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Virtual Reality Market, By Technology (Non-immersive, Semi and Fully-immersive), By Offering (Hardware, Software) By Application (Consumer, Commercial, Enterprise, Healthcare) opportunities and forecast 2020-2027

  • DLR1949
  • 19 September, 2020
  • Internet & Communication
  • Pages: 120
  • Global
Market Overview

VR has gained extensive recognition and adoption in the past few years. Major tech giant have led the market to evolve, building trust and awareness among the users. Many players are developing in this market with hopes to navigate it toward the mainstream adoption. The launch of commercial VR headsets is anticipated to fuel the market growth. Technological advancements in the sector are expected to create a plethora of solutions with varied capabilities, allowing consumers to experience utmost immersion. Making the experience more real functions as key driver for the market adoption and penetration.
The technology has often found its application persuasive, with cooperative video games or movie and TV series. Technology serves as a platform to plan the things that are otherwise expensive, too dangerous, or impractical to do.

Above 70% of the market has been dominated by the major technological giants. The ompanies are launching new products to differentiate themselves from other competitors. For instance, in June 2018, tech giant Oculus launched Oculus Go in UK, Europe, and Canada, after two months of its U.S. debut. The prices for standalone VR set started at EUR 199. Similarly, Sony Corporation patented VR headset which combats simulation sickness by eye-tracking in the same year. According to patent, headset would use the features to establish the “health threshold value” that could apparently tell when VR experience is becoming too intense for user and then act accordingly.

Segment Overview

Based on technology, semi-immersive technology is expected to grow at hgher rate owing to the investment by the companies to create better user experience. Rising investments and R&D, the software segment is anticipated to be on rise whereas hardware observed a steady rise.
The adoption of VR technology is likely to rise in the healthcare and education industry, thus boosting the market size. VR can be used for providing monitoring patients, training, and practicing surgeries. As per the research studies, the technology is anticipated to be the prospect of online learning in the coming future. For instance, c3rdFlix, education technology start-up, raised over USD 5 million from the Exfinity Vnetures to create live learning experience.

Regional Overview

U.S. giants such as Google, Facebook, and Apple remain to focus on their research and development activities for hardware and software to further stimulate the VR market share. The growth in thie region is largely attributed to the enlarged funding in start-up and new firms, making the market dynamic.
Asia-Pacific is anticipated to grow at higher rate, due to the presence of several emerging economies, along with the increasing acceptance of VR devices in the region. This in turn, is likely to encourage the industry players to invest in this region. China is anticipated to account for prominent share owing to the increasing adoption of technology in the country. Technology took the centre stage in the country’s tech scenario in 2016. Many VR start-ups are also rising in the country. For instance, Palapple is currently developing its VR products. Company also created project called VResidence that offers a number of VR real estate products, such as an online platform for the second-hand property.

Competitor overview

Some of the key industry players include Oculus, HTC, Google, Samsung, Lenovo and Sony. These major players dominate the market. However, with growing innovations in the technology, several of the companies are focusing on increasing their market presence by securing the new contracts and by tapping the new markets.
Investments by technology vendors are building an advancement in the area of display technology, this is likely to affect the vision of traditional methodology. With technology giants, such as Google, investing substantial amounts in the startups for development of VR, along with other noticeable players investing in R&D over this sector, the future of VR market is likely to be more competitive.

Key Players
  1. Google
  2. Microsoft
  3. Oculus VR
  4. Sony
  5. Samsung Electronics
  6. HTC
  7. EON Reality
  8. Vuzix
  9. Cyber Glove System
  10. Sensics

Market Segmentation

By Technology
  • Nonimmersive
  • Semi- and Fully Immersive
By Offering
  • Hardware
  • Software
By Application
  • Consumer
    • Gaming and Entertainment
    • Sports
  • Commercial
    • Retail and Ecommerce
    • Education and Training
    • Travel and Tourism
    • Advertising
  • Enterprise
  • Healthcare
    • Surgery
    • Patient Care Management
    • Fitness Management
    • Pharmacy Management
    • Medical Training and Education
  • Aerospace & Defence
  • Others
By Geography
  • North America
    • US
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • Japan
    • China
    • India
    • Australia
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Brazil
    • Saudi Arabia
    • UAE
    • Rest of LAMEA


1 Executive Summary 11

    2 Market Dynamics 12

    • 2.1 Market Drivers 12
      • 2.1.1 Growing demand of HMD in Gaming and Entertainment 12
      • 2.1.2 Implementation of VR as part of Marketing Strategy 13
    • 2.2 Market Challenges 13
      • 2.2.1 High cost of manufacturing due to SoC integration 13
    • 2.3 Opportunities 14
      • 2.3.1 Advancement in Fully Immersive technology 14
      • 2.3.2 Integration of 5G with VR 14
    • 2.4 Supply Chain Analysis 15
    • 2.5 Porter’s Five Forces Analysis 16

