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      Virtual Reality Market Outlook: Technology, Solutions, Content, and Applications 2016 - 2021


      News provided by

      ReportBuyer

      Jan 12, 2017, 13:38 ET

      Share this article

      Share this article


      LONDON, Jan. 12, 2017 /PRNewswire/ --

      Overview:

      The purpose of Virtual Reality (VR) technology is to provide a near-real experience using reality emulation in a virtual environment. The VR market is poised to experience a massive transformation over the next five years driven by advances in devices, apps, components, content, and broadband communication.

      The anticipated precipitative price decline for consumer headsets will also spur VR market growth, causing app and content development to reach an inflection point. Robust growth of VR headsets will be seen in both high-end and mid-tier adoptions. Fully immersive VR systems will gain substantial momentum by 2020.

      This research provides an in-depth assessment of the VR market including the following:

      Analysis of VR ecosystem and role of value chain partners

      Evaluation of recent VR patent filings and intellectual property

      Analysis of current price metrics VR devices, apps, and content

      Assessment of key VR companies and solutions with SWOT analysis

      Analysis of emerging business models and evolution of VR monetization

      Analysis of VR component market: devices, software, hardware, platforms

      Analysis of key VR growth drivers, market challenges, and emerging opportunities

      Forecasts in Report:

      Shipment forecasts in the report include:

      Global and regional shipment forecasts for VR device and active users 2016 - 2021

      Global shipment forecasts by VR app type (consumer, enterprise, industrial) 2016 - 2021

      Global shipment forecasts for VR sensor, displays, and components by H/W and S/W 2016 - 2021

      Global shipment forecasts by VR enterprise app (simulation and training, education, etc.) 2016 - 2021

      Global shipment forecasts by VR industrial app (Geospatial Mining, Disaster Management, etc.) 2016 - 2021

      Revenue forecasts in the report include:

      Global and regional VR hardware revenue by device and components 2016 - 2021

      Global and regional VR revenue forecasts for service and content revenue 2016 - 2021

      Global and regional VR revenue forecasts by H/W, S/W, service, and content 2016 - 2021

      Global and regional VR revenue for services by segment (simulation, apps, etc.) 2016 - 2021

      Global and regional VR revenue by software component (Reality Engine, 3D Modeling, etc.) 2016 -2021

      Global and regional VR revenue by device segment (Head Mounted Display, Heads Up Display, etc.) 2016 - 2021

      Global and regional VR revenue by gesture control device (Haptic Gloves and Suits, Controllers, etc.) 2016 -2021

      The above listed forecasts are merely a sampling as there are many more. In addition, all purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

      Select Report Findings:

      Overall global VR revenue is expected to grow at 39.1% from 2016 to 2021

      NA market share of 39% to lead through 2021, superseded by APAC by 2025

      Global VR active users will grow by 147% CAGR during the forecasted period

      Gaming and entertainment will lead VR content with more than 70% market share

      VR will evolve from semi-immersive technology to fully immersive technology by 2025

      Report Benefits:

      VR Forecasts 2016 - 2021

      VR Future and Roadmap 2016 - 2021

      Identify the impact of VR in major industries

      Identify market drivers for VR commercialization

      Understand AR and VR convergence and mixed reality

      Recognize the impact of supporting technologies on VR

      Target Audience:

      Virtual reality companies

      Electronics manufacturers

      Network service providers

      Regulatory and policy groups

      Artificial intelligence providers

      Application and content providers



      Companies in Report:

      ADATA

      Alcatel

      Apple

      ARM

      AT&T

      Avegant

      BARCO

      Cyber Glove Systems

      Dexta Robotics

      Disney Enterprises, Inc.

      Emagin Corporation

      EON Reality, Inc.

      Facebook

      FOVE

      Fujitsu

      Google Inc.

      Hewlett-Packard Development Company, L.P.

      Honeywell International Inc.

      HTC Corporation

      Intel Corporation

      International Business Machines Corporation

      Ion Virtual Technology Corporation

      Leap Motion, Inc.

      LG Electronics Inc.

      Magic Leap, Inc.

      MANUS VR

      Mattel, Inc.

      Microsoft Corporation

      Motorola

      MYO

      NeuroDigital Technologies

      NGRAIN

      Nokia Technologies

      Novint Technologies

      Nvidia Corporation

      Oculus VR, LLC

      OSVR

      Panasonic Corporation

      Robert Bosch GmbH

      Samsung Electronics Co., Ltd.

      SensAble Technologies

      Sensics, Inc.

      SIEMENS

      Sixense Entertainment, Inc.

      Sony Computer Entertainment Inc

      Sony Corporation

      T-Mobile

      Tesla

      Thalmic Labs

      The Nielsen Company (Us), Llc

      Thumbs Up (UK)

      Unity Technologies

      Verizon

      Vuzix Corporation

      WAERVR

      WorldViz

      Zeiss VR One

      ZTE Corporation

      Download the full report: https://www.reportbuyer.com/product/4184889/

      About Reportbuyer

      Reportbuyer is a leading industry intelligence solution that provides all market research reports from top publishers

      http://www.reportbuyer.com

      For more information:

      Sarah Smith

      Research Advisor at Reportbuyer.com

      Email: [email protected]

      Tel: +44 208 816 85 48

      Website: www.reportbuyer.com

      SOURCE ReportBuyer

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