Virtual Reality Market Expected To Be Reach US$ 33 Billion by 2022

New York, August 13, 2018: The scope of the report includes a detailed study of global and regional markets for Global Virtual Reality Market with the reasons given for variations in the growth of the industry in certain regions.

The report covers detailed competitive outlook including the market share and company profiles of the key participants operating in the global market. Key players profiled in the report include Oculus VR, LLC , Sony Corporation , HTC Corporation , Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc., Sensics, Inc., Leap Motion Inc. , Marxent Labs LLC, WorldViz, Jaunt, Inc., Cyberith GmbH , Virtalis Limited , and Sixense Entertainment, Inc. among others. Company profile includes assign such as company summary, financial summary, business strategy and planning, SWOT analysis and current developments.

The Global virtual reality Market is expected to exceed more than US$ 33 billion by 2022 and will grow at a CAGR of more than 55% in the given forecast period.

Virtual reality is artificial surroundings that is created with software program and supplied to the user in this kind of manner that the person suspends belief and accepts it as real surroundings. On a computer, virtual fact is usually experienced through 2 of the 5 senses: sight and sound. The only form of virtual reality is a 3D photograph that can be explored interactively at a personal computer, commonly through manipulating keys or the mouse so that the content of the photo movements in some course or zooms in or out. More state of the art efforts involve such tactics as wrap around display monitors, real rooms augmented with wearable computer systems, and haptics gadgets that let you experience the display images.

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The Global Virtual Reality Market has been segmented as below:

The Global Virtual Reality Market is segmented on the Basis of Component Analysis, Technology Analysis, Device Type Analysis, Application Analysis and Regional Analysis. By Component Analysis this market is segmented on the basis of Hardware Components, Semiconductor Components and Software Components.

By Technology Analysis this market is segmented on the basis of Non-Immersive and Semi-Immersive & Fully Immersive. By Device Type Analysis this market is segmented on the basis of Head-Mounted Displays (HMDs), Projectors and Display Walls and Gesture Control Devices. By Application Analysis this market is segmented on the basis of Consumersector, Aerospace & Defense sector, Commercialsecto, Medicalsector, Industrialsector and others. By Regional Analysis this market is segmented on the basis of North America, Europe, Asia-Pacific and Rest of the World.

This report provides:

1) An overview of the global market for Virtual Reality and related technologies.

2) Analyses of global market trends, with data from 2015, estimates for 2016 and 2017, and projections of compound annual growth rates (CAGRs) through 2022.

3) Identifications of new market opportunities and targeted promotional plans for Global Virtual Reality Market.

4) Discussion of research and development, and the demand for new products and new applications.

5) Comprehensive company profiles of major players in the industry.

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Table of Contents

1 INTRODUCTION

2 Research Methodology

3 Executive Summary

4 Premium Insights

5 Market Overview

5.1 Introduction
5.2 Market Segmentation
5.2.1 Virtual Reality Market, By Component
5.2.2 Market, By Technology
5.2.3 Market, By Device Type
5.2.4 Market, By Application
5.2.5 Virtual Reality Market, By Geography
5.3 Market Evolution
5.4 Market Dynamics: Market
5.4.1 Drivers
5.4.1.1 Increasing Adoption of Head-Mounted Displays (HMD) in Gaming and Entertainment Sector
5.4.1.2 Decline in the Prices of Displays and Other Hardware Components of HMDs
5.4.1.3 Use of VR for Training and Simulation in Defense
5.4.2 Restraints
5.4.2.1 Display Latency and Energy Consumption Affect the Overall Performance of Virtual Reality Devices
5.4.2.2 Lack of Movement and Health Concerns Related to Low Resolution
5.4.3 Opportunities
5.4.3.1 Significant Number of Investments in the Virtual Reality Market
5.4.3.2 Increasing Adoption of Head-Mounted Displays in Medical and Healthcare
5.4.3.3 Increasing Applications in the Architecture & Design Segment
5.4.4 Challenges
5.4.4.1 Developing User-Friendly Virtual Reality and Tracking Systems for Easy Acceptance and Penetration of the Virtual Reality

6 Industry Trends

7 Virtual Reality Market, By Component

8 Virtual Reality Market, By Technology

9 Virtual Reality Market, By Device Type

10 Virtual Reality Market, By Application

11 Virtual Reality Market, By Geography

12 Competitive Landscape

13 Company Profile

13.1 Introduction

13.2 Oculus VR, LLC

13.3 Sony Corporation

13.4 Samsung Electronics Co., Ltd.

13.5 HTC Corporation

13.6 EON Reality, Inc.

13.7 Google Inc.

13.8 Microsoft Corporation

13.9 Vuzix Corporation

13.10 Cyberglove Systems Inc.

13.11 Sensics, Inc.

13.12 Leap Motion, Inc.

13.13 Sixense Entertainment, Inc.

13.14 Key Innovators in the VR Market

 

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Email: john@marketresearchengine.com

Phone: +1-855-984-1862

Country: United States

Website: https://www.marketresearchengine.com/

 

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