PUNE, India, October 14, 2015 /PRNewswire/ --
The global virtual reality cardboard market is projected to grow at a CAGR of 182.9% in terms of revenue and 150.8% in terms of unit shipment over the period 2014-2019, according to this 2015 VR cardboard research report.
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The recent increase in the number of apps being developed for VR headsets is expected to account for the remarkable growth rate of virtual reality cardboard market during the forecast period. DODOCase, I AM CARDBOARD, KNOXLABS, Powis Custom, Unofficial Cardboard and ZAAK are the major companies highlighted in this VR cardboard research.
Commenting on the 2015 virtual reality cardboard market report, an analyst said: "There are several apps available for Google Cardboard, including some very interesting ones, but they do not offer much utility factor. Also, the end users for these apps are limited to individual consumers and not the enterprise segment. There are several other uses of Google Cardboard such as teleconferencing, live streaming of meetings, concerts and videos, surveillance, simulation and training, and even pornography."
According to the report, the low cost of Google Cardboard is one of the major reasons for the virtual reality cardboard market to grow. It is the single most appealing factor for consumers. The assembly parts used to build VR cardboard are not expensive and nor does it require heavy machinery or huge manufacturing plants to produce VR cardboards. Further, the report states that lack of content and low resolution apps, this is the major drawback the market is witnessing.
The worldwide virtual reality cardboard is highly competitive and contains numerous listed and non-listed vendors. Competition for VR cardboard share is expected to intensify during the forecast period due to the advent of new vendors in this market. Competition between the non-listed vendors is expected to be very high, whereas competition in the listed category is expected to be moderate during the forecast period. Order a copy of Global Virtual Reality Cardboard Market 2015 - 2019 report at http://www.sandlerresearch.org/purchase?rname=44383.
The report covers the current scenario and growth prospects of the global VR cardboard market for the period of 2015-2019. To arrive at the market size, we have considered the sales of VR headsets by six vendors in the "listed products" category as well as other vendors in the "non-listed products" category. All headsets manufactured using wood, plastic, cardboard, or aluminum is considered in the report. Sales across all geographies have been considered to calculate the virtual reality cardboard market size. We have arrived at the market size by taking into account the number of VR headsets sold since its launch in June 2014.
The virtual reality cardboard market is divided into listed products market and non-listed products market segments based on vendors. The report covers the Americas, APAC, and EMEA.
Other Related Report available with SandlerResearch.org:
Virtual Reality (VR) in Global Gaming Market 2015 - 2019 (http://www.sandlerresearch.org/virtual-reality-vr-in-global-gaming-market-2015-2019.html): Analysts forecast virtual reality in global gaming market to grow at a CAGR of 25.97% over the period 2014 - 2019. According to the report, mobile-integrated VR headsets are another development in the field of VR. Major players in the smartphone segment such as Samsung and HTC have introduced VR headsets which can be integrated with smartphones to provide an enhanced viewing and gaming experience. These developments will have a positive impact on the consumer segment, triggering VR technology's acceptance in the market.
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 key players in Virtual Reality (VR) in Global Gaming Market: Avegant, Beijing ANTVR Technology, Carl Zeiss, Gameface Labs, Google, HTC, Immersion Vrelia, Oculus VR (Subsidiary of Facebook), Razer, Samsung, Shoogee, Sony, Virtuix and Vrizzmo. Order a copy of Virtual Reality (VR) in Global Gaming Market 2015 - 2019 report at http://www.sandlerresearch.org/purchase?rname=39593.
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