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Global Virtual Reality Market 2019-2024 - Microdisplays for VR, Lomid Project & Kopin's Microdisplay for VR HMD Gaining Momentum

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Research and Markets

Feb 11, 2019, 07:30 ET

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DUBLIN, Feb. 11, 2019 /PRNewswire/ --

The "Virtual Reality Market by Offering, Technology, Device Type, and Geography - Global Forecast to 2024" report has been added to ResearchAndMarkets.com's offering.

The virtual reality (VR) market is expected to grow from USD 7.9 billion in 2018 to USD 44.7 billion by 2024, at a CAGR of 33.47% during the forecast period.

The penetration of HMDs in the gaming and entertainment sector, huge investments in VR market, advancement of technology and growing digitization, and availability of affordable VR devices are the major factors fueling the growth of the overall market. However, display latency and energy consumption affecting the overall performance of VR devices and health concerns relating to low resolution and lack of movement might restrain the overall growth of the market.

Fully immersive technology to grow at highest CAGR during forecast period

The fully immersive technology-based VR devices enable users to feel the virtual environment in a realistic way. Head-mounted displays (HMD) or virtual reality goggles offer a fully immersive virtual reality environment. The realistic and interactive real-time environment offered by these devices makes them ideal for gaming and entertainment. The increased use of fully immersive technology in the HMDs will drive this technology in the VR market.

Software to register high CAGR in virtual reality market during forecast period

VR devices have been available from last 3-4 years in a good number, though the content creation for the VR devices was lacking. Recently, the VR content creation has witnessed a high growth owing to the high demand. This will boost the VR software market growth in the next 5 years. The cloud-based services for VR and SDKs will play a crucial role in the development of the VR software market.

APAC to lead virtual reality market by 2024

Growing consumer and commercial markets with increasing investments in countries such as Japan, India, and China would boost the growth of the VR market in APAC. The use of VR has increased in commercial and consumer markets in APAC owing to the easy availability of VR technology in the region. The low-priced VR headsets are easily available in APAC countries, which would, in turn, help the market in APAC grow at a high pace. APAC will grow at the highest CAGR and is also expected to lead the VR market by 2024.

Key Topics Covered:

1 Introduction

2 Research Methodology

3 Executive Summary

4 Premium Insights
4.1 Attractive Market Opportunities in Virtual Reality Market
4.2 Virtual Reality Market in APAC, By Application and Country
4.3 Market: Developed vs Developing Markets, 2017 and 2024 (USD Billion)
4.4 Market: Major Countries

5 Market Overview
5.1 Introduction
5.2 History and Evolution of VR Technology
5.3 Market Dynamics: VR Market
5.3.1 Drivers
5.3.1.1 Penetration of HMDs in Gaming and Entertainment Sector
5.3.1.2 Huge Investments in VR Market
5.3.1.3 Advancement of Technology and Growing Digitization
5.3.1.4 Availability of Affordable VR Devices
5.3.2 Restraints
5.3.2.1 Display Latency and Energy Consumption Affect Overall Performance of VR Devices
5.3.2.2 Health Concerns Relating to Low Resolution and Lack of Movement
5.3.3 Opportunities
5.3.3.1 Penetration of HMDs in Healthcare and Architectural Applications
5.3.3.2 Use of VR in Aerospace & Defense for Training and Simulation
5.3.4 Challenges
5.3.4.1 Developing User-Friendly VR Systems
5.4 Value Chain Analysis
5.5 Emerging Trends
5.5.1 Microdisplays for VR
5.5.1.1 Lomid Project
5.5.1.2 Kopin's Microdisplay for VR Hmd

6 Virtual Reality Market, By Technology
6.1 Introduction
6.2 Virtual Reality Technology
6.2.1 Nonimmersive Technology
6.2.1.1 Usage of Nonimmersive Technology in VR Software Development Set to Drive the Market
6.2.2 Semi-Immersive and Fully Immersive Technology
6.2.2.1 Fully Immersive Technology to Be the Major Driver Owing to Demand in VR HMDs

