Global Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity
Global virtual reality market is expected to reach $109.61 billion by 2026, representing a 2020-2026 CAGR of 38.8%. Highlighted with 84 tables and 81 figures, this 164-page report “Global Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Region. Based on Component, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. Hardware • Sensors • Semiconductor Component • Displays and Projectors • Position Trackers • Cameras • Others Software • Software Developer Kits • Cloud Services Based on Technology, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Nonimmersive Technology • Semi-Immersive Technology • Fully Immersive Technology Based on Device, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Head-Mounted Display (HMD) • Gesture-Tracking Device • Projector & Display Wall Based on Platform, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Mobile VR • Console VR • PC VR Based on Industry Vertical, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Gaming • Entertainment & Media • Aerospace & Defense • Healthcare • Education • Automotive • Retail & Marketing • Other Verticals Based on End User, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. Consumer Enterprise • Large Enterprises • Small- & Medium-sized Enterprises Geographically, the following regions together with the listed national/local markets are fully investigated: • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) • Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into The Netherlands, Denmark, Austria, Norway, Sweden, Belgium, Poland, Czech Republic, Slovakia, Hungary, and Romania) • North America (U.S. and Canada) • Latin America (Brazil, Mexico, Argentina, Rest of Latin America) • RoW (Saudi Arabia, UAE, South Africa) For each of the aforementioned regions and countries, market analysis and revenue data are available for 2015-2026. The breakdown of all regional markets by country and split of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in global virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players (this may not be a complete list and extra companies can be added upon request): Apple Inc. Atheer, Inc. Cyberglove Systems Inc. EON Reality, Inc. Facebook Inc. Google Inc. Hewlett-Packard Development Company. L.P Leap Motion, Inc. Meta Inc. Microsoft Corporation Nintendo Co., Ltd Oculus VR, LLC Qualcomm Technologies, Inc. Samsung Electronics Co. Ltd Sixense Entertainment, Inc Sony Corporation Total Immersion, Inc. Virtuix Zappar Ltd (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
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Table of Contents 1 Introduction 8 1.1 Industry Definition and Research Scope 8 1.1.1 Industry Definition 8 1.1.2 Research Scope 9 1.2 Research Methodology 11 1.2.1 Overview of Market Research Methodology 11 1.2.2 Market Assumption 12 1.2.3 Secondary Data 12 1.2.4 Primary Data 12 1.2.5 Data Filtration and Model Design 13 1.2.6 Market Size/Share Estimation 14 1.2.7 Research Limitations 15 1.3 Executive Summary 16 2 Market Overview and Dynamics 19 2.1 Market Size and Forecast 19 2.2 Major Growth Drivers 20 2.3 Market Restraints and Challenges 23 2.4 Emerging Opportunities and Market Trends 26 2.5 Porter’s Fiver Forces Analysis 29 3 Segmentation of Global Market by Component 33 3.1 Market Overview by Component 33 3.2 Hardware 35 3.3 Software 37 4 Segmentation of Global Market by Technology 39 4.1 Market Overview by Technology 39 4.2 Nonimmersive Technology 41 4.3 Semi-Immersive Technology 42 4.4 Fully Immersive Technology 43 5 Segmentation of Global Market by Device 44 5.1 Market Overview by Device 44 5.2 Head-Mounted Display (HMD) 46 5.3 Gesture-Tracking Device 47 5.4 Projector & Display Wall 48 6 Segmentation of Global Market by Platform 49 6.1 Market Overview by Platform 49 6.2 Mobile VR 51 6.3 Console VR 52 6.4 PC VR 53 7 Segmentation of Global Market by Industry Vertical 54 7.1 Market Overview by Industry Vertical 54 7.2 Gaming 56 7.3 Entertainment & Media 57 7.4 Aerospace & Defense 58 7.5 Healthcare 59 7.6 Education 60 7.7 Automotive 61 7.8 Retail & Marketing 62 7.9 Other Verticals 63 8 Segmentation of Global Market by End User 64 8.1 Market Overview by End User 64 8.2 Consumer 66 8.3 Enterprise 67 9 Segmentation of Global Market by Region 68 9.1 Geographic Market Overview 2019-2026 68 9.2 North America Market 2019-2026 by Country 72 9.2.1 Overview of North America Market 72 9.2.2 U.S. Market 75 9.2.3 Canadian Market 79 9.3 European Market 2019-2026 by Country 81 9.3.1 Overview of European Market 81 9.3.2 UK 84 9.3.3 France 86 9.3.4 Germany 88 9.3.5 Spain 90 9.3.6 Italy 92 9.3.7 Russia 94 9.3.8 Rest of European Market 96 9.4 Asia-Pacific Market 2019-2026 by Country 98 9.4.1 Overview of Asia-Pacific Market 98 9.4.2 China 101 9.4.3 Japan 103 9.4.4 India 106 9.4.5 Australia 108 9.4.6 South Korea 110 9.4.7 Rest of APAC Region 112 9.5 Latin America Market 2019-2026 by Country 114 9.5.1 Argentina 117 9.5.2 Brazil 119 9.5.3 Mexico 121 9.5.4 Rest of Latin America Market 123 9.6 Rest of World Market 2019-2026 by Country 124 9.6.1 UAE 127 9.6.2 Saudi Arabia 129 9.6.3 South Africa 131 9.6.4 Other National Markets 133 10 Competitive Landscape 134 10.1 Overview of Key Vendors 134 10.2 New Product Launch, Partnership, Investment, and M&A 137 10.3 Company Profiles 138 Apple Inc. 138 Atheer, Inc. 140 Cyberglove Systems Inc. 141 EON Reality, Inc. 142 Facebook Inc. 143 Google Inc. 144 Hewlett-Packard Development Company. L.P 145 Leap Motion, Inc. 146 Meta Inc. 147 Microsoft Corporation 148 Nintendo Co., Ltd 149 Oculus VR, LLC 150 Qualcomm Technologies, Inc. 151 Samsung Electronics Co. Ltd 152 Sixense Entertainment, Inc 153 Sony Corporation 154 Total Immersion, Inc. 155 Virtuix 156 Zappar Ltd 157 11 Investing in Global Market: Risk Assessment and Management 158 11.1 Risk Evaluation of Global Market 158 11.2 Critical Success Factors (CSFs) 161 Related Reports and Products 164