Virtual Reality Market by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense) and Geography - Global Forecast to 2024

Abstract
Apex Market Research has published a new report titled ”Global Virtual Reality Market share, forecast data, In-Depth Analysis, and Forecast, 2020-2027”. According to the report, The global Virtual Reality market is estimated to grow from USD 7.9 billion in 2018 to USD 44.7 billion by 2024, at a CAGR of 33.5%. The report offers in-depth insights, revenue details, and other vital information regarding the global Virtual Reality market and the various trends, drivers, restraints, opportunities, and threats in the target market till 2027.

Attractive Opportunities in the Virtual Reality market

The report covers an in depth description, competitive scenario, wide product portfolio of key vendors and business strategy adopted by competitors along with their SWOT analysis, revenue, sales and Porter's Five Forces Analysis.
Global Virtual Reality market report offers in-depth insights, revenue details, and other vital information regarding the global Virtual Reality market, and the various trends, drivers, restraints, opportunities, and threats in the target market till year 2027. Hence, it covers the impact of these drivers and restraints on demand for this market during the forecast period.
It provides historical data along with future forecast as well as detailed analysis of market on a global, regional and country level. Important market data of this market is projected in the form of tables, graphics, and pictures. On a regional basis, the market is categorized into five regions that include North America, Europe, Asia Pacific, Latin America, and Middle & East Africa. It analyzes complete scenario of each and every region along with highest shareholder of Virtual Reality market. The major players operating into Virtual Reality Market include: Sony (Japan)
Samsung Electronics (South Korea)
Google (US)
Microsoft (US)
HTC (Taiwan)
Oculus (US)
Eon Reality (US)
Vuzix (US)
CyberGlove Systems (US) Scope Of the Report
Report Parameters Details of Parameter
Market Size 2020-2027
Based Year 2019
Forecast Period Covered 2020-2027
Units for value Billion (USD)
Covered Segments Technology, Offering, Device Type, Application
Region Covered North America (the United States, Canada, and Mexico)
Europe (Germany, UK, France, Italy, and Russia, etc.)
Asia-Pacific (China, Japan, ASEAN, India, and Korea)
The Middle East and Africa (UAE, Egypt, South Africa, Saudi Arabia)
South America (Brazil, Chile, Peru, and Argentina)
This research report categorizes the Virtual Reality market to forecast revenues and analyze trends in each of the following submarkets:

Virtual Reality Market, By Technology

  • Nonimmersive
  • Semi- and Fully Immersive

Virtual Reality Market, By Offering

  • Hardware
    • Sensors
    • Semiconductor Components
    • Displays and Projectors
    • Position Trackers
    • Cameras
    • Others (Computer/video generator and combiner)
  • Software
    • Software Development Kits
    • Cloud-Based Services
    • VR Content Creation

Virtual Reality Market, By Device Type:

  • Head-Mounted Displays
  • Gesture-Tracking Devices
  • Projectors and Display Walls

Virtual Reality Market, By Application:

  • Consumer
    • Gaming and Entertainment
      • Sports
  • Commercial
    • Retail and Ecommerce
    • Education and Training
    • Travel and Tourism
    • Advertising
  • Enterprise
  • Healthcare
    • Surgery
    • Patient Care Management
    • Fitness Management
    • Pharmacy Management
    • Medical Training and Education
  • Aerospace & Defense
  • Others
    • Automotive
    • Real Estate (Architecture and Building Design)
    • Geospatial Mining
By geography, this market has been segregated into five regions with revenue and growth rate of Virtual Reality from 2020 to 2027,
There are 13 chapters to put on view for Virtual Reality Market:
Chapter 1: Market Overview, Drivers, Restraints and Opportunities, Segmentation overview Chapter 2: Market competition by Manufacturers Chapter 3: Production by Regions Chapter 4: Consumption by Regions Chapter 5: Production, By Types, Revenue and Market share by Types Chapter 6: Consumption, By Applications, Market share (%) and Growth Rate by Applications Chapter 7: Complete profiling and analysis of Manufacturers Chapter 8: Manufacturing cost analysis, Raw materials analysis, Region-wise manufacturing expenses Chapter 9: Industrial Chain, Sourcing Strategy and Downstream Buyers Chapter 10: Marketing Strategy Analysis, Distributors/Traders Chapter 11: Market Effect Factors Analysis Chapter 12: Market Forecast Chapter 13: Virtual Reality Research Findings and Conclusion, Appendix, methodology and data source Data type include capacity, production, market share, price, revenue, cost, gross, gross margin, growth rate, consumption, import, export have been determined using secondary sources and verified primary sources. Industry chain, manufacturing process, cost structure, marketing channel are also analyzed in this report. Industry Chain Analysis Raw Material and Suppliers Equipment and Suppliers Manufacturing Process Manufacturing Cost Structure Manufacturing Plants Distribution Analysis Available Customizations We can also provide customized report as per company's specific needs. We can also provide the customized separate regional or country-level reports, for the specific region as per client requirement.
Chapter 1 Industry Overview 1.1 Virtual Reality Market Overview 1.1.1 Virtual Reality Product Scope 1.1.2 Market Status and Outlook 1.2 Global Virtual Reality Market Size and Analysis by Regions (2015-2019) 1.2.1 North America Virtual Reality Market Status and Outlook 1.2.2 EU Virtual Reality Market Status and Outlook 1.2.3 Japan Virtual Reality Market Status and Outlook 1.2.4 China Virtual Reality Market Status and Outlook 1.2.5 India Virtual Reality Market Status and Outlook 1.2.6 Southeast Asia Virtual Reality Market Status and Outlook 1.3 Global Virtual Reality Market Segment Virtual Reality Market, By Offering
1.3.1 Introduction
1.3.1.1 Market Estimates And Forecast 2015-2027
1.3.2 Hardware
1.3.2.1 Sensors
1.3.2.2 Semiconductor Components
1.3.2.3 Displays and Projectors
1.3.2.4 Position Trackers
1.3.2.5 Cameras
1.3.2.6 Others (Computer/video generator and combiner)
1.3.2.7 Market Estimates And Forecast By Country, 2015-2027
1.3.3 Software
1.3.3.1 Software Development Kits
1.3.3.2 Cloud-Based Services
1.3.3.3 VR Content Creation
1.3.3.4 Market Estimates And Forecast By Country, 2015-2027
1.4 Global Virtual Reality Market Segment Virtual Reality Market, By Device Type:
1.4.1 Introduction
1.4.1.1 Market Estimates And Forecast 2015-2027
1.4.1 Head-Mounted Displays
1.4.1.1 Market Estimates And Forecast By Country, 2015-2027
1.4.2 Gesture-Tracking Devices
1.4.2.1 Market Estimates And Forecast By Country, 2015-2027
1.4.3 Projectors and Display Walls
1.4.3.1 Market Estimates And Forecast By Country, 2015-2027
1.5 Global Virtual Reality Market Segment Virtual Reality Market, By Application:
1.5.1 Introduction
1.5.1.1 Market Estimates And Forecast 2015-2027
1.5.2 Consumer
1.5.3 Gaming and Entertainment
1.5.3.1 Sports
1.5.3.2 Market Estimates And Forecast By Country, 2015-2027
1.5.4 Commercial
1.5.4.1 Retail and Ecommerce
1.5.4.2 Education and Training
1.5.4.3 Travel and Tourism
1.5.4.4 Advertising
1.5.4.5 Market Estimates And Forecast By Country, 2015-2027
1.5.4.4 Enterprise
1.5.4.5 Market Estimates And Forecast By Country, 2015-2027
1.5.5 Healthcare
1.5.5.1 Surgery
1.5.5.2 Patient Care Management
1.5.5.3 Fitness Management
1.5.5.4 Pharmacy Management
1.5.5.5 Medical Training and Education
1.5.5.6 Market Estimates And Forecast By Country, 2015-2027
1.5.5.5 Aerospace & Defense
1.5.5.6 Market Estimates And Forecast By Country, 2015-2027
1.5.6 Others
1.5.6.1 Automotive
1.5.6.2 Real Estate (Architecture and Building Design)
1.5.6.3 Geospatial Mining
1.5.6.4 Market Estimates And Forecast By Country, 2015-2027
