Virtual Reality Devices Market Size By Application, Industry Analysis Report, Regional Outlook (North America, Europe, Asia Pacific, Middle East & Africa, And South America), Growth Potential, Price Trends, Competitive Market Share & Forecast 2023 - 2030 (Recession Impact Analysis)
ID : MRU_
2439 | Date :
Jan, 2023 | Pages :
192 | Region : Global |
Publisher : 99 Strategy
Virtual reality technology is a kind of computer simulation system that can create and experience the virtual world. It USES the computer to generate a simulation environment, and it is an interactive system simulation of three-dimensional dynamic scene and physical behavior that integrates multi-source information to immerse users in the environment.
Increasing adoption of head-mounted displays in gaming and entertainment to drive the virtual reality market.
The Global Virtual Reality Devices Market touched xxx million USD with a CAGR xx % from 2018-2022 around the world. In the future, it is predicted to reach xxx million USD in 2023 with a CAGR xx % from 2023-2030.
As the report focuses on global Virtual Reality Devices Market, mainly in Europe and Asia Pacific, North America, Middle East and Africa, and South America. This report segmented the Market on the basis of regions, manufacturers, applications, and type.
in addition, this report introduces Market competition situation among the vendors and company profile, besides, Market price analysis and value chain features are covered in this report.
In Market segmentation by manufacturers, the report covers the following companies-
Oculus VR
Sony
HTC
Samsung Electronics
EON Reality
Google
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment
In Market segmentation by geographical regions, the report has analyzed the following regions- North America (USA, Canada and Mexico) Europe (Germany, France, UK, Russia and Italy) Asia-Pacific (China, Japan, Korea, India and Southeast Asia) South America (Brazil, Argentina, Columbia etc.) Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
In Market segmentation by types covers:
Non-Immersive Type
Semi-Physical Type
Totally Immersive Type
In Market segmentation by applications :
Consumers
Commercial
Space Defense
Medical
Industry
Other
Apart from the drivers, restraints, and opportunities, the report also offers competitive landscape, including various growth strategies adopted by profiled players for establishing significant position in the industry. The segmentation included in the comprehensive report will help respectable manufacturers to set up their processing units in the regions and increase their global presence. This would also benefit the industry and increase the company\'s product portfolio.
The research provides answers to the following key questions:
• What is the estimated growth rate and Market share and size of the Virtual Reality Devices Market for the forecast period 2023-2030?
• What are the driving forces in the Virtual Reality Devices Market for the forecast period 2023-2030?
• Who are the prominent Market players and how have they gained a competitive edge over other competitors?
• What are the Market trends influencing the progress of the Virtual Reality Devices industry worldwide?
• What are the major challenges and threats restricting the progress of the industry?
• What opportunities does the Market hold for the prominent Market players? Any special requirements about this report, please let us know and we can provide custom report.
Note – In order to provide more accurate market forecast, all our reports will be updated before delivery by considering the impact of COVID-19.
