“The virtual reality technology is a three-dimensional artificial environment, where the user can experience and interact with the virtual world. This technology is used in various applications such as gaming, entertainment, and for simulation and training purposes in aerospace, defense, medical, industrial, retail and marketing, and education applications. The market for virtual reality technology was valued at $980.4 million in 2014 and is projected to reach $15,899.1 million by 2020, at a CAGR of 63.18% between and 2020.
The virtual reality technology market is growing considerably due to the technological advancements in virtual reality devices such as HMDs and the increasing demand for virtual reality in the gaming and entertainment applications. The market for HMDs is growing gradually with their increasing use in the gaming application. Many companies such as Oculus VR, Inc. (U.S.), Samsung Electronics Co., Ltd (Korea), Zeiss AG (Germany) are developing HMD devices that are technologically advanced and also cost-effective. Apart from HMDs, gesture tracking devices, projectors, and display walls are also used in the virtual reality market. These devices are used in various applications for simulation and training purposes. Virtual reality is categorized into two major technologies, namely, semi-immersive and fully immersive. This segmentation is based on the level of the immersion into the virtual environment experienced by the user. The fully-immersive technology offers a complete virtual experience, and is therefore preferred by users. Based on the component of the technology, this market is segmented on the basis of hardware and software components. Hardware components include electronics and semiconductor components, sensors, and displays. Software plays a significant role in the virtual reality market as the quality of the virtual experience depends on the software content.
The virtual reality market is segmented on the basis of geography into North America, Europe, APAC, and RoW (Rest of World). The North American region is an advanced region for this technology, but in the coming years, the APAC region is projected to show high growth. Several companies are operating in this market to provide virtual reality technology, especially HMDs. The virtual reality market is lucrative due to the projected potential growth in the next five years. Therefore, many startups as well as technology giants are interested in investing in this market. Oculus VR, Inc. (U.S.), Samsung Electronics Co. Ltd (Korea), Eon Reality, Inc. (U.S.), Vuzix Corporation (U.S.), Sensics, Inc. (U.S.), Leap Motion, Inc. (U.S.), Sixense Entertainment, Inc. (U.S.), Cyberglove Systems LLC (U.S.), Microsoft Corporation (U.S.), and Barco N.V. (Belgium) are some of the dynamic companies present in the virtual reality market.
This report describes the value chain for the virtual reality technology market by considering the major stakeholders in the market and their subsequent roles. The report also provides a detailed study of the Porter’s Five Forces analysis of the market.
”
“TABLE OF CONTENTS
1 INTRODUCTION 15
1.1 OBJECTIVES OF THE STUDY 15
1.2 MARKET DEFINITION 16
1.3 STUDY SCOPE 16
1.3.1 MARKETS COVERED 16
1.3.2 GEOGRAPHIC SCOPE 17
1.3.3 YEARS CONSIDERED FOR THE STUDY 17
1.4 CURRENCY 18
1.5 LIMITATIONS 18
1.6 STAKEHOLDERS 18
2 RESEARCH METHODOLOGY 19
2.1 MARKET SIZE ESTIMATION 21
2.2 MARKET BREAKDOWN & DATA TRIANGULATION 23
2.2.1 KEY DATA FROM SECONDARY SOURCES 23
2.2.2 KEY DATA FROM PRIMARY SOURCES 24
2.2.2.1 Key industry insights 25
2.2.3 ASSUMPTIONS 25
3 EXECUTIVE SUMMARY 27
4 PREMIUM INSIGHTS 32
4.1 ATTRACTIVE MARKET OPPORTUNITIES FOR VIRTUAL REALITY 32
4.2 VIRTUAL REALITY MARKET, BY TECHNOLOGY 33
