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

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:
Cyber Glove Systems
Dexta Robotics
Disney Enterprises, Inc.
Emagin Corporation
EON Reality, Inc.
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.
Mattel, Inc.
Microsoft Corporation
NeuroDigital Technologies
Nokia Technologies
Novint Technologies
Nvidia Corporation
Oculus VR, LLC
Panasonic Corporation
Robert Bosch GmbH
Samsung Electronics Co., Ltd.
SensAble Technologies
Sensics, Inc.
Sixense Entertainment, Inc.
Sony Computer Entertainment Inc
Sony Corporation
Thalmic Labs
The Nielsen Company (Us), Llc
Thumbs Up (UK)
Unity Technologies
Vuzix Corporation
Zeiss VR One
ZTE Corporation
Read the full report:

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Author: VR Reporter

I am a hi-tech enthusiast, VR evangelist, and a Co-founder & Chief Director at Virtual Reality Reporter!

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