7 Virtual Reality Market, By Offering
7.1 Introduction
7.1.1 Hardware
7.1.1.1 Sensors
7.1.1.1.1 Accelerometer
7.1.1.1.2 Gyroscope
7.1.1.1.3 Magnetometer
7.1.1.1.4 Proximity Sensor
7.1.1.2 Semiconductor Components
7.1.1.2.1 Controller and Processor
7.1.1.2.2 Integrated Circuits
7.1.1.3 Displays and Projectors
7.1.1.4 Position Trackers
7.1.1.5 Cameras
7.1.1.6 Others
7.1.2 Software
7.1.2.1 SDKs Will Play Crucial Role in VR Software Market
7.1.2.2 Software Development Kits
7.1.2.3 Cloud-Based Services
7.1.3 VR Content Creation
7.1.3.1 VR Content Creation is the Key to Strengthen VR Technology and Growth of VR Hardware Devices

8 Virtual Reality Market, By Device Type
8.1 Introduction
8.2 Virtual Reality Devices
8.2.1 Head-Mounted Displays
8.2.1.1 Use of HMDs in Gaming and Entertainment is the Major Driver for Growth of VR Hardware Devices
8.2.2 Gesture-Tracking Devices
8.2.2.1 Gesture-Tracking Devices to Play Crucial Role in Healthcare and Gaming Applications
8.2.2.1.1 Data Gloves
8.2.2.1.2 Others
8.2.3 Projectors & Display Walls
8.2.3.1 Projectors & Display Walls are New Growth Avenues in VR Hardware Market

9 Virtual Reality Market, By Application
9.1 Introduction
9.2 Virtual Reality Applications
9.2.1 Consumer
9.2.1.1 Gaming and Entertainment Applications are Major Drivers for VR Market Growth
9.2.1.1.1 Gaming and Entertainment
9.2.1.1.2 Sports
9.2.1.2 Use-Cases in Consumer
9.2.2 Commercial
9.2.2.1 Retail and Ecommerce to Drive Commercial Application in VR Market
9.2.2.1.1 Retail & Ecommerce
9.2.2.1.2 Education and Training
9.2.2.1.3 Travel and Tourism
9.2.2.1.4 Advertising
9.2.2.2 Use-Cases in Commercial
9.2.3 Enterprise
9.2.3.1 Increased Use of VR Technology and Devices in Industrial Facilities to Drive Enterprise Application in VR Market
9.2.3.2 Use-Cases in Enterprise
9.2.4 Healthcare
9.2.4.1 Patient Care Management and Medical Training & Education are Major Applications Driving the Growth of VR in Healthcare
9.2.4.1.1 Surgery
9.2.4.1.2 Patient Care Management
9.2.4.1.3 Fitness Management
9.2.4.1.4 Pharmacy Management
9.2.4.1.5 Medical Training and Education
9.2.4.2 Use-Cases in Healthcare
9.2.5 Aerospace & Defense
9.2.5.1 Simulation Training to Be Major Growth Factor of VR in Aerospace & Defense
9.2.5.2 Use-Case in Aerospace & Defense
9.2.6 Others
9.2.6.1 Automotive
9.2.6.2 Real Estate (Architecture and Building Design)
9.2.6.3 Geospatial Mining
9.2.6.4 Use-Cases in Other Applications

10 Virtual Reality Market, Geographical Analysis

11 Competitive Landscape
11.1 Introduction
11.2 Competitive Scenario
11.2.1 Product Launches & Developments
11.2.2 Partnerships
11.2.3 Agreements, Collaborations, and Capital Funding
11.2.4 Acquisitions and Expansions
11.3 Virtual Reality Market, Competitive Leadership Mapping
11.3.1 Visionary Leaders
11.3.2 Dynamic Differentiators
11.3.3 Innovators
11.3.4 Emerging Companies

12 Company Profiles
12.1 Introduction
12.2 Key Players
12.2.1 Google
12.2.2 Microsoft
12.2.3 Oculus VR (Facebook)
12.2.4 Sony
12.2.5 Samsung Electronics
12.2.6 HTC
12.2.7 Eon Reality
12.2.8 Vuzix
12.2.9 CyberGlove Systems
12.2.10 Leap Motion
12.2.11 Sensics
12.2.12 Sixense Enterprises
12.3 Key Innovators
12.3.1 Nintendo
12.3.2 Psious
12.3.3 Mindmaze
12.3.4 Firsthand Technology
12.3.5 Worldviz
12.3.6 Virtuix
12.3.7 Survios
12.3.8 Merge Labs
12.3.9 SpaceVR
12.3.10 Virtually Live

For more information about this report visit https://www.researchandmarkets.com/research/kpn2bg/global_virtual?w=5

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.

Media Contact:

Research and Markets
Laura Wood, Senior Manager
[email protected]   

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SOURCE Research and Markets

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