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Global Virtual Reality Market - Expected to Reach $13 Billion by 2020 - Research and Markets
[November 10, 2017]

Global Virtual Reality Market - Expected to Reach $13 Billion by 2020 - Research and Markets

The "Global Virtual Reality Market - Market Size, Trends and Forecast (2016 - 2021)" report has been added to Research and Markets' offering.

The Global Virtual Reality Market is valued at USD 1.21 billion in 2015 and is estimated to grow at a CAGR of 60.9% and reach USD 13.05 billion by 2020.

After computer revolution, mobile phone revolution and smart phone revolution; all happening in the past two decades, now it is time for Virtual and Augmented Reality to take over. Facebook's (News - Alert) acquiring of Oculus for a whopping two billion USD in 2014 was when our attention shifted to this. When Augmented Reality Systems seamlessly integrate Virtual aspects into our reality, Virtual Reality Systems simulate the entire situation for us. Virtual reality has the power and potential to change the way we see and perceive everything around us forever. The global Virtual Reality Market, much like its close cousin, the Augmented Reality Market, is one of the fastest growing markets in the world currently and will be worth billions of dollars in the near future.

There has been a huge surge in demand for VR based applications in several domains in ecent years. In terms of devices, Head Mounted Display Devices hold the major share of market with more than 50% in 2015, while Gesture Tracking Devices are expected to be the fastest growing over the forecast period 2015-2020. Growing customer preference towards 3D and more realistic entertainment experience, increasing demand in healthcare and educational sectors, proliferation of smart phones, a need to cut down the defense budget by simulating the training sessions are some of the factors that will drive the market. But these VR systems can create detrimental issues such as simulation sickness and motion sickness which needs to be addressed by the vendors in order to gain customer acceptance. Companies are doing well in creating curved headsets that can offer 160 to 180 degree field of view, but developing gesture tracking devices remains a challenge. The computers should be able to instantaneously detect the user's actions in real world and respond without latency in order to avoid motion sickness and nausea. Lack of awareness and lack of content for these systems also act as restraints to this market.

Companies Mentioned:

  • Google
  • Microsoft
  • Facebook
  • Samsung
  • Apple (News - Alert)
  • Qualcomm Vuforia
  • TotalImmersion
  • Sphero
  • Sony
  • Nintendo
  • Layar
  • Aurasma

Key Topics Covered:

1. Introduction

2. Research methodology

3. Executive summary

4. Market Overview

5. Market dynamics

6. Technology Snapshot

7. Market segmentation

8. Vendor market share analysis

9. Competitive intelligence- Company profiles

10. Investment analysis

11. Future of Virtual Reality

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