Virtual Reality Market Status and Trend Analysis 2017-2026 (COVID-19 Version)

Get in-depth COVID-19 impact and recovery analysis on the Virtual Reality Market

Flash Discount
15% Single User
20% Multi User
25% Corporate
30% Enterprise
  • Summary

    Further key aspects of the report indicate that:

    Chapter 1: Research Scope: Product Definition, Type, End-Use & Methodology

    Chapter 2: Global Industry Summary

    Chapter 3: Market Dynamics

    Chapter 4: Global Market Segmentation by region, type and End-Use

    Chapter 5: North America Market Segmentation by region, type and End-Use

    Chapter 6: Europe Market Segmentation by region, type and End-Use

    Chapter 7: Asia-Pacific Market Segmentation by region, type and End-Use

    Chapter 8: South America Market Segmentation by region, type and End-Use

    Chapter 9: Middle East and Africa Market Segmentation by region, type and End-Use.

    Chapter 10: Market Competition by Companies

    Chapter 11: Market forecast and environment forecast.

    Chapter 12: Industry Summary.

    The global Virtual Reality market has the potential to grow with xx million USD with growing CAGR in the forecast period from 2021f to 2026f. Factors driving the market for @@@@@ are the significant development of demand and improvement of COVID-19 and geo-economics.

    Based on the type of product, the global Virtual Reality market segmented into

    Head Mounted Displays

    Head Trackers

    Motion Trackers

    3D Controllers

    Data Gloves

    Haptic Devices

    Others

    Based on the end-use, the global Virtual Reality market classified into

    Learning

    Education

    Others

    Based on geography, the global Virtual Reality market segmented into

    North America [U.S., Canada, Mexico]

    Europe [Germany, UK, France, Italy, Rest of Europe]

    Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]

    South America [Brazil, Argentina, Rest of Latin America]

    Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]

    And the major players included in the report are

    Oculus

    Samsung

    Vive

    Avegant

    Razer

    Zeiss

    VisusVR

    FOVE

    Starbreeze

    Google

    Vuzix

    HTC

    Sony

    Microsoft

    Meta

    Freefly

     

  • With tables and figures helping analyze worldwide Virtual Reality market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.


    1 RESEARCH SCOPE

    1.1 Research Product Definition

    1.2 Research Segmentation

    1.2.1 Product Type
    1.2.2 Main product Type of Major Players

    1.3 Demand Overview

    1.4 Research Methodology


    2 GLOBAL VIRTUAL REALITY INDUSTRY

    2.1 Summary about Virtual Reality Industry

    2.2 Virtual Reality Market Trends

    2.2.1 Virtual Reality Production & Consumption Trends
    2.2.2 Virtual Reality Demand Structure Trends

    2.3 Virtual Reality Cost & Price


    3 MARKET DYNAMICS

    3.1 Manufacturing & Purchasing Behavior in 2020

    3.2 Market Development under the Impact of COVID-19

    3.2.1 Drivers
    3.2.2 Restraints
    3.2.3 Opportunity
    3.2.4 Risk

    4 GLOBAL MARKET SEGMENTATION

    4.1 Region Segmentation (2017 to 2021f)

    4.1.1 North America (U.S., Canada and Mexico)
    4.1.2 Europe (Germany, UK, France, Italy, Rest of Europe)
    4.1.3 Asia-Pacific (China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific)
    4.1.4 South America (Brazil,, Argentina, Rest of Latin America)
    4.1.5 Middle East and Africa (GCC, North Africa, South Africa, Rest of Middle East and Africa)

    4.2 Product Type Segmentation (2017 to 2021f)

    4.2.1 Head Mounted Displays
    4.2.2 Head Trackers
    4.2.3 Motion Trackers
    4.2.4 3D Controllers
    4.2.5 Data Gloves
    4.2.6 Haptic Devices
    4.2.7 Others

    4.3 Consumption Segmentation (2017 to 2021f)

    4.3.1 Learning
    4.3.2 Education
    4.3.3 Others

    5 NORTH AMERICA MARKET SEGMENT

    5.1 Region Segmentation (2017 to 2021f)

    5.1.1 U.S.
    5.1.2 Canada
    5.1.3 Mexico

    5.2 Product Type Segmentation (2017 to 2021f)

    5.2.1 Head Mounted Displays
    5.2.2 Head Trackers
    5.2.3 Motion Trackers
    5.2.4 3D Controllers
    5.2.5 Data Gloves
    5.2.6 Haptic Devices
    5.2.7 Others

    5.3 Consumption Segmentation (2017 to 2021f)

    5.3.1 Learning
    5.3.2 Education
    5.3.3 Others

    5.4 Impact of COVID-19 in North America


    6 EUROPE MARKET SEGMENTATION

    6.1 Region Segmentation (2017 to 2021f)

    6.1.1 Germany
    6.1.2 UK
    6.1.3 France
    6.1.4 Italy
    6.1.5 Rest of Europe

    6.2 Product Type Segmentation (2017 to 2021f)

    6.2.1 Head Mounted Displays
    6.2.2 Head Trackers
    6.2.3 Motion Trackers
    6.2.4 3D Controllers
    6.2.5 Data Gloves
    6.2.6 Haptic Devices
    6.2.7 Others

    6.3 Consumption Segmentation (2017 to 2021f)

    6.3.1 Learning
    6.3.2 Education
    6.3.3 Others

    6.4 Impact of COVID-19 in Europe


    7 ASIA-PACIFIC MARKET SEGMENTATION

    7.1 Region Segmentation (2017 to 2021f)

    7.1.1 China
    7.1.2 India
    7.1.3 Japan
    7.1.4 South Korea
    7.1.5 Southeast Asia
    7.1.6 Australia
    7.1.7 Rest of Asia Pacific

