICA VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 11 U.S. VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 12 U.S. VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 13 U.S. VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 14 U.S. VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 15 CANADA VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 16 CANADA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 17 CANADA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 18 CANADA VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 19 MEXICO VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 20 MEXICO VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 21 MEXICO VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 22 MEXICO VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 23 EUROPE VIRTUAL REALITY MARKET BY COUNTRY, 2017-2027 (USD BILLION)
TABLE 24 EUROPE VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 25 EUROPE VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 26 EUROPE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 27 EUROPE VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 28 UK VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 29 UK VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 30 UK VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 31 UK VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 32 GERMANY VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 33 GERMANY VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 34 GERMANY VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 35 GERMANY VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 36 FRANCE VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 37 FRANCE VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 38 FRANCE VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 39 FRANCE VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 40 ITALY VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 41 ITALY VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 42 ITALY VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 43 ITALY VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 44 REST OF EUROPE VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 45 REST OF EUROPE VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 46 REST OF EUROPE VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 47 REST OF EUROPE VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 48 ASIA PACIFIC VIRTUAL REALITY MARKET BY COUNTRY, 2017-2027 (USD BILLION)
TABLE 49 ASIA PACIFIC VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 50 ASIA PACIFIC VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 51 ASIA PACIFIC VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 52 ASIA PACIFIC VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 53 CHINA VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 54 CHINA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 55 CHINA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 56 CHINA VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 57 JAPAN VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 58 JAPAN VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 59 JAPAN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 60 JAPAN VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 61 INDIA VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 62 INDIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 63 INDIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 64 INDIA VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 65 SOUTH KOREA VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 66 SOUTH KOREA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 67 SOUTH KOREA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 68 SOUTH KOREA VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 69 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 70 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 71 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 72 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, BY VERTICAL, 2017-2027 (USD BILLION)
TABLE 73 REST OF THE WORLD VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
TABLE 74 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
TABLE 75 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
TABLE 76 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)

FIGURE 1 GLOBAL VIRTUAL REALITY MARKET: DRIVERS CHALLENGES & OPPORTUINITIES
FIGURE 2 GLOBAL VIRTUAL REALITY MARKET: SUPPLY CHAIN ANALYSIS
FIGURE 3 GLOBAL VIRTUAL REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS
FIGURE 4 GLOBAL VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 5 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)
FIGURE 6 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)
FIGURE 7 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL 2017-2027 (USD BILLION)
FIGURE 8 GLOBAL VIRTUAL REALITY MARKET, BY REGION, 2017-2027 (USD BILLION)
FIGURE 9 NORTH AMERICA VIRTUAL REALITY MARKET BY COUNTRY,2017-2027 (USD BILLION)
FIGURE 10 NORTH AMERICA VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 11 NORTH AMERICA VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017- 2027 (USD BILLION)
FIGURE 12 NORTH AMERICA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
FIGURE 13 NORTH AMERICA VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
FIGURE 14 EUROPE VIRTUAL REALITY MARKET BY COUNTRY, 2017-2027 (USD BILLION)
FIGURE 15 EUROPE VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 16 EUROPE VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
FIGURE 17 EUROPE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017-2027 (USD BILLION)
FIGURE 18 EUROPE VIRTUAL REALITY MARKET BY VERTICAL, 2017- 2027 (USD BILLION)
FIGURE 19 ASIA PACIFIC VIRTUAL REALITY MARKET BY COUNTRY, 2017-2027 (USD BILLION)
FIGURE 20 ASIA PACIFIC VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 21 ASIA PACIFIC VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017- 2027 (USD BILLION)
FIGURE 22 ASIA PACIFIC VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017- 2027 (USD BILLION)
FIGURE 23 ASIA PACIFIC VIRTUAL REALITY MARKET BY VERTICAL, 2017- 2027 (USD BILLION)
FIGURE 24 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY COMPONENT, 2017-2027 (USD BILLION)
FIGURE 25 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY DEVICE TYPE, 2017-2027 (USD BILLION)
FIGURE 26 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY TECHNOLOGY, 2017- 2027 (USD BILLION)
FIGURE 27 REST OF THE WORLD (ROW) VIRTUAL REALITY MARKET BY VERTICAL, 2017-2027 (USD BILLION)
FIGURE 28 GLOBAL VIRTUAL REALITY KEY PLAYERS MARKET SHARE, 2016 (%)
FIGURE 29 GLOBAL VIRTUAL REALITY MARKET STRUCTURE
FIGURE 30 MRFR RESEARH PROCESS