Chapter 2 Global Virtual Reality Competition Analysis by Players 2.1 Global Virtual Reality Market Size (Million USD) by Players (2015-2019) 2.2 Competitive Status and Trend 2.2.1 Market Concentration Rate 2.2.2 Product/Service Differences 2.2.3 New Entrants 2.2.4 The Technology Trends in Future Chapter 3 Company (Top Players) Profiles and Key Data 3.1 Sony (Japan) 3.1.1 Company Profile 3.1.2 Main Business/Business Overview 3.1.3 Products, Services and Solutions 3.1.4 Sony (Japan), Virtual Reality Revenue (Million USD) (2015-2019) 3.1.5 Recent Developments 3.2 Samsung Electronics (South Korea) 3.2.1 Company Profile 3.2.2 Main Business/Business Overview 3.2.3 Products, Services and Solutions 3.2.4 Samsung Electronics (South Korea), Virtual Reality Revenue (Million USD) (2015-2019) 3.2.5 Recent Developments 3.3 Google (US) 3.3.1 Company Profile 3.3.2 Main Business/Business Overview 3.3.3 Products, Services and Solutions 3.3.4 Google (US), Virtual Reality Revenue (Million USD) (2015-2019) 3.3.5 Recent Developments 3.4 Microsoft (US) 3.4.1 Company Profile 3.4.2 Main Business/Business Overview 3.4.3 Products, Services and Solutions 3.4.4 Microsoft (US), Virtual Reality Revenue (Million USD) (2015-2019) 3.4.5 Recent Developments 3.5 HTC (Taiwan) 3.5.1 Company Profile 3.5.2 Main Business/Business Overview 3.5.3 Products, Services and Solutions 3.5.4 HTC (Taiwan), Virtual Reality Revenue (Million USD)(2015-2019) 3.5.5 Recent Developments 3.6 Player 5 3.6.1 Company Profile 3.6.2 Main Business/Business Overview 3.6.3 Products, Services and Solutions 3.6.4 Player 5, Virtual Reality Revenue (Million USD)(2015-2019) 3.6.5 Recent Developments 3.7 Player 6 3.7.1 Company Profile 3.7.2 Main Business/Business Overview 3.7.3 Products, Services and Solutions 3.7.4 Player 6, Virtual Reality Revenue (Million USD)(2015-2019) 3.7.5 Recent Developments 3.8 Player 7 3.8.1 Company Profile 3.8.2 Main Business/Business Overview 3.8.3 Products, Services and Solutions 3.8.4 Player 7, Virtual Reality Revenue (Million USD) (2015-2019) 3.8.5 Recent Developments 3.9 Player 8 3.9.1 Company Profile 3.9.2 Main Business/Business Overview 3.9.3 Products, Services and Solutions 3.9.4 Player 8, Virtual Reality Revenue (Million USD) (2015-2019) 3.9.5 Recent Developments 3.10 Player-9 3.10.1 Company Profile 3.10.2 Main Business/Business Overview 3.10.3 Products, Services and Solutions 3.10.4 Player-9, Virtual Reality Revenue (Million USD) (2015-2019) 3.10.5 Recent Developments Chapter 4 Global Virtual Reality Market Size Type (2015-2019) 4.1 Global Virtual Reality Market Size by Type (2015-2019) Chapter 5 Global Virtual Reality Market Size Application (2015-2019) 5.1 Global Virtual Reality Market Size by Application (2015-2019) 5.2 Potential Application of Virtual Reality in Future 5.3 Top Consumer / End Users of Virtual Reality Chapter 6 North America Virtual Reality Development Status and Outlook 6.1 North America Virtual Reality Market Size (2015-2019) 6.2 North America Virtual Reality Market Size by Application (2015-2019) Chapter 7 EU Virtual Reality Development Status and Outlook 7.1 EU Virtual Reality Market Size (2015-2019) 7.2 EU Virtual Reality Market Size by Application (2015-2019) Chapter 8 Japan Virtual Reality Development Status and Outlook 8.1 Japan Virtual Reality Market Size (2015-2019) 8.2 Japan Virtual Reality Market Size by Application (2015-2019) Chapter 9 China Virtual Reality Development Status and Outlook 9.1 China Virtual Reality Market Size and Forecast (2015-2019) 9.2 China Virtual Reality Market Size by Application (2015-2019) Chapter 10 India Virtual Reality Development Status and Outlook 10.1 India Virtual Reality Market Size and Forecast (2015-2019) 10.2 India Virtual Reality Market Size by Application (2015-2019) Chapter 11 Southeast Asia Virtual Reality Development Status and Outlook 11.1 Southeast Asia Virtual Reality Market Size and Forecast (2015-2019) 11.2 Southeast Asia Virtual Reality Market Size by Application (2015-2019) Chapter 12 Market Forecast by Regions and Application (2020-2027) 12.1 Global Virtual Reality Market Size (Million USD) by Regions (2020-2027) 12.1. North America Virtual Reality Revenue and Growth Rate (2020-2027) 12.1.2 EU Virtual Reality Revenue and Growth Rate (2020-2027) 12.1.3 China Virtual Reality Revenue and Growth Rate (2020-2027) 12.1.4 Japan Virtual Reality Revenue and Growth Rate (2020-2027) 12.1.5 Southeast Asia Virtual Reality Revenue and Growth Rate (2020-2027) 12.1.6 India Virtual Reality Revenue and Growth Rate (2020-2027) 12.2 Global Virtual Reality Market Size by Application (2020-2027) Chapter 13 Virtual Reality Market Dynamics 13.1 Virtual Reality Market Opportunities 13.2 Virtual Reality Challenge and Risk 13.2.1 Competition from Opponents 13.2.2 Downside Risks of Economy 13.3 Virtual Reality Market Constraints and Threat 13.3.1 Threat from Substitute 13.3.2 Government Policy 13.3.3 Technology Risks 13.4 Virtual Reality Market Driving Force 13.4.1 Growing Demand from Emerging Markets 13.4.2 Potential Application Chapter 14 Market Effect Factors Analysis 14.1 Technology Progress/Risk 14.1.1 Substitutes 14.1.2 Technology Progress in Related Industry 14.2 Consumer Needs Trend/Customer Preference 14.3 External Environmental Change 14.3.1 Economic Fluctuations 14.3.2 Other Risk Factors Chapter 15 Research Finding /Conclusion Chapter 16 Methodology and Data Source 16.1 Methodology/Research Approach 16.1.1 Research Programs/Design 16.1.2 Market Size Estimation 16.1.3 Market Breakdown and Data Triangulation 16.2 Data Source 16.2.1 Secondary Sources 16.2.2 Primary Sources 16.3 Disclaimer 16.4 Author List
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