VR Equipment Market by Type, Technology, Product, Application, Region and Forecast to 2021

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The Global VR Equipment Market Research Report 2017 is a professional and in-depth study on the current state of the VR Equipment Market. This report studies VR Equipment in Global market, especially in North America, Europe, China, Japan, India and Others, focuses on top manufacturers in global market, with capacity, production, price, revenue and market share for each manufacturer covering Oculus, Samsung, Vive, Avegant, Razer, Zeiss, VisusVR, FOVE, Starbreeze, Google, Vuzix, HTC, Sony, Microsoft, Meta and Freefly.

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Market Segment by Regions, this report splits Global into several key Regions, with sales (consumption), revenue, market share and growth rate of VR Equipment in these regions, from 2016 to 2021 (forecast), like North America, Europe, China, Japan, India and Others. Split by product type, with production, revenue, price, market share and growth rate of each type, can be divided into Head Mounted Displays, Head Trackers, Motion Trackers, 3D Controllers, Data Gloves, Haptic Devices and Others. Split by application, this report focuses on consumption, market share and growth rate of VR Equipment in each application, can be divided into Educational, Industrial, Medical, Entertainment and Others.

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Few points from Table of Contents

1 VR Equipment Market Overview

2 Global VR Equipment Market Competition by Manufacturers

3 Global VR Equipment Production, Revenue (Value) by Region (2011-2016)

4 Global VR Equipment Supply (Production), Consumption, Export, Import by Regions (2011-2016)
4.1 Global VR Equipment Consumption by Regions (2011-2016)
4.2 North America VR Equipment Production, Consumption, Export, Import (2011-2016)
4.3 Europe VR Equipment Production, Consumption, Export, Import (2011-2016)
4.4 China VR Equipment Production, Consumption, Export, Import (2011-2016)
4.5 Japan VR Equipment Production, Consumption, Export, Import (2011-2016)
4.6 Southeast Asia VR Equipment Production, Consumption, Export, Import (2011-2016)
4.7 India VR Equipment Production, Consumption, Export, Import (2011-2016)

5 Global VR Equipment Production, Revenue (Value), Price Trend by Type
5.1 Global VR Equipment Production and Market Share by Type (2011-2016)
5.2 Global VR Equipment Revenue and Market Share by Type (2011-2016)
5.3 Global VR Equipment Price by Type (2011-2016)
5.4 Global VR Equipment Production Growth by Type (2011-2016)

6 Global VR Equipment Market Analysis by Application
6.1 Global VR Equipment Consumption and Market Share by Application (2011-2016)
6.2 Global VR Equipment Consumption Growth Rate by Application (2011-2016)
6.3 Market Drivers and Opportunities
6.3.1 Potential Applications
6.3.2 Emerging Markets/Countries

7 Global VR Equipment Manufacturers Profiles/Analysis
7.1 Oculus
7.1.1 Company Basic Information, Manufacturing Base and Its Competitors
7.1.2 VR Equipment Product Type, Application and Specification
7.1.2.1 Head Mounted Displays
7.1.2.2 Head Trackers
7.1.3 Oculus VR Equipment Production, Revenue, Price and Gross Margin (2015 and 2016)
7.1.4 Main Business/Business Overview
7.2 Samsung
7.2.1 Company Basic Information, Manufacturing Base and Its Competitors
7.2.2 VR Equipment Product Type, Application and Specification
7.2.2.1 Head Mounted Displays
7.2.2.2 Head Trackers
7.2.3 Samsung VR Equipment Production, Revenue, Price and Gross Margin (2015 and 2016)
7.2.4 Main Business/Business Overview
7.3 Vive
7.3.1 Company Basic Information, Manufacturing Base and Its Competitors
7.3.2 VR Equipment Product Type, Application and Specification
7.3.2.1 Head Mounted Displays
7.3.2.2 Head Trackers
7.3.3 Vive VR Equipment Production, Revenue, Price and Gross Margin (2015 and 2016)
7.3.4 Main Business/Business Overview

8 VR Equipment Manufacturing Cost Analysis

9 Industrial Chain, Sourcing Strategy and Downstream Buyers

10 Marketing Strategy Analysis, Distributors/Traders

11 Market Effect Factors Analysis

12 Global VR Equipment Market Forecast (2016-2021)

13 Research Findings and Conclusion

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