DUBLIN--(BUSINESS WIRE)--The "Global Virtual Reality Market Analysis & Trends - Industry Forecast to 2027" report has been added to ResearchAndMarkets.com's offering.
Report Highlights
- The report provides a detailed analysis on current and future market trends to identify the investment opportunities
- Market forecasts till 2027, using estimated market values as the base numbers
- Key market trends across the business segments, Regions and Countries
- Key developments and strategies observed in the market
- Market Dynamics such as Drivers, Restraints, Opportunities and other trends
- In-depth company profiles of key players and upcoming prominent players
- Growth prospects among the emerging nations through 2027
- Market opportunities and recommendations for new investments
Key Topics Covered
1 Market Outline
1.1 Research Methodology
1.1.1 Research Approach & Sources
1.2 Market Trends
1.3 Regulatory Factors
1.4 Technology Analysis
1.5 Application Analysis
1.6 Strategic Benchmarking
1.7 Opportunity Analysis
2 Executive Summary
3 Market Overview
3.1 Current Trends
3.1.1 Increasing Adoption of Head-Mounted Displays (HMD) in Gaming & Entertainment Sector
3.1.2 Growing Popularity of 360-Degree Content
3.1.3 Use of VR for Training & Simulation in Defense
3.1.4 Growth Opportunities/Investment Opportunities
3.2 Drivers
3.3 Constraints
3.4 Industry Attractiveness
3.4.1 Bargaining power of suppliers
3.4.2 Bargaining power of buyers
3.4.3 Threat of substitutes
3.4.4 Threat of new entrants
3.4.5 Competitive rivalry
4 Virtual Reality Market, By Technology
4.1 Semi-Immersive & Fully Immersive Technologies
4.2 Non-Immersive Technology
5 Virtual Reality Market, By Device Type
5.1 Projectors and Display Walls
5.2 Head-Mounted Displays (HMDs)
5.3 Hand-Held Devices
5.4 Gesture Control Devices
5.4.1 Data Gloves
5.4.2 Other Gesture Control Devices
5.5 Personal Computer
5.6 Consoles
5.7 Other Device Types
6 Virtual Reality Market, By Component
6.1 Software
6.1.1 Cloud-Based Solutions
6.1.2 Software Development Kits
6.2 Hardware
6.2.1 Semiconductor Components
6.2.1.1 Integrated Circuits
6.2.1.2 Controllers/Processors
6.2.2 Sensors
6.2.2.1 Magnetometers
6.2.2.2 Proximity Sensors
6.2.2.3 Accelerometers
6.2.2.4 Global Positioning Systems
6.2.2.5 Gyroscopes
7 Virtual Reality Market, By Application
7.1 Medical & Healthcare
7.1.1 Fitness Management
7.1.2 Medical Training
7.1.3 Surgery
7.1.4 Pharmacy Management
7.2 Aerospace & Defense
7.3 Industrial
7.4 Consumer
7.4.1 Gaming & Entertainment
7.4.1.1 Sports
7.5 Commercial
7.5.1 Education & Training
7.5.2 Tourism
7.5.3 Retail
7.6 Energy and Utilities
7.7 Advertising & Marketing
7.8 Logistics
7.9 Vehicle Simulation
7.10 Telecommunication
7.11 Other Applications
7.11.1 Architecture and Building Design
7.11.2 Automotive
7.11.3 Geospatial Mining
7.11.4 Enterprise Solutions
8 Virtual Reality Market, By Geography
8.1 North America
8.2 Europe
8.3 Asia Pacific
8.4 Middle East
8.5 Latin America
8.6 Rest of the World (RoW)
9 Key Player Activities
9.1 Acquisitions & Mergers
9.2 Agreements, Partnerships, Collaborations and Joint Ventures
9.3 Product Launch & Expansions
9.4 Other Activities
10 Leading Companies
10.1 Microsoft Corporation
10.2 Google Inc.
10.3 Sony Corporation
10.4 Samsung Electronics Co. Ltd.
10.5 HTC Corporation
10.6 Oculus VR, LLC
10.7 Cyberglove Systems Inc.
10.8 Sixense Entertainment, Inc
10.9 Vuzix Corporation
10.10 EON Reality, Inc.
10.11 Leap Motion, Inc.
10.12 Sensics, Inc.
10.13 Barco N.V.
10.14 Advanced Micro devices, Inc.
For more information about this report visit https://www.researchandmarkets.com/research/2nv6f9/global_virtual?w=4