    7.2 Product Type Segmentation (2017 to 2021f)

    7.2.1 Head Mounted Displays
    7.2.2 Head Trackers
    7.2.3 Motion Trackers
    7.2.4 3D Controllers
    7.2.5 Data Gloves
    7.2.6 Haptic Devices
    7.2.7 Others

    7.3 Consumption Segmentation (2017 to 2021f)

    7.3.1 Learning
    7.3.2 Education
    7.3.3 Others

    7.4 Impact of COVID-19 in Europe


    8 SOUTH AMERICA MARKET SEGMENTATION

    8.1 Region Segmentation (2017 to 2021f)

    8.1.1 Brazil
    8.1.2 Argentina
    8.1.3 Rest of Latin America

    8.2 Product Type Segmentation (2017 to 2021f)

    8.2.1 Head Mounted Displays
    8.2.2 Head Trackers
    8.2.3 Motion Trackers
    8.2.4 3D Controllers
    8.2.5 Data Gloves
    8.2.6 Haptic Devices
    8.2.7 Others

    8.3 Consumption Segmentation (2017 to 2021f)

    8.3.1 Learning
    8.3.2 Education
    8.3.3 Others

    8.4 Impact of COVID-19 in Europe


    9 MIDDLE EAST AND AFRICA MARKET SEGMENTATION

    9.1 Region Segmentation (2017 to 2021f)

    9.1.1 GCC
    9.1.2 North Africa
    9.1.3 South Africa
    9.1.4 Rest of Middle East and Africa

    9.2 Product Type Segmentation (2017 to 2021f)

    9.2.1 Head Mounted Displays
    9.2.2 Head Trackers
    9.2.3 Motion Trackers
    9.2.4 3D Controllers
    9.2.5 Data Gloves
    9.2.6 Haptic Devices
    9.2.7 Others

    9.3 Consumption Segmentation (2017 to 2021f)

    9.3.1 Learning
    9.3.2 Education
    9.3.3 Others

    9.4 Impact of COVID-19 in Europe


    10 COMPETITION OF MAJOR PLAYERS

    10.1 Brief Introduction of Major Players

    10.1.1 Oculus
    10.1.2 Samsung
    10.1.3 Vive
    10.1.4 Avegant
    10.1.5 Razer
    10.1.6 Zeiss
    10.1.7 VisusVR
    10.1.8 FOVE
    10.1.9 Starbreeze
    10.1.10 Google
    10.1.11 Vuzix
    10.1.12 HTC
    10.1.13 Sony
    10.1.14 Microsoft
    10.1.15 Meta
    10.1.16 Freefly

    10.2 Virtual Reality Sales Date of Major Players (2017-2020e)

    10.2.1 Oculus
    10.2.2 Samsung
    10.2.3 Vive
    10.2.4 Avegant
    10.2.5 Razer
    10.2.6 Zeiss
    10.2.7 VisusVR
    10.2.8 FOVE
    10.2.9 Starbreeze
    10.2.10 Google
    10.2.11 Vuzix
    10.2.12 HTC
    10.2.13 Sony
    10.2.14 Microsoft
    10.2.15 Meta
    10.2.16 Freefly

    10.3 Market Distribution of Major Players

    10.4 Global Competition Segmentation


    11 MARKET FORECAST

    11.1 Forecast by Region

    11.2 Forecast by Demand

    11.3 Environment Forecast

    11.3.1 Impact of COVID-19
    11.3.2 Geopolitics Overview
    11.3.3 Economic Overview of Major Countries

    12 REPORT SUMMARY STATEMENT

     

  • The Virtual Reality Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.

    Report Objectives / Segmentation Covered :
    By Companies / players:
    • Oculus
    • Samsung
    • Vive
    • Avegant
    • Razer
    • Zeiss
    • VisusVR
    • FOVE
    • Starbreeze
    • Google
    • Vuzix
    • HTC
    • Sony
    • Microsoft
    • Meta
    • Freefly
    By Regions:
    • North America [U.S., Canada, Mexico]
    • Europe [Germany, UK, France, Italy, Rest of Europe]
    • Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
    • South America [Brazil, Argentina, Rest of Latin America]
    • Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]
    By Type:
    • Head Mounted Displays
    • Head Trackers
    • Motion Trackers
    • 3D Controllers
    • Data Gloves
    • Haptic Devices
    • Others
    By Application:
    • Learning
    • Education
    • Others
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Research objectives

Where will all these developments take the industry in the long

To study and analyze the global Market consumption (value & volume) by key regions/countries, product type and application, history data from 2015 to 2019, and forecast to 2025.

What are the future opportunities in the market?

To understand the structure of Market by identifying its various subsegments.

What are the major driving forces expected to impact the development of the market market across different regions?

To analyze the market with respect to individual growth trends, future prospects, and their contribution to the total market.

Which industry trends are likely to shape the future of the industry during the forecast period 2020-2025?

To project the consumption of market submarkets, with respect to key regions.

Who are the major driving forces expected to decide the fate of the industry worldwide.

To strategically profile the key players and comprehensively analyze their growth strategies.

What are the key barriers and threats believed to hinder the development of the industry?

To analyze competitive developments such as expansions,agreements, new product launches, and acquisitions in the market.

Who are the prominent market players making a mark in the market with their winning strategies?

To share detailed information about the key factors influencing the growth of the market

What will be the growth rate and the market size of the industry for the forecast period 2020-2025?

Focuses on the key global market Vendors, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.

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