2018 Global Virtual Reality Market & Segmental Industry Estimates, By Component, By Technology, By Application & Regional Forecasts, 2017-2025

Virtual Reality Market 2018 industry valued approximately USD 960 million in 2016 is anticipated to grow with a healthy growth rate of more than 47% CAGR to 2025.


Global Virtual Reality Market industry valued approximately USD 960 million in 2016 is anticipated to grow with a healthy growth rate of more than 47% over the forecast period 2017-2025. 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.

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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:


Semi & Fully Immersive

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

Aerospace & Defense
Consumer Electronics

North America
Asia Pacific
Latin America
Rest of the World

Furthermore, the years considered for the study are as follows:
Historical year – 2015
Base year – 2016
Forecast period – 2017 to 2025

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Some of the key manufacturers involved in the market are CyberGlove Systems LLC, Alphabet, Inc., Barco, HTC Corporation, Oculus VR LLC, Leap Motion, Inc., Samsung Electronics Co. Ltd., and Microsoft Co. an intense competition can be seen for realizing the market domination by improvement of VR immersion abilities and investment in innovative low-cost products. Acquisitions and effective mergers, collaborations, partnerships, and product launches are some of the strategies adopted by the key manufacturers.

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

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Some Point from Table of Content:

Chapter 1. Research Methodology
1.1. Research Process
1.1.1. Data Mining
1.1.2. Analysis
1.1.3. Market Estimation
1.1.4. Validation
1.1.5. Publishing
1.2. Research Assumption

Chapter 2. Global Virtual Reality Market Definition & Scope
2.1. Objective of The Study
2.2. Market Definition
2.3. Scope of The Study
2.4. Years Considered for The Study
2.5. Currency Conversion Rates
2.6. Report Limitation

Chapter 3. Executive Summary
3.1. Key Trends
3.2. Global & Segmental Market Estimates & Forecasts, 2015-2025 (USD Billion/Million)

Read more....

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