Virtual Reality Market Growth, Size, Share & Trends Analysis Research Report By Technology (Non-Immersive Technology and Semi-Immersive and Fully Immersive Technology), By Offering (Hardware, Software, VR Content Creation), By Device Type (Head-Mounted Display, Gesture-Tracking Device, Projectors & Display Walls), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defence, and Others), and By Region – Global Opportunities, Market Size, Share, Growth, Statistics, & Industry Forecast, 2020-2027
1. Executive Summary
1.1. Key Market Insights
2. Introduction
2.1. Study Objectives
2.2. Market Definition
2.2.1. Market Covered
2.2.2. Regional Coverage
2.2.3. Study Years & Currency
2.3. Market Stakeholders
2.4. Key Questions this Study will Answer
2.5. GMI Research’s Approach & Methodology
2.5.1. Research Data
2.5.2. Primary Data
2.5.3. Demand Side and Supply Side Analysis
2.5.4. Market Size Estimation
2.5.5. Research Assumptions
3. Global Virtual Reality Market- Overview
3.1. Introduction
3.2. Market Segmentation
3.3. Value Chain Analysis
3.4. Market Drivers
3.5. Market Restraints
3.6. Market Trends
4. Global Virtual Reality Market Revenue Forecast till 2027
5. Global Virtual Reality Market by Technology Revenue Forecast till 2027
5.1. Non-immersive Technology
5.2. Semi-mmersive and Fully Immersive Technology
6. Global Virtual Reality Market by Offering Revenue Forecast till 2027
6.1. Hardware
6.1.1. Sensors
6.1.2. Semiconductor Components
6.1.3. Displays and Projectors
6.1.4. Position Trackers
6.1.5. Cameras
6.1.6. Others
6.2. Software
6.3. VR Content Creation
7. Global Virtual Reality Market by Device Type Revenue Forecast till 2027
7.1. Head-Mounted Displays
7.2. Gesture-Tracking Devices
7.3. Projectors & Display Walls
8. Global Virtual Reality Market by Application Revenue Forecast till 2027
8.1. Consumer
8.1.1. Gaming and Entertainment
8.1.2. Sports
8.2. Commercial
8.2.1. Retail & Ecommerce
8.2.2. Education and training
8.2.3. Travel and tourism
8.2.4. Advertising
8.3. Enterprise
8.4. Healthcare
8.5. Aerospace & Defence
8.6. Others
9. Global Virtual Reality Market by Region Forecast till 2027
9.1. North America Virtual Reality Market Revenue Forecast till 2027
(Option 1: As a part of the free 25% customization)
9.1.1. North America Virtual Reality Market by Technology
9.1.1.1. Non-immersive Technology
9.1.1.2. Semi-Immersive and Fully Immersive Technology
9.1.2. North America Virtual Reality Market by Offering
9.1.2.1. Hardware
9.1.2.1.1. Sensors
9.1.2.1.2. Semiconductor Components
9.1.2.1.3. Displays and Projectors
9.1.2.1.4. Position Trackers
9.1.2.1.5. Cameras
9.1.2.1.6. Others
9.1.2.2. Software
9.1.2.3. VR Content Creation
9.1.3. North America Virtual Reality Market by Device Type
9.1.3.1. Head-Mounted Displays
9.1.3.2. Gesture-Tracking Devices
9.1.3.3. Projectors & Display Walls
9.1.4. North America Virtual Reality Market by Application
9.1.4.1. Consumer
9.1.4.1.1. Gaming and Entertainment
9.1.4.1.2. Sports
9.1.4.2. Commercial
9.1.4.2.1. Retail & Ecommerce
9.1.4.2.2. Education and training
9.1.4.2.3. Travel and tourism
9.1.4.2.4. Advertising
9.1.4.3. Enterprise
9.1.4.4. Healthcare
9.1.4.5. Aerospace & Defence
9.1.4.6. Others
9.1.5. US Virtual Reality Market All-Up
9.1.6. Canada Virtual Reality Market All-Up
9.2. Europe Virtual Reality Market Revenue Forecast till 2027