Table of Contents
1 Report Overview
1.1 Research Scope
1.2 Major Manufacturers Covered in This Report
1.3 Market Segment by Type
1.3.1 Global Virtual Reality Devices Market Size Growth Rate by Type (2020-2030)
1.3.2 Non-Immersive Type
1.3.3 Semi-Physical Type
1.3.4 Totally Immersive Type
1.4 Market Segment by Application
1.4.1 Global Virtual Reality Devices Market Share by Application (2020-2030)
1.4.2 Consumers
1.4.3 Commercial
1.4.4 Space Defense
1.4.5 Medical
1.4.6 Industry
1.4.7 Other
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Production and Capacity Analysis
2.1.1 Global Virtual Reality Devices Production Value 2015-2030
2.1.2 Global Virtual Reality Devices Production 2015-2030
2.1.3 Global Virtual Reality Devices Capacity 2015-2030
2.1.4 Global Virtual Reality Devices Marketing Pricing and Trends
2.2 Key Producers Growth Rate (CAGR) 2020-2030
2.2.1 Global Virtual Reality Devices Market Size CAGR of Key Regions
2.2.2 Global Virtual Reality Devices Market Share of Key Regions
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
3 Market Share by Manufacturers
3.1 Capacity and Production by Manufacturers
3.1.1 Global Virtual Reality Devices Capacity by Manufacturers
3.1.2 Global Virtual Reality Devices Production by Manufacturers
3.2 Revenue by Manufacturers
3.2.1 Virtual Reality Devices Revenue by Manufacturers (2018 - 2022)
3.2.2 Virtual Reality Devices Revenue Share by Manufacturers (2018 - 2022)
3.2.3 Global Virtual Reality Devices Market Concentration Ratio (CR5 and HHI)
3.3 Virtual Reality Devices Price by Manufacturers
3.4 Key Manufacturers Virtual Reality Devices Plants/Factories Distribution and Area Served
3.5 Date of Key Manufacturers Enter into Virtual Reality Devices Market
3.6 Key Manufacturers Virtual Reality Devices Product Offered
3.7 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type
4.1 Production and Production Value for Each Type
4.1.1 Non-Immersive Type Production and Production Value (2018 - 2022)
4.1.2 Semi-Physical Type Production and Production Value (2018 - 2022)
4.1.3 Totally Immersive Type Production and Production Value (2018 - 2022)
4.2 Global Virtual Reality Devices Production Market Share by Type
4.3 Global Virtual Reality Devices Production Value Market Share by Type
4.4 Virtual Reality Devices Ex-factory Price by Type
5 Market Size by Application
5.1 Overview
5.2 Global Virtual Reality Devices Consumption by Application
6 Production by Regions
6.1 Global Virtual Reality Devices Production (History Data) by Regions 2018 - 2022
6.2 Global Virtual Reality Devices Production Value (History Data) by Regions
6.3 United States
6.3.1 United States Virtual Reality Devices Production Growth Rate 2018 - 2022
6.3.2 United States Virtual Reality Devices Production Value Growth Rate 2018 - 2022
6.3.3 Key Players in United States
6.3.4 United States Virtual Reality Devices Import & Export
6.4 European Union
6.4.1 European Union Virtual Reality Devices Production Growth Rate 2018 - 2022
6.4.2 European Union Virtual Reality Devices Production Value Growth Rate 2018 - 2022
6.4.3 Key Players in European Union
6.4.4 European Union Virtual Reality Devices Import & Export
6.5 China
6.5.1 China Virtual Reality Devices Production Growth Rate 2018 - 2022
6.5.2 China Virtual Reality Devices Production Value Growth Rate 2018 - 2022
6.5.3 Key Players in China
6.5.4 China Virtual Reality Devices Import & Export
6.6 Rest of World
6.6.1 Japan
6.6.2 Korea
6.6.3 India
6.6.4 Southeast Asia
7 Virtual Reality Devices Consumption by Regions
7.1 Global Virtual Reality Devices Consumption (History Data) by Regions
7.2 United States
7.2.1 United States Virtual Reality Devices Consumption by Type
7.2.2 United States Virtual Reality Devices Consumption by Application
7.3 European Union
7.3.1 European Union Virtual Reality Devices Consumption by Type
7.3.2 European Union Virtual Reality Devices Consumption by Application
7.4 China
7.4.1 China Virtual Reality Devices Consumption by Type
