Global Virtual Reality Market Size, Development Status, Application Analysis, Growth Trends and Forecasts 2023 – Acute Market Reports

Virtual Reality Market (VR) (Consumer (Gaming, and Entertainment), and Enterprise & Public Sector (Retail and Marketing, Engineering and Design, Healthcare, Military, and Others (Education, etc) – Growth, Share, Opportunities, Competitive Analysis, and Forecast 2016 – 2023 the virtual reality market is expected to exceed US$ 30.0 Bn by 2023, witnessing a double digit compound annual growth rate during the forecast period.

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Market Insights
The virtual reality (VR) technology traces its roots to the latter half of the previous century. In spite of being around for decades, the technology did not receive the expected acceptance in the initial years. However, after all years of hype surrounding the latent potential of the technology, it is expected to become mainstream in the coming years. We expect VRs capability to improve during the forecast period 2016 – 2023 with further improvements in processors, screen resolutions, content development for specific formats.

Competitive Insights:
The global virtual reality market is highly fragmented across different end-use segments, requiring manufacturers and technology developers to understand unique differences and requirements of each industry separately. The leading top 4 players in the global virtual reality market account for less than 45 percent of the global market revenue. Some of the leading players identified in the global virtual reality market include Oculus VR, Inc. (Facebook Inc., the U.S.), Sony Corporation (Japan), Samsung Electronics, Co. Ltd. (South Korea), Vuzix Corporation (the U.S.), Sensics, Inc. (the U.S.), Microsoft Corporation (the U.S.), EON Reality, Inc. (the U.S.), and Sixense Entertainment, Inc. (the U.S.) among others. The global virtual reality market also includes large number of niche players, which account for trivial market share individually. The global virtual reality market is supported by technology development and innovation. The competitive rivalry among current market players is comparatively high.

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Key Trends:
• Growing demand for virtual reality-based wearable displays (ex – head mounted displays) in consumer applications
• Declining price of hardware components
• Proliferation of mobile devices and advancements in their computational capabilities
• Hand tracking, head tracking, and eye tracking functionalities have become more commonplace in consumer VR devices
• Emergence of VR app store

Chapter 1 Preface
1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I – Secondary Research
1.4.2 Phase II – Primary Research
1.4.3 Phase III – Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted

Chapter 2 Executive Summary
2.1 Market Snapshot: Global Virtual Reality Market
2.2 Global Virtual Reality Market, By Component, 2015
2.3 Global Virtual Reality Market, By Platform, 2015
2.4 Global Virtual Reality Market, By End-use Application, 2015
2.5 Global Virtual Reality Market, By Geography,2015

Chapter 3 Market Dynamics
3.1 Product Insights and Market Overview
3.1.1 Global Virtual Reality Market Revenue and Growth, 2014 – 2023, (US$ Mn and % Y-o-Y)
3.2 Key Market Trends and Future Outlook
3.2.1 Evolution
3.2.2 Recent Trends
3.2.3 Future Outlook
3.3 Market Drivers
3.4 Market Growth Inhibitors
3.5 Opportunities
3.6 See-Saw Analysis
3.6.1 Impact Analysis of Drivers and Restraints
3.7 Ecosystem Analysis
3.8 Competitive Analysis
3.8.1 Market Positioning of Key Vendors
3.8.2 Key Strategies Adopted By Leading Vendors
3.8.3 Analyst Recommendations

Chapter 4 Virtual Reality Market, By Component
4.1 Market Analysis
4.1.1 Global Virtual Reality Market Revenue Contribution, By Component, 2014 & 2022 (Value %)
4.2 Hardware
4.2.1 Global Virtual Reality Market Revenue and Growth for Hardware, 2014 – 2023, (US$ Mn)
4.3 Software
4.3.1 Global Virtual Reality Market Revenue and Growth for Software, 2014 – 2023, (US$ Mn)

Chapter 5 Virtual Reality Market, By End-use Application
5.1 Market Analysis
5.1.1 Global Virtual Reality Market Revenue Contribution, By End-use Application, 2014 & 2022 (US$ Mn)
5.2 Consumer
5.2.1 Global Virtual Reality Market Revenue and Growth for Consumer Applications, 2014 – 2023, (US$ Mn)
5.2.2 Gaming
5.2.2.1 Global Virtual Reality Market Revenue and Growth for Gaming Applications, 2014 – 2023, (US$ Mn)
5.2.3 Entertainment
5.2.3.1 Global Virtual Reality Market Revenue and Growth for Entertainment Applications, 2014 – 2023, (US$ Mn)
5.3 Enterprise and Public Sector
5.3.1 Global Virtual Reality Market Revenue and Growth for Enterprise & Public Sector Applications, 2014 – 2023, (US$ Mn)
5.3.2 Retail and Marketing
5.3.2.1 Global Virtual Reality Market Revenue and Growth for Retail and Marketing Applications, 2014 – 2023, (US$ Mn)
5.3.3 Engineering and Design
5.3.3.1 Global Virtual Reality Market Revenue and Growth for Engineering and Design Applications, 2014 – 2023, (US$ Mn)
5.3.4 Healthcare
5.3.4.1 Global Virtual Reality Market Revenue and Growth for Healthcare Applications, 2014 – 2023, (US$ Mn)
5.3.5 Military
5.3.5.1 Global Virtual Reality Market Revenue and Growth for Military Applications, 2014 – 2023, (US$ Mn)
5.3.6 Others
5.3.6.1 Global Virtual Reality Market Revenue and Growth for Entertainment Applications, 2014 – 2023, (US$ Mn)

Chapter 6 Virtual Reality Market, By Platform
6.1 Market Analysis
6.1.1 Global Virtual Reality Market Revenue Contribution, By Platform, 2015 & 2022 (Value %)
6.2 Mobile
6.2.1 Global Virtual Reality Market Revenue and Growth for Mobile Platform, 2014 – 2023, (US$ Mn)
6.3 PC (Personal Compter)
6.3.1 Global Virtual Reality Market Revenue and Growth for PC Platform 2014 – 2023, (US$ Mn)
6.4 Console
6.4.1 Global Virtual Reality Market Revenue and Growth for Console Platform 2014 – 2023, (US$ Mn)

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Chapter 7 North America Virtual Reality Market Analysis
7.1 Overview
7.1.1 North America Virtual Reality Market Revenue and Growth, 2014 – 2023, (US$ Mn) (Y-o-Y %)
7.2 North America Virtual Reality Market Analysis, By Component, 2014 – 2023 (US$ Mn)
7.2.1 SRC Analysis
7.3 North America Virtual Reality Market Analysis, By End-use Application, 2014 – 2023 (US$ Mn)
7.3.1 SRC Analysis
7.4 North America Virtual Reality Market Analysis, By Platform, 2014 – 2023 (US$ Mn)
7.4.1 SRC Analysis
7.5 North America Virtual Reality Market Analysis, By Country, 2014 – 2023 (US$ Mn)
7.5.1 SRC Analysis
7.5.2 U.S.
7.5.3 Canada

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