(Option 2: As a part of the free 25% customization)
9.2.1. Europe Virtual Reality Market by Technology
9.2.1.1. Non-immersive Technology
9.2.1.2. Semi-mmersive and Fully Immersive Technology
9.2.2. Europe Virtual Reality Market by Offering
9.2.2.1. Hardware
9.2.2.1.1. Sensors
9.2.2.1.2. Semiconductor Components
9.2.2.1.3. Displays and Projectors
9.2.2.1.4. Position Trackers
9.2.2.1.5. Cameras
9.2.2.1.6. Others
9.2.2.2. Software
9.2.2.3. VR Content Creation
9.2.3. Europe Virtual Reality Market by Device Type
9.2.3.1. Head-Mounted Displays
9.2.3.2. Gesture-Tracking Devices
9.2.3.3. Projectors & Display Walls
9.2.4. Europe Virtual Reality Market by Application
9.2.4.1. Consumer
9.2.4.1.1. Gaming and Entertainment
9.2.4.1.2. Sports
9.2.4.2. Commercial
9.2.4.2.1. Retail & Ecommerce
9.2.4.2.2. Education and training
9.2.4.2.3. Travel and tourism
9.2.4.2.4. Advertising
9.2.4.3. Enterprise
9.2.4.4. Healthcare
9.2.4.5. Aerospace & Defence
9.2.4.6. Others
9.2.5. UK Virtual Reality Market All-Up
9.2.6. Germany Virtual Reality Market All-Up
9.2.7. France Virtual Reality Market All-Up
9.2.8. Spain Virtual Reality Market All-Up
9.2.9. Rest of Europe Virtual Reality Market All-Up
9.3. Asia-Pacific Virtual Reality Market Revenue Forecast till 2027
(Option 3: As a part of the free 25% customization)
9.3.1. Asia-Pacific Virtual Reality Market by Technology
9.3.1.1. Non-immersive Technology
9.3.1.2. Semi-mmersive and Fully Immersive Technology
9.3.2. Asia-Pacific Virtual Reality Market by Offering
9.3.2.1. Hardware
9.3.2.1.1. Sensors
9.3.2.1.2. Semiconductor Components
9.3.2.1.3. Displays and Projectors
9.3.2.1.4. Position Trackers
9.3.2.1.5. Cameras
9.3.2.1.6. Others
9.3.2.2. Software
9.3.2.3. VR Content Creation
9.3.3. Asia-Pacific Virtual Reality Market by Device Type
9.3.3.1. Head-Mounted Displays
9.3.3.2. Gesture-Tracking Devices
9.3.3.3. Projectors & Display Walls
9.3.4. Asia-Pacific Virtual Reality Market by Application
9.3.4.1. Consumer
9.3.4.1.1. Gaming and Entertainment
9.3.4.1.2. Sports
9.3.4.2. Commercial
9.3.4.2.1. Retail & Ecommerce
9.3.4.2.2. Education and training
9.3.4.2.3. Travel and tourism
9.3.4.2.4. Advertising
9.3.4.3. Enterprise
9.3.4.4. Healthcare
9.3.4.5. Aerospace & Defence
9.3.4.6. Others
9.3.5. China Virtual Reality Market All-Up
9.3.6. India Virtual Reality Market All-Up
9.3.7. Japan Virtual Reality Market All-Up
9.3.8. Rest of APAC Virtual Reality Market All-Up
9.4. RoW Virtual Reality Market Revenue Forecast till 2027
(Option 4: As a part of the free 25% customization)
9.4.1. RoW Virtual Reality Market by Technology
9.4.1.1. Non-immersive Technology
9.4.1.2. Semi-mmersive and Fully Immersive Technology
9.4.2. RoW Virtual Reality Market by Offering
9.4.2.1. Hardware
9.4.2.1.1. Sensors
9.4.2.1.2. Semiconductor Components
9.4.2.1.3. Displays and Projectors
9.4.2.1.4. Position Trackers
9.4.2.1.5. Cameras
9.4.2.1.6. Others
9.4.2.2. Software
9.4.2.3. VR Content Creation
9.4.3. RoW Virtual Reality Market by Device Type
9.4.3.1. Head-Mounted Displays
9.4.3.2. Gesture-Tracking Devices
9.4.3.3. Projectors & Display Walls
9.4.4. RoW Virtual Reality Market by Application
9.4.4.1. Consumer
9.4.4.1.1. Gaming and Entertainment
9.4.4.1.2. Sports
9.4.4.2. Commercial
9.4.4.2.1. Retail & Ecommerce
9.4.4.2.2. Education and training
9.4.4.2.3. Travel and tourism
9.4.4.2.4. Advertising
9.4.4.3. Enterprise
9.4.4.4. Healthcare
9.4.4.5. Aerospace & Defence
9.4.4.6. Others
9.4.5. Brazil Virtual Reality Market All-Up
9.4.6. South Africa Virtual Reality Market All-Up
9.4.7. Saudi Arabia Virtual Reality Market All-Up
9.4.8. UAE Virtual Reality Market All-Up
9.4.9. Rest of world (remaining countries of the LAMEA region) Virtual Reality Market All-Up
10. Competitive Landscape Analysis
10.1. Porter’s Five Forces Analysis
10.2. Industry – Competitive Landscape
10.3. Market Presence (Intensity Mapping)
10.4. Key Strategic Market Developments
11. Company Profiles (Option 5: Free 25% Customization - Profiles of 5 Additional Companies of your Choice)
11.1. Sony Corporation
11.1.1. Company Overview
11.1.2. Key Executives
11.1.3. Footprint & Employee Strength
11.1.4. Product Offerings
11.1.5. Financials
11.1.6. Key Company Developments
11.2. Samsung Electronics Co., Ltd.
11.2.1. Company Overview
11.2.2. Key Executives
11.2.3. Footprint & Employee Strength
11.2.4. Product Offerings
11.2.5. Financials
11.2.6. Key Company Developments
11.3. Alphabet Inc.
11.3.1. Company Overview
11.3.2. Key Executives
11.3.3. Footprint & Employee Strength
11.3.4. Product Offerings
11.3.5. Financials
11.3.6. Key Company Developments
11.4. Microsoft Corporation
11.4.1. Company Overview
11.4.2. Key Executives
11.4.3. Footprint & Employee Strength
11.4.4. Product Offerings
11.4.5. Financials
11.4.6. Key Company Developments
11.5. HTC Corporation
11.5.1. Company Overview
11.5.2. Key Executives
11.5.3. Footprint & Employee Strength
11.5.4. Product Offerings
11.5.5. Financials
11.5.6. Key Company Developments
11.6. Facebook Technologies, LLC
11.6.1. Company Overview
11.6.2. Key Executives
11.6.3. Footprint & Employee Strength
11.6.4. Product Offerings
11.6.5. Financials
11.6.6. Key Company Developments
11.7. Eon Reality
11.7.1. Company Overview
11.7.2. Key Executives
11.7.3. Footprint & Employee Strength
11.7.4. Product Offerings
11.7.5. Financials
11.7.6. Key Company Developments
11.8. Vuzix Corporation
11.8.1. Company Overview
11.8.2. Key Executives
11.8.3. Footprint & Employee Strength
11.8.4. Product Offerings
11.8.5. Financials
11.8.6. Key Company Developments
11.9. CyberGlove Systems Inc.
11.9.1. Company Overview
11.9.2. Key Executives
11.9.3. Footprint & Employee Strength
11.9.4. Product Offerings
11.9.5. Financials
11.9.6. Key Company Developments
11.10. Leap Motion
11.10.1. Company Overview
11.10.2. Key Executives
11.10.3. Footprint & Employee Strength
11.10.4. Product Offerings
11.10.5. Financials
11.10.6. Key Company Developments
12. About GMI Research
*Details on Financials might not be available in case of unlisted/private companies.
- Published Date: Feb - 2021
- Report Format: Excel/PPT
- Report Code: UP1185A-00-0620
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Virtual Reality Market Growth, Size, Share & Trends Analysis Research Report By Technology (Non-Immersive Technology and Semi-Immersive and Fully Immersive Technology), By Offering (Hardware, Software, VR Content Creation), By Device Type (Head-Mounted Display, Gesture-Tracking Device, Projectors & Display Walls), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defence, and Others), and By Region – Global Opportunities, Market Size, Share, Growth, Statistics, & Industry Forecast, 2020-2027
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