Virtual Reality Content Market - 127.97% CAGR to 2020 Driven by VR Gaming

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ReportsnReports.com adds Global Virtual Reality Content Market 2016-2020 latest research report, this analyst forecast the global virtual reality content market to grow at a CAGR of 127.97% during the period 2016-2020.

The global virtual reality content market analyst says technological advances in the video content market have led to the introduction of VR and 360-degree videos. VR is the new trend in the entertainment domain and it is making its way to various digital arenas, particularly the digital video content market. VR is emerging as one of the mainstream platforms, leading to the technological transformation of the digital world. In 2016, Facebook launched its flagship VR device Oculus Rift, Sony launched Morpheus, and HTC launched Vive.

Complete report on virtual reality content market spread across 57 pages, analyzing 4 major companies and providing 38 data exhibits are now available at http://www.reportsnreports.com/reports/738705-global-virtual-reality-content-market-2016-2020.html

The following companies are the key players in the global virtual reality content market: Netflix, Samsung, Google, and Valve. Other prominent vendors in the market are: 8i, Alphaeon, AltspaceVR, Apple (Metaio), Blippar, Alchemy VR, CCP Games, EEVO, Facebook, GoPro, High Fidelity, HTC, Improbable, Jaunt, Legend3D, Linden Lab, Marxent, Matterport, Movidius, MyDreamVR, NextVR, Nod Labs, Reload Studios, Resolution Games, Sony, uSens, Virtalis, Virtuix, Viscira, VRideo, Wevr, and WorldViz

According to the virtual reality content market report, there is intense competition among vendors such as Samsung Electronics, HTC, Sony, Oculus, and Google. The presence of these brands in the market is expected to increase the awareness of VR technology among consumers. The acquisition of Oculus in July 2014 for $2 billion by Facebook and Google's investment in Magic Leap are some of the major developments in the VR market in the past two years. In addition, leading smartphone vendors introduced VR headsets that can be integrated with smartphones to provide an enhanced viewing and gaming experience to users. Samsung Electronics introduced Gear VR and HTC introduced Vive. Order a copy of Global Virtual Reality Content Market 2016-2020 report @ http://www.reportsnreports.com/purchase.aspx?name=738705

The global virtual reality content market by PCs was valued at around $95 million in 2015 and it is likely to grow at a CAGR of almost 127% by 2020. The easy availability and popularity of PC games will lead to the growth of this market segment. The global virtual reality content market by gaming consoles was valued at more than $64 million in 2015, and it is likely to grow at a CAGR of close to 128% by 2020. The global virtual reality content market by mobile devices was valued at about $61 million in 2015 and is likely to grow at a CAGR of over 129% by 2020. In 2015, it occupied more than 30% of the global gaming market making it one of the fastest-growing segments.

Global Virtual Reality Content Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. This report covers the present scenario and the growth prospects of the global virtual reality content market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of VR content in the following industries: Games, Entertainment, Healthcare and wellness, Travel and tourism and Others (include engineering, manufacturing, automotive, real estate, sports and fitness, and education).

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