7.4.2 China Virtual Reality Devices Consumption by Application
7.5 Rest of World
7.5.1 Rest of World Virtual Reality Devices Consumption by Type
7.5.2 Rest of World Virtual Reality Devices Consumption by Application
7.5.1 Japan
7.5.2 Korea
7.5.3 India
7.5.4 Southeast Asia
8 Company Profiles
8.1 Oculus VR
8.1.1 Oculus VR Company Details
8.1.2 Company Description and Business Overview
8.1.3 Production and Revenue of Virtual Reality Devices
8.1.4 Virtual Reality Devices Product Introduction
8.1.5 Oculus VR Recent Development
8.2 Sony
8.2.1 Sony Company Details
8.2.2 Company Description and Business Overview
8.2.3 Production and Revenue of Virtual Reality Devices
8.2.4 Virtual Reality Devices Product Introduction
8.2.5 Sony Recent Development
8.3 HTC
8.3.1 HTC Company Details
8.3.2 Company Description and Business Overview
8.3.3 Production and Revenue of Virtual Reality Devices
8.3.4 Virtual Reality Devices Product Introduction
8.3.5 HTC Recent Development
8.4 Samsung Electronics
8.4.1 Samsung Electronics Company Details
8.4.2 Company Description and Business Overview
8.4.3 Production and Revenue of Virtual Reality Devices
8.4.4 Virtual Reality Devices Product Introduction
8.4.5 Samsung Electronics Recent Development
8.5 EON Reality
8.5.1 EON Reality Company Details
8.5.2 Company Description and Business Overview
8.5.3 Production and Revenue of Virtual Reality Devices
8.5.4 Virtual Reality Devices Product Introduction
8.5.5 EON Reality Recent Development
8.6 Google
8.6.1 Google Company Details
8.6.2 Company Description and Business Overview
8.6.3 Production and Revenue of Virtual Reality Devices
8.6.4 Virtual Reality Devices Product Introduction
8.6.5 Google Recent Development
8.7 Microsoft
8.7.1 Microsoft Company Details
8.7.2 Company Description and Business Overview
8.7.3 Production and Revenue of Virtual Reality Devices
8.7.4 Virtual Reality Devices Product Introduction
8.7.5 Microsoft Recent Development
8.8 Vuzix
8.8.1 Vuzix Company Details
8.8.2 Company Description and Business Overview
8.8.3 Production and Revenue of Virtual Reality Devices
8.8.4 Virtual Reality Devices Product Introduction
8.8.5 Vuzix Recent Development
8.9 CyberGlove Systems
8.9.1 CyberGlove Systems Company Details
8.9.2 Company Description and Business Overview
8.9.3 Production and Revenue of Virtual Reality Devices
8.9.4 Virtual Reality Devices Product Introduction
8.9.5 CyberGlove Systems Recent Development
8.10 Sensics
8.10.1 Sensics Company Details
8.10.2 Company Description and Business Overview
8.10.3 Production and Revenue of Virtual Reality Devices
8.10.4 Virtual Reality Devices Product Introduction
8.10.5 Sensics Recent Development
8.11 Leap Motion
8.12 Sixense Entertainment
9 Market Forecast
9.1 Global Market Size Forecast
9.1.1 Global Virtual Reality Devices Capacity, Production Forecast 2020-2030
9.1.2 Global Virtual Reality Devices Production Value Forecast 2020-2030
9.2 Market Forecast by Regions
9.2.1 Global Virtual Reality Devices Production and Value Forecast by Regions 2020-2030
9.2.2 Global Virtual Reality Devices Consumption Forecast by Regions 2020-2030
9.3 United States
9.3.1 Production and Value Forecast in United States
9.3.2 Consumption Forecast in United States
9.4 European Union
9.4.1 Production and Value Forecast in European Union
9.4.2 Consumption Forecast in European Union
9.5 China
9.5.1 Production and Value Forecast in China
9.5.2 Consumption Forecast in China
9.6 Rest of World
9.6.1 Japan
9.6.2 Korea
9.6.3 India
9.6.4 Southeast Asia
9.7 Forecast by Type
9.7.1 Global Virtual Reality Devices Production Forecast by Type
9.7.2 Global Virtual Reality Devices Production Value Forecast by Type
9.8 Consumption Forecast by Application
11 Opportunities & Challenges, Threat and Affecting Factors
11.1 Market Opportunities
11.2 Market Challenges
11.3 Porters Five Forces Analysis
12 Key Findings
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
Research Methodology
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