The global virtual reality market is projected to grow at a CAGR of 48.89% during the period 2017-2021.
About Virtual Reality
Virtual reality (VR) market is defined as a three-dimensional computer-generated environment. VR is implemented using a computer technology and a range of systems, including headsets and special gloves, that make the user a part of the virtual world.
VR provides an immersive experience by connecting the user to the VR world. The user experiences a feeling of involvement, which is intelligently designed by experts.
VR is a combination of hardware, software, and sensory synchronicity to achieve a sense of presence. VR has gained immense popularity worldwide because of the development of immersive films and 360-degree videos.
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Covered in this report
The report covers the present scenario and the growth prospects of the global virtual reality market for 2017-2021. The report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.
The market is divided into the following segments based on geography:
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Research Beam Report, Global Virtual Reality Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years.
The report also includes a discussion of the key vendors operating in this market.
Market driver • Declining prices of VR hardware• For a full, detailed list, view our report Market challenge • High VR app development costs• For a full, detailed list, view our report Market trend • Use of inside-out tracking technology in VR headsets• For a full, detailed list, view our report Key questions answered in this report • What will the market size be in 2021 and what will the growth rate be?• What are the key market trends?• What is driving this market?• What are the challenges to market growth?• Who are the key vendors in this market space? You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
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Table Of Contents:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
• Market outline
PART 05: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis
PART 06: Market segmentation by sector
• Global VR market by sector
• Global VR market in VR content sector
• Global VR market in VR hardware sector
• Global VR market in VR apps sector
PART 07: Market segmentation by platform
• Global VR market by platform
• Global VR market by PCs
• Global VR market by mobile devices
• Global VR market by consoles
PART 08: Geographical segmentation
• Global VR market by geography
• VR market in Americas
• VR market in APAC
• VR market in EMEA
PART 09: Key leading countries
• VR market in US
• VR market in Japan
• VR market in China
PART 10: Decision framework
PART 11: Drivers and challenges
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