Virtual Reality (VR) 2018 Global Market Expected to Grow at CAGR 25.97% and Forecast to 2021

“\”Virtual Reality (VR) Market\””
The analysts forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019.



Global Virtual Reality (VR) Market


WiseGuyReports.Com adds” Virtual Reality (VR) in Global Gaming Market 2015-2019 “Research To Its Database.

Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from gaming devices, public entertainment, prototype creation to military exercises and medical equipment. 
The emergence of many virtual reality gaming hardware manufacturers is creating growth opportunities in the market. Players such as Oculus, Sony, and Samsung through their innovative gaming hardware has given hope for the market vendors that virtual reality could be a reality in the future, and there could be wide adoption of virtual reality in the global gaming market. 

The analysts forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019.

Covered in this Report 
This report covers the present scenario and the growth prospects of virtual reality in the global gaming market for the period 2015-2019. The report provides a detailed segmentation of the market based on the following: product, component, end-user, and geography.


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Key Vendors 
o Avegant 
o Beijing ANTVR Technology 
o Carl Zeiss 
o Gameface Labs 
o Google 
o HTC 
o Immersion Vrelia 
o Oculus VR (Subsidiary of Facebook) 
o Razer 
o Samsung 
o Shoogee 
o Sony 
o Virtuix 
o Vrizzmo

Market Driver 
o Growth of Global Mobile Gaming Market 
o For a full, detailed list, view our report

Market Challenge 
o Motion Sickness 
o For a full, detailed list, view our report

Market Trend 
o Crowdfunding 
o For a full, detailed list, view our report

Key Questions Answered in this Report 
o What will the market size be in 2019 and what will the growth rate be? 
o What are the key market trends? 
o What is driving this market? 
o What are the challenges to market growth? 
o Who are the key vendors in this market space? 
o What are the market opportunities and threats faced by the key vendors?


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Table of Contents -Major Key Points

  1. Executive Summary 
  2. List of Abbreviations 
  3. Scope of the Report 
    03.1 Definitions 
          03.1.1 VR Software 
          03.1.2 VR Hardware 
        03.2 End-user Segments 
        03.3 Base Year 
        03.4 Geographical Areas 
        03.5 Market Size Calculation and Segmentation 
        03.6 Common Currency Conversion Rates 
  4. Market Research Methodology 
    04.1 Market Research Process 
        04.2 Research Methodology 
  5. Introduction 
    05.1 Virtual Reality 
          05.1.1 Components of VR System: 
          05.1.2 VR Applications 
          05.1.3 Gaming and VR 
  6. VR Innovation in Gaming 
  7. Market Landscape 
    07.1 Market Overview 
        07.2 Value Chain Analysis 
        07.3 Competitive Scenario 
        07.4 Market Size and Forecast 
    Pessimistic Scenario: 17 
    Optimistic Scenario: 18 
        07.5 Market Segmentation by Components 
          07.5.1 Software 
          07.5.2 Hardware 
        07.6 Geographical Segmentation by Revenue 
        07.7 Porter’s Five Forces and Impact Analysis 
          07.7.1 Threat of Substitutes 
          07.7.2 Threat of New Entrants 
          07.7.3 Bargaining power of Suppliers 
          07.7.4 Bargaining Power Of Buyers 
          07.7.5 Threat of Rivalry 
  8. Drivers and their impact
        08.1 Increased Awareness 
        08.2 Mobile Gaming Market 
        08.3 Compatibility of Smartphones with VR Technology 
        08.4 SLAM Technology 
        08.5 Decline in ASPs 
  9. Challenges and their impact 
    09.1 Lack of VR Content 
        09.2 Hardware and Software Limitations 
        09.3 Build Immersive Experience For Gamers 
        09.4 Motion Sickness 
  10. Trends and their impact
        10.1 Smartphone-integrated VR headsets 
        10.2 Depth-sensing Cameras 
        10.3 Crowdfunding 



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