Virtual Reality Market in India (2018-2023) Overview, Share, Scope, Trends, Drivers, Challenges, and Data on Country Wise Implementation, Yearly Funding and Growth Forecast

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20% Multi User
25% Corporate
30% Enterprise
  • The adoption of virtual reality (VR) in industries like automotive, medical, aerospace and defense, gaming, retail, education, and entertainment are being driven by its benefits in training, conferencing, and communication. In India, the rate of adoption of innovative VR applications such as a head-up display and head-mounted display is rising, leading to generation of considerable funding. In 2013, the Indian VR market generated funds worth INR 7.04 Bn, while in 2017 the market had generated funds worth INR 122.44 Bn, thus rising at a compound annual growth rate (CAGR) of 104.24% for that period.

    Key growth drivers of the market:

    o The Indian government has initiated several development programs, which are supporting the VR market. Also, organizations like IDG Ventures India (IDGVI) and Axilor Ventures are participating in the development of the VR market in India with the help of investments through Frontier Tech Innovators Program. As a result, various kinds of VR equipment have become easily accessible and affordable for Indians, thus driving the growth of the market.

    o VR has recently found extensive usage in India in the fields of military, telecommunications, entertainment, and medicine for training, developing easy mobile application, designing games, and enabling easy surgery simulation, phobia treatment, and robotic surgery. Increasing use of VR applications in different industries is driving growth of the market across India.

    Key deterrents to the growth of the market:

    Although the Indian VR market operates with the help of several large, small, domestic and international enterprises, the technological infrastructure of the country lags behind that of the advanced economies like China, the United States of America (U.S.A), and Japan. Also, the Indian parents are often not ready to let their children use VR applications extensively through games, movies, or other forms of entertainment, or even education for they fear that it might develop addiction among kids. As a result, use of VR applications in India is limited to specific play stations at supermarkets, or in the form of headgears sold with smartphones.

    Companies covered:

    o IndiaNIC Infotech Limited

    o Juego Studio Private Limited

    o Meraki Virtual Reality Studio

    o Merxius Software Private Limited

    o Quy Technology Private Limited

    o SmartVizx Private Limited

    o Tata Elixsi

    o Xenium Digital Private Limited

    o Yudiz Solution Private Limited

    o Zatun

    Customizations available

    With the given market data, we offer customizations according to specific needs.

     

  • 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.

    Chapter 1: Executive summary
    Chapter 2: Socio-economic indicators
    Chapter 3: Introduction
    3.1. Virtual reality market - definition and structure
    Chapter 4: Global virtual reality market
    4.1. Market overview
    4.2. Market size and growth forecast – value-wise (2017-2023e)
    4.3. Country-wise virtual reality implementation (2018)
    o China
    o France
    o USA
    o UK
    o Nordics (Sweden, Norway, Finland)
    o Germany
    4.4. Virtual reality deployment split (2018)
    o Experimenters
    o Implementers
    Chapter 5: Virtual reality market in India
    5.1. Market overview
    5.2. Virtual reality market funding scenario (2013-2017)
    5.3. Key trends of the market
    5.5. Virtual reality market applications
    o Automotive
    o Medical
    o Aerospace and defense
    o Others
    5.6. Virtual reality business hubs in India – city-wise concentration of start-ups (2017)
    Chapter 6: Key growth drivers of the market
    Chapter 7: Key deterrents to the growth of the market
    Chapter 8: Competitive landscape
    8.1. Porter’s five forces analysis
    8.2. IndiaNIC Infotech Limited
    o Corporate information
    o Business description
    o Products and services
    o Key people
    *Note: Similar information areas will be covered for the remaining competitors
    8.3. Juego Studio Private Limited
    8.4. Meraki Virtual Reality Studio
    8.5. Merxius Software Private Limited
    8.6. Quy Technology Private Limited
    8.7. SmartVizx Private Limited
    8.8. Tata Elixsi
    8.9. Xenium Digital Private Limited
    8.10. Yudiz Solution Private Limited
    8.11. Zatun
    Chapter 9: Recent developments
    Appendix

    1. Research methodology

    2. About Research On Global Markets

     

  • 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:
      By Regions:
        By Type:
          By Application:
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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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