Research and Markets: Virtual Reality Market by Technology, Device, Component, Application, Geography - Trends & Forecasts to 2014-2020 for the $15 Billion Industry

DUBLIN — (BUSINESS WIRE) — September 14, 2015Research and Markets ( http://www.researchandmarkets.com/research/chdf8x/virtual_reality) has announced the addition of the "Virtual Reality Market by Technology, Device, Component, Application, Geography - Trends & Forecasts to 2014-2020" report to their offering.

The market for virtual reality technology was valued at $980.4 million in 2014 and is projected to reach $15,899.1 million by 2020, at a CAGR of 63.18% between and 2020.

The virtual reality technology market is growing considerably due to the technological advancements in virtual reality devices such as HMDs and the increasing demand for virtual reality in the gaming and entertainment applications. The market for HMDs is growing gradually with their increasing use in the gaming application. Many companies such as Oculus VR, Inc. (U.S.), Samsung Electronics Co., Ltd (Korea), Zeiss AG (Germany) are developing HMD devices that are technologically advanced and also cost-effective. Apart from HMDs, gesture tracking devices, projectors, and display walls are also used in the virtual reality market. These devices are used in various applications for simulation and training purposes. Virtual reality is categorized into two major technologies, namely, semi-immersive and fully immersive.

This segmentation is based on the level of the immersion into the virtual environment experienced by the user. The fully-immersive technology offers a complete virtual experience, and is therefore preferred by users. Based on the component of the technology, this market is segmented on the basis of hardware and software components. Hardware components include electronics and semiconductor components, sensors, and displays. Software plays a significant role in the virtual reality market as the quality of the virtual experience depends on the software content.

Key Topics Covered:

1 Introduction

2 Research Methodology

3 Executive Summary

4 Premium Insights

5 Market Overview

6 Industry Trends

7 Market, By Technology

8 Market, By Device

9 Market, By Component

10 Market, By Application

11 Market, By Geography

12 Competitive Landscape

13 Company Profiles

  • Barco N.V. (Belgium) among others.
  • Cyberglove Systems LLC (U.S.)
  • Eon Reality Inc. (U.S.)
  • Leap Motion Inc. (U.S.)
  • Microsoft Corporation (U.S.)
  • Oculus VR Inc. (U.S.)
  • Samsung Electronics Co.Ltd (Korea)
  • Sensics Inc. (U.S.)
  • Sixense Entertainment Inc. (U.S.)
  • Vuzix Corporation (U.S.)
  • Zeiss AG Oculus VR

For more information visit http://www.researchandmarkets.com/research/chdf8x/virtual_reality



Contact:

Research and Markets
Laura Wood, Senior Manager
Email Contact
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Sector: Video Games and Consoles




Review Article Be the first to review this article



© 2017 Internet Business Systems, Inc.
25 North 14th Steet, Suite 710, San Jose, CA 95112
+1 (408) 882-6554 — Contact Us
ShareCG™ is a trademark of Internet Business Systems, Inc.

Report a Bug      Report Abuse      Make a Suggestion      About      Privacy Policy      Contact Us      User Agreement      Advertise