4.3 VIRTUAL REALITY MARKET IN APAC 33
4.4 APAC IS EXPECTED TO EMERGE AS THE FASTEST-GROWING MARKET BETWEEN
2015 AND 2020 34
4.5 VIRTUAL REALITY MARKET, BY APPLICATION (2015–2020) 35
4.6 VIRTUAL REALITY MARKET: DEVELOPED VS DEVELOPING NATIONS 35
4.7 VIRTUAL REALITY MARKET, KEY APPLICATIONS 36
5 MARKET OVERVIEW 37
5.1 INTRODUCTION 38
5.2 HISTORY AND EVOLUTION OF VIRTUAL REALITY TECHNOLOGY 38
5.3 MARKET DYNAMICS 39
5.3.1 DRIVERS 39
5.3.1.1 Penetration of head mounted display (HMD) in gaming and entertainment industry 39
5.3.1.2 Affordable hardware for fully interactive virtual reality 40
5.3.1.3 More effective training and simulation using virtual reality technology 40
5.3.2 RESTRAINTS 41
5.3.2.1 Display latency and energy consumption affecting the overall performance of virtual reality devices 41
5.3.2.2 Lack of head movement of HMDs and low resolution restrains the immersion of virtual reality 42
5.3.3 OPPORTUNITIES 42
5.3.3.1 Increasing investment in virtual reality market 42
5.3.3.2 Opportunity in healthcare industry for penetration of HMD 43
5.3.4 CHALLENGES 43
5.3.4.1 Challenges in identifying the level of detail necessary for a user to accept the illusion 43
6 INDUSTRY TRENDS 45
6.1 INTRODUCTION 45
6.2 VALUE CHAIN ANALYSIS 45
6.3 PORTER’S FIVE FORCES MODEL 46
6.3.1 BARGAINING POWER OF BUYERS 47
6.3.2 THREAT OF SUBSTITUTES 48
6.3.3 SUPPLIERS BARGAINING POWER 49
6.3.4 THREAT OF NEW ENTRANTS 50
6.3.5 DEGREE OF COMPETITION 51
6.4 STRATEGIC BENCHMARKING 52
6.4.1 TECHNOLOGY AND PRODUCT DEVELOPMENT 52
7 MARKET, BY TECHNOLOGY 53
7.1 INTRODUCTION 54
7.2 SEMI-IMMERSIVE TECHNOLOGY 55
7.3 FULLY IMMERSIVE TECHNOLOGY 56
8 MARKET, BY DEVICE 58
8.1 INTRODUCTION 59
8.2 HEAD MOUNTED DISPLAY (HMD) 61
8.3 GESTURE TRACKING DEVICES 63
8.3.1 DATA GLOVES 63
8.3.2 OTHERS 63
8.4 PROJECTORS & DISPLAY WALLS 65
9 MARKET, BY COMPONENT 67
9.1 INTRODUCTION 68
9.2 HARDWARE COMPONENTS 69
9.2.1 ELECTRONIC AND SEMICONDUCTOR COMPONENTS 69
9.2.2 SENSORS 69
9.2.2.1 Magnetometer 69
9.2.2.2 Accelerometer 70
9.2.2.3 Gyroscope 70
9.2.2.4 Proximity sensors 71
9.2.2.5 Other sensors 71
9.2.3 DISPLAY 71
9.3 SOFTWARE 72
10 MARKET, BY APPLICATION 73
10.1 INTRODUCTION 74
10.2 CONSUMER 76
10.2.1 ENTERTAINMENT 76
10.2.2 GAMING 76
10.3 AEROSPACE AND DEFENSE 78
10.4 MEDICAL 79
10.4.1 HUMAN SIMULATION 79
10.4.2 VIRTUAL REALITY DIANOSTICS 79
10.4.3 VIRTUAL ROBOTIC SURGERY 80
10.5 INDUSTRIAL 81
10.6 MARKETING AND RETAIL 82
10.6.1 ADVERTISEMENT 82
10.6.2 FASHION INDUSTRY 82
10.7 OTHERS 83
11 MARKET, BY GEOGRAPHY 84
11.1 INTRODUCTION 85
11.2 NORTH AMERICA 90
11.2.1 U.S. 93
11.2.2 OTHERS 96
11.3 APAC (ASIA-PACIFIC) 96
11.3.1 CHINA 102
11.3.2 INDIA 103
11.3.3 JAPAN 105
11.3.4 SOUTH KOREA 106
11.3.5 OTHERS 107
11.4 EUROPE 107
11.4.1 U.K. 114
11.4.2 GERMANY 115
11.4.3 FRANCE 116
11.4.4 OTHERS 116
11.5 ROW (REST OF WORLD) 117
11.5.1 MIDDLE EAST & AFRICA 121
11.5.2 LATIN AMERICA 122
12 COMPETITIVE LANDSCAPE 123
12.1 OVERVIEW 123
12.2 MAJOR COMPANIES – VIRTUAL REALITY TECHNOLOGY MARKET 124
12.3 COMPETITIVE SITUATION AND TRENDS 125
12.4 BATTLE FOR MARKET SHARE: NEW PRODUCT LAUNCHES WAS THE KEY STRATEGY 126
12.4.1 NEW PRODUCT LAUNCHES 126
12.4.2 AGREEMENTS,PARTNERSHIPS,COLLABORATIONS,& JOINT VENTURES 127
12.4.3 ACQUISITIONS 128
12.4.4 OTHERS 128
13 COMPANY PROFILES 129
(Overview, Products and Services, Financials, Strategy & Development)*
13.1 OCULUS VR, INC. (FACEBOOK, INC. (U.S.) COMPANY) 129
13.2 SAMSUNG ELECTRONICS CO., LTD. 131
13.3 EON REALITY, INC. 134
13.4 VUZIX CORPORATION 136
13.5 SENSICS, INC. 139
13.6 LEAP MOTION, INC. 140
13.7 SIXENSE ENTERTAINMENT, INC. 141
13.8 CYBERGLOVE SYSTEMS LLC. 142
13.9 MICROSOFT CORPORATION 143
13.10 BARCO N.V. 145
*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.
14 APPENDIX 147
14.1 INSIGHTS OF INDUSTRY EXPERTS 147
14.2 DISