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Global Virtual Reality (VR) IndustryNEW YORK, August 20, 2018 /PRNewswire/ -- This report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand. VR's Room-Scale Immersive Experience to Revolutionize Real Estate and Architecture Educational VR Experiences to Complement Traditional Teaching Methods VR Technology Promotes Immersive and Cost-effective Simulation Based Training Future of VR Lies in the Hardware Design: A Review Table 14: Offering the Best of Mobile & Tethered Worlds, Standalone VR Headsets Emerge to Drive the Future of VR: Global % Share of VR Headset Sales by Form Factor for the Years 2018 and 2022 (includes corresponding Graph/Chart) Table 15: Headsets Rule the VR Hardware Market: Global % Share of VR Hardware Volume Shipments by Product Type for the Years 2016, 2018 and 2020 (includes corresponding Graph/Chart) Table 16: Supported by High Volume Shipments of Low Priced PlayStation VR Headset, Sony Emerges as the Leader: Global Market Share (in %) of Leading VR Headset Vendors Based on Volume Shipments for the Year 2018 (includes corresponding Graph/Chart) A Peek Into the Latest Headset Innovations in the Market HTC Vive Pros Features Improved Visual Fidelity and Room Scale Experience to Attract Enterprise Users Upgrades Propel Affordable Oculus Rift and Sony PSVR to Compete With HTC Vive in Immersive Gameplay Standalone VR Headsets Promote Untethered VR Experience: Oculus Go Stands Out Among Pricier Competitors Pimax 8K VR Premium Headset Provides Widest FOV to Increase Immersive Effect Increased Focus on Innovations in Mobile VR Headsets in a Bid to Battle the Threat of Standalone VR Headsets Innovations in VR Accessories to Enhance Immersive Experience VR Content/Apps Rise in Significance On Par With Hardware to Influence the Commercial Success of VR Technology List of Leading VR Apps Classified by End Use Application Convergence of VR & AR Into Mixed Reality to be the Bold New Future Issues & Challenges Yet to be Resolved Technology Issues - A Major Concern Low Resolution of HMDs Performance Issues from Display Latency of VR Devices Massive Size of HMDs Non-Compatibility with Other Devices Need for Systems with High End Configuration & its Cost Implications Maintaining Consistent Video Quality - A Major Technology Challenge Data Storage - A Critical But Often Ignored VR Function Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue Lack of Awareness & Penetration in Addressable Markets Market Outlook 3. PRODUCT OVERVIEW Virtual Reality - Introduction Types of Virtual Reality Fully Immersive Non-Immersive Collaborative Web-Based Virtual Reality Solutions Head-Mounted Display (HMD) Immersive Rooms Sensory Gloves Wands Applications of virtual reality Games and Entertainment Medicine Industrial Design and Architecture Education Scientific Visualization Tracing the Evolutionary Path of Virtual Reality Research Work on VR Concepts Traces Back to 1950s 1980s & the 90s - Early Commercialization Efforts Into the 21st Century - Product Developments for Achieving Commercial Viability Development of Prototype Oculus Rift HMD in 2012 - A Major Breakthrough in VR More Device Prototypes Come Up in 2014 Companies Keep Up the Tempo with New Product Developments in 2015 Samsung Gear VR Makes Commercial Entry - The First Modern Day Commercial VR Device in the Market 4. COMPETITIVE LANDSCAPE 4.1 Focus on Select Players VR Hardware Manufacturers Barco N.V (Belgium) EON Reality Inc. (USA) Google Inc. (USA) HTC Corporation (Taiwan) Immersive Robotics (Australia) Intel Corporation (USA) Kopin Corporation, Inc. (USA) Leap Motion, Inc. (USA) Lenovo (China) MindMaze Holding SA (Switzerland) Oculus VR, LLC (USA) Pimax Technology (Shanghai) Co., LTD Qualcomm Technologies, Inc. (USA) Samsung Electronics Co., Ltd., (South Korea) Sensics, Inc. (USA) Sixense Enterprises Inc. (USA) Sony Interactive Entertainment (USA) StarVR Corporation (Taiwan) Varjo Technologies (Finland) Virtalis Limited (UK) VirtaMed AG (Switzerland) VRgineers, Inc (Czech Republic) WorldViz (USA) VR Software Developers (Includes Software Tools for VR Content, VR Video Capture, and VR App Developers) Advanced Micro Devices, Inc. (USA) AppReal-VR (Israel) Cubicle Ninjas (USA) Crytek GmbH (Germany) Epic Games, Inc. (USA) Erminesoft (USA) Firsthand Technology Inc. (USA) Hyperlink Infosystem (India) Jaunt, Inc. (USA) NVIDIA Corporation (USA) Pixvana, Inc. (USA) Unigine Corp. (Russia) Unity Technologies, Inc. (USA) 4.2 Product Launches Cybershoes Introduces VR Accessory Cybershoes® Qualcomm Releases New VR Development Kit Kopin Unveils AR, VR and Mobile Entertainment Headsets HTC Unveils Vive Pro VR Headset Raymond Launches VR Simulator VirtaMed Launches ArthroS™ Ankle Simulator Sensics Launches New VR Headset Kopin and Goertek Unveils New Reference Design - Elf VR Qualcomm Introduces New VRDK for Qualcomm® Snapdragon™ Mobile Platform Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications Sony and Oculus Set to Introduce VR Device Platforms 4.3 Recent Industry Activity Biome Grow to Acquire Weed VR McLaren Partners with HTC for VR Technology Usage ValueSetters Acquires SpaceoutVR Rogue Initiative Enters into Partnership with Emblematic Group Snap Acquires PlayCanvas Walmart Acquires Spatialand ART Partners with Sensics for Content and Development Tools Apple Acquires Vrvana AECOM Signs a MOU with HTC to Develop VR Technology Intel and Turner Sports Enter into a Multiyear Partnership to Deliver Live Content Microsoft Acquires AltspaceVR UTC to Acquire Rockwell Collins ALPINA Acquires Virtalis MelodyVR Partners with Microsoft for MelodyVR's app Samsung Enters into Partnership with MLB for VR Solutions Nokia and Technicolor Announces a Virtual Reality Partnership Samsung Announces VR Partnerships with UFC®, X Games and Live Nation Google Partners with HTC and Lenovo for VR Headsets Qualcomm Collaborates with Google to Develop VR Headset Nokia Announces VR Technology Agreement with The Walt Disney Studios 5. GLOBAL MARKET PERSPECTIVE Table 17: World Recent Past, Current & Future Analysis for Virtual Reality by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan) and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart) Table 18: World 10-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan) and Rest of World Markets for Years 2015, 2018 & 2024 (includes corresponding Graph/Chart) Table 19: World Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer Electronics, Industrial, Aerospace and Others Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart) Table 20: World 10-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer Electronics, Industrial, Aerospace and Others Markets for Years 2015, 2018 & 2024 (includes corresponding Graph/Chart) 6. REGIONAL MARKET PERSPECTIVE 6.1 The United States Market Analysis Table 21: US Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart) 6.2 Canada Market Analysis Table 22: Canadian Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2 (includes corresponding Graph/Chart) 6.3 Japan Market Analysis Table 23: Japanese Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2 (includes corresponding Graph/Chart) 6.4 Europe Market Analysis Table 24: European Recent Past, Current & Future Analysis for Virtual Reality by Geographic Region - France, Germany, Italy, UK, and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2 through 2024 (includes corresponding Graph/Chart) Table 25: European 10-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Revenues for France, Germany, Italy, UK, and Rest of Europe Markets for Years 2015, 2018 & 2024 (includes corresponding Graph/Chart) 6.4.1 France Market Analysis Table 26: French Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart) 6.4.2 Germany Market Analysis Table 27: German Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart) 6.4.3 Italy Market Analysis Table 28: Italian Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart) 6.4.4 United Kingdom Market Analysis Table 29: The United Kingdom Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2 (includes corresponding Graph/Chart) 6.4.5 Rest of Europe Market Analysis Table 30: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2 (includes corresponding Graph/Chart) 6.5 Asia-Pacific Market Analysis Table 31: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2 (includes corresponding Graph/Chart) 6.6 Rest of World Market Analysis Table 32: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2 (includes corresponding Graph/Chart) 7. COMPANY PROFILES Total Companies Profiled:126 (including Divisions/Subsidiaries - 131) The United States (73) Canada (5) Japan (4) Europe (32) - France (6) - Germany (5) - The United Kingdom (3) - Spain (1) - Rest of Europe (17) Asia-Pacific (Excluding Japan) (15) Middle East (2) Read the full report: https://www.reportlinker.com/p0960391 About Reportlinker ReportLinker is an award-winning market research solution. Reportlinker finds and organizes the latest industry data so you get all the market research you need - instantly, in one place. __________________________ Contact Clare: [email protected] US: (339)-368-6001 Intl: +1 339-368-6001 View original content:http://www.prnewswire.com/news-releases/global-virtual-reality-vr-industry-300699692.html SOURCE Reportlinker |