Virtual Reality 2017 Global Market Expected to Grow at CAGR 48.89% and Forecast to 2021

Virtual Reality Market 2017
WiseGuyReports.Com Publish a New Market Research Report On -“Virtual Reality 2017 Global Market Expected to Grow at CAGR 48.89% and Forecast to 2021”.

                             

The analysts forecast the global virtual reality market to grow at a CAGR of 48.89% during the period 2017-2021.

Virtual reality (VR) is defined as a three-dimensional computer-generated environment. VR is implemented using a computer technology and a range of systems, including headsets and special gloves, that make the user a part of the virtual world. VR provides an immersive experience by connecting the user to the VR world. The user experiences a feeling of involvement, which is intelligently designed by experts. VR is a combination of hardware, software, and sensory synchronicity to achieve a sense of presence. VR has gained immense popularity worldwide because of the development of immersive films and 360-degree videos. VR systems allow a three-dimensional view of images.

 

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Covered in this report 
The report covers the present scenario and the growth prospects of the global virtual reality market for 2017-2021. The report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography: 
• Americas 
• APAC 
• EMEA

The report, Global Virtual Reality Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

VR market vendors 
• 360 Labs 
• Netflix 
• Samsung Electronics 
• Google 
• Koncept VR 
• Jaunt 
• DODOcase 
• I AM CARDBOARD 
• KNOXLABS 
• OnePlus 
• PowisVR 
• Unofficial Cardboard 
• ZEISS VR ONE 
• HOMIDO 
• Mattel 
• Samsonite IP Holdings 
• MR.CARDBOARD 
• Facebook (Oculus VR) 
• HTC 
• Open Source Virtual Reality 
• Sony 
• Zebronics 
• FOVE 
• LG Electronics 
• CyberGlove Systems 
• MANUS VR 
• NeuroDigital Technologies 
• Virtalis 
• Dexta Robotics 
• Synertial 
• Spinview Global 
• VRscape 
• AppReal 
• Erminesoft

Market driver 
• Declining prices of VR hardware 
• For a full, detailed list, view our report

Market challenge 
• High VR app development costs 
• For a full, detailed list, view our report

Market trend 
• Use of inside-out tracking technology in VR headsets 
• For a full, detailed list, view our report

Key questions answered in this report 
• What will the market size be in 2021 and what will the growth rate be? 
• What are the key market trends? 
• What is driving this market? 
• What are the challenges to market growth? 
• Who are the key vendors in this market space?

 

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Table Of Contents – Major Key Points

 

PART 01: Executive summary 

PART 02: Scope of the report 

PART 03: Research Methodology 

PART 04: Introduction 
• Market outline 

PART 05: Market landscape 
• Market overview 
• Market size and forecast 
• Five forces analysis 

PART 06: Market segmentation by sector 
• Global VR market by sector 
• Global VR market in VR content sector 
• Global VR market in VR hardware sector 
• Global VR market in VR apps sector 

PART 07: Market segmentation by platform 
• Global VR market by platform 
• Global VR market by PCs 
• Global VR market by mobile devices 
• Global VR market by consoles 

PART 08: Geographical segmentation 
• Global VR market by geography 
• VR market in Americas 
• VR market in APAC 
• VR market in EMEA 

PART 09: Key leading countries 
• VR market in US 
• VR market in Japan 
• VR market in China 

PART 10: Decision framework 

PART 11: Drivers and challenges 
• Market drivers 
• Market challenges 

PART 12: Market trends 
• Use of inside-out tracking technology in VR headsets 
• Increasing popularity of 360-degree content 
• Adoption of VR in fashion and retail 
• Use of VR projectors 
• Emergence of VR armbands and gesture-based controllers 

PART 13: Vendor landscape 
• Competitive scenario 

PART 14: Appendix 
• List of abbreviations 

Continue…….

 

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