    3 Global Virtual Reality Market, By Component 17

    • 3.1 Introduction 17
    • 3.2 Sub-segment 18
      • 3.2.1 Hardware 18
        • 3.2.1.1 Semiconductor Components 18
        • 3.2.1.2 Sensors 18
        • 3.2.1.3 Displays 18
      • 3.2.2 Software 18
        • 3.2.2.1 Software Developemnt Kits 18
        • 3.2.2.2 Cloud Based 18

    4 Global Virtual Reality Market, By Device Type 19

    • 4.1 Introduction 19
    • 4.2 Sub-Segment 20
      • 4.2.1 Head Mounted Displays 20
      • 4.2.2 Gesture Tracking Device 20
      • 4.2.3 Projectors & Display Walls 20
      • 4.2.4 3D Camera 20

    5 Global Virtual Reality Market, By Technology 21

    • 5.1 Introduction 21
    • 5.2 Sub-Segment 22
      • 5.2.1 Non-Immersive 22
      • 5.2.2 Semi-Immersive 22
      • 5.2.3 Fully Immersive 22

    6 Global Virtual Reality Market, By Vertical 23

    • 6.1 Introduction 23
    • 6.2 Sub-segment 24
      • 6.2.1 Consumer Electronics 24
      • 6.2.2 Aerospace & Defence 24
      • 6.2.3 Healthcare 24
      • 6.2.4 Commercial 25
      • 6.2.5 Industrial 25
      • 6.2.6 Others 25

    7 Global Virtual Reality Market, By Region 26

    • 7.1 Introduction 26
    • 7.2 Market, By Regions 28
      • 7.2.1 North America 28
        • 7.2.1.1 U.S. 34
        • 7.2.1.2 Canada 36
        • 7.2.1.3 Mexico 38
      • 7.2.2 Europe 40
        • 7.2.2.1 U.K. 45
        • 7.2.2.2 Germany 47
        • 7.2.2.3 France 49
        • 7.2.2.4 Italy 51
        • 7.2.2.5 Rest of Europe 53
      • 7.2.3 Asia-Pacific 56
        • 7.2.3.1 China 62
        • 7.2.3.2 Japan 64
        • 7.2.3.3 India 66
        • 7.2.3.4 South Korea 68
        • 7.2.3.5 Rest of Asia Pacific 70
      • 7.2.4 Rest of the World (RoW) 72

    8 Competitive Landscape 77

    • 8.1 Introduction 77
    • 8.2 Market Share Analysis 77
    • 8.3 Company Profiles 78
      • 8.3.1 Microsoft Corporation 78
        • 8.3.1.1 Company Overview 78
        • 8.3.1.2 Product/Services Offering 79
        • 8.3.1.3 Strategy 79
        • 8.3.1.4 SWOT Analysis 80
      • 8.3.2 Sony Corporation 81
        • 8.3.2.1 Company Overview 81
        • 8.3.2.2 Product /Services Offering 81
        • 8.3.2.3 Strategy 82
        • 8.3.2.4 SWOT Analysis 82
      • 8.3.3 Google LLC 83
        • 8.3.3.1 Company Overview 83
        • 8.3.3.2 Product /Services Offering 83
        • 8.3.3.3 Strategy 84
        • 8.3.3.4 SWOT Analysis 84
      • 8.3.4 Qualcomm Technologies, Inc 85
        • 8.3.4.1 Company Overview 85
        • 8.3.4.2 Product /Services Offering 85
      • 8.3.5 Facebook, Inc 86
        • 8.3.5.1 Company Overview 86
        • 8.3.5.2 Product / Service offered 86
        • 8.3.5.3 Strategy 87
        • 8.3.5.4 SWOT Analysis 87
      • 8.3.6 Samsung Electronics 88
        • 8.3.6.1 Company overview 88
        • 8.3.6.2 Product / Service offering 88
        • 8.3.6.3 Strategy 89
        • 8.3.6.4 SWOT Analysis 89
      • 8.3.7 Vuzix Corporation 90
        • 8.3.7.1 Company Overview 90
        • 8.3.7.2 Product / Service offered 90
      • 8.3.8 Sensics, Inc 91
        • 8.3.8.1 Company Overview 91
        • 8.3.8.2 Product / Service offered 91
      • 8.3.9 Eon Reality, Inc 92
        • 8.3.9.1 Company Overview 92
        • 8.3.9.2 Product / Service offered 92
      • 8.3.10 Avegant Corporation 93
        • 8.3.10.1 Company Overview 93
        • 8.3.10.2 Product /Services Offered 93
      • 8.3.11 Sixense Entertainment, Inc 94
        • 8.3.11.1 Company Overview 94
        • 8.3.11.2 Product /Services offered 94
  • 8.4 Appendix 95
  • 8.5 Scope of the Study 95
    • 8.5.1 Research Objective 95
    • 8.5.2 Assumption 95
    • 8.5.3 Limitation 95
  • 8.6 Market Structure 96
  • 9 Research Methodologies 97

    • 9.1 Research Process 97
    • 9.2 Primary Research 98
    • 9.3 Secondary Research 98
    • 9.4 Market Size Estimation 98
    • 9.5 Forecast Model 99

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