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Virtual reality market analysis published by leading research firm

The global virtual Reality (VR) market was valued at approximately USD 2.07 billion in 2016 and is expected to reach approximately USD 26.95 billion by 2022, growing at a CAGR of around 54.11% between 2017 and 2022.

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The global virtual reality market is highly fragmented across different end-use segments, requiring manufacturers and technology developers to understand unique differences and requirements of each industry separately. The leading top 4 players in the global mobile augmented reality market account for less than 47 percent of the global market revenue.

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Some of the leading players identified in the global virtual reality market include Oculus VR, Inc. (Facebook Inc., the U.S.), Sony Corporation (Japan), Samsung Electronics, Co.

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Ltd. (South Korea), Vuzix Corporation (the U.S.), Sensics, Inc. (the U.S.), Microsoft Corporation (the U.S.), EON Reality, Inc.

(the U.S.), and Sixense Entertainment, Inc. (the U.S.) among others. The global virtual reality market also includes large number of niche players, which account for trivial market share individually.

The global mobile augmented reality market is supported by technology development and innovation. The competitive rivalry among current market players is comparatively high.

North America dominated the Global Virtual Reality Market with the largest market share due to growing demand for smartphones, and growing technical advancement in computers and internet facilities in the region, and therefore accounting for a greater market value and is expected to grow even further by 2022. Virtual Reality Market in Asia-Pacific market is expected to grow at a significant rate of CAGR by 2022.

The European market for Virtual Reality Market is expected to grow at a substantial rate of CAGR (2017-2022).

The Report Provides detailed analysis of the market structure along with forecast for the next 10 years of the various segments and sub-segments of the global Virtual Reality Market.Offers insights about factors affecting the market growth.Enables to analyze the Virtual Reality Market Development based on various factors- price analysis, supply chain analysis, porters five force analysis etc.Provides historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries- North America, Europe, Asia, and Rest of the World (ROW).Offers country level analysis of the market with respect to the current market size and future prospective.Provides country level analysis of the market for segment by Types, Technology, components, applications and sub-segments.Offers strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market

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