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Global Virtual Reality (VR) Market 2019-2025: Expected to Rise at a CAGR of 32.9% - ResearchAndMarkets.com

DUBLIN--(BUSINESS WIRE)--The "Virtual Reality Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2025" report has been added to ResearchAndMarkets.com's offering.

This report predicts the global virtual reality market to grow with a CAGR of 32.9% over the forecast period from 2019-2025.

The report on the global virtual reality market provides qualitative and quantitative analysis for the period from 2017 to 2025. The study on virtual reality market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2017 to 2025.

The report on virtual reality market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global virtual reality market over the period of 2017 to 2025. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global virtual reality market over the period of 2017 to 2025. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings

1) Drivers

  • Increasing investment of major players in the virtual reality
  • Growing use of head mounted displays in the gaming and entertainment sector

2) Restraints

  • Concerns related to the health due to the lack of movement and low resolution
  • High cost for the virtual reality devices

3) Opportunities

  • Increasing adoption of the HMDS in aerospace & defence and healthcare.
  • Growing number of smartphone and tablet users

What does this report deliver?

1. Comprehensive analysis of the global as well as regional markets of the virtual reality market.

2. Complete coverage of all the segments in the virtual reality market to analyze the trends, developments in the global market and forecast of market size up to 2025.

3. Comprehensive analysis of the companies operating in the global virtual reality market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.

4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

Key Topics Covered

1. Preface

1.1. Report Description

1.2. Research Methods

1.3. Research Approaches

2. Executive Summary

2.1. Virtual Reality Market Highlights

2.2. Virtual Reality Market Projection

2.3. Virtual Reality Market Regional Highlights

3. Global Virtual Reality Market Overview

3.1. Introduction

3.2. Market Dynamics

3.2.1. Drivers

3.2.2. Restraints

3.2.3. Opportunities

3.3. Porter's Five Forces Analysis

3.4. Growth Matrix Analysis

3.4.1. Growth Matrix Analysis by Component

3.4.2. Growth Matrix Analysis by Device Type

3.4.3. Growth Matrix Analysis by Technology

3.4.4. Growth Matrix Analysis by Application

3.4.5. Growth Matrix Analysis by Region

3.5. Value Chain Analysis of Virtual Reality Market

4. Virtual Reality Market Macro Indicator Analysis

5. Global Virtual Reality Market by Component

5.1. Hardware

5.2. Software

6. Global Virtual Reality Market by Device Type

6.1. Head-mounted Displays

6.2. Projectors & Display Walls

6.3. Gesture-tracking Devices

7. Global Virtual Reality Market by Technology

7.1. Immersive

7.2. Semi-immersive

7.3. Non-immersive

8. Global Virtual Reality Market by Application

8.1. Consumer Electronics

8.2. Commercial

8.3. Healthcare

8.4. Aerospace & Defence

8.5. Other Applications

9. Global Virtual Reality Market by Region

9.1. North America

9.2. Europe

9.3. Asia-Pacific

9.4. RoW

10. Company Profiles and Competitive Landscape

10.1. Competitive Landscape in the Global Virtual Reality Market

10.2. Companies Profiled

10.2.1. Oculus VR, LLC

10.2.2. Alphabet, Inc. (Google)

10.2.3. Leap Motion, Inc.

10.2.4. Samsung Electronics Co. Ltd.

10.2.5. Microsoft Corporation

10.2.6. HTC Corporation

10.2.7. CyberGlove Systems Inc.

10.2.8. Magic Leap, Inc.

10.2.9. Sony Corporation

10.2.10. Eon Reality, Inc.

10.2.11. Other Companies

For more information about this report visit https://www.researchandmarkets.com/r/44yk2m

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900

Research and Markets


Release Versions

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900

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