Virtual Reality (VR) Market Size Share 2025: Products, Application, Manufacturer, Regions

Albany, NY — 05/16/2018 — The main objective of this report is to define, describe, and forecast the global virtual reality (VR) market on the basis of types of applications, major sectors, deployment models, organization size, and regions. The report contains an analysis of the major factors influencing the growth of the market (drivers, restraints, opportunities, and challenges). It aims to strategically analyze the micromarkets with respect to individual growth trends, prospects, and their contribution to the market. The report attempts to forecast the market size for 5 major regions, namely, North America, Europe, Asia Pacific (APAC), Middle East and Africa (MEA), and Latin America. It contains key vendor profiles and comprehensively analyzes their core competencies. The report also tracks and analyzes competitive developments, including partnerships, collaborations, acquisitions, new product developments, and R&D activities in the market.

the report focuses on global major leading industry players with information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. Upstream raw materials, equipment and downstream consumers analysis is also carried out. Whats more, the virtual reality (VR) industry development trends and marketing channels are analyzed.

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This report focuses on the top players in global market, like
CyberGlove Systems LLC
Oculus VR LLC
Alphabet. Inc.
HTC Corporation
Leap Motion, Inc.
Microsoft Corporation
Samsung Electronics Co. Ltd.
Sensics, Inc.
Sixense Entertainment, Inc.

Market segment by Regions/Countries, this report covers
United States
Southeast Asia

Market segment by Type, the product can be split into
Semi & Fully Immersive

Market segment by Application, Virtual Reality (VR) can be split into
Aerospace & Defense
Consumer Electronics

Table of Contents

Global Virtual Reality (VR) Market Size, Status and Forecast 2025
1 Industry Overview of Virtual Reality (VR)
1.1 Virtual Reality (VR) Market Overview
1.1.1 Virtual Reality (VR) Product Scope
1.1.2 Market Status and Outlook
1.2 Global Virtual Reality (VR) Market Size and Analysis by Regions (2013-2018)
1.2.1 United States
1.2.2 EU
1.2.3 Japan
1.2.4 China
1.2.5 India
1.2.6 Southeast Asia
1.3 Virtual Reality (VR) Market by Type
1.3.1 Non-Immersive
1.3.2 Semi & Fully Immersive
1.4 Virtual Reality (VR) Market by End Users/Application
1.4.1 Aerospace & Defense
1.4.2 Commercial
1.4.3 Consumer Electronics
1.4.4 Industrial
1.4.5 Medical
1.4.6 Other

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2 Global Virtual Reality (VR) Competition Analysis by Players
2.1 Virtual Reality (VR) Market Size (Value) by Players (2013-2018)
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

3 Company (Top Players) Profiles
3.1 Barco
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.1.5 Recent Developments
3.2 CyberGlove Systems LLC
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.2.5 Recent Developments
3.3 Oculus VR LLC
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.3.5 Recent Developments
3.4 Alphabet. Inc.
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.4.5 Recent Developments
3.5 HTC Corporation
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.5.5 Recent Developments
3.6 Leap Motion, Inc.
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.6.5 Recent Developments
3.7 Microsoft Corporation
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.7.5 Recent Developments
3.8 Samsung Electronics Co. Ltd.
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.8.5 Recent Developments
3.9 Sensics, Inc.
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.9.5 Recent Developments
3.10 Sixense Entertainment, Inc.
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 Virtual Reality (VR) Revenue (Million USD) (2013-2018)
3.10.5 Recent Developments

4 Global Virtual Reality (VR) Market Size by Type and Application (2013-2018)
4.1 Global Virtual Reality (VR) Market Size by Type (2013-2018)
4.2 Global Virtual Reality (VR) Market Size by Application (2013-2018)
4.3 Potential Application of Virtual Reality (VR) in Future
4.4 Top Consumer/End Users of Virtual Reality (VR)

5 United States Virtual Reality (VR) Development Status and Outlook
5.1 United States Virtual Reality (VR) Market Size (2013-2018)
5.2 United States Virtual Reality (VR) Market Size and Market Share by Players (2013-2018)
5.3 United States Virtual Reality (VR) Market Size by Application (2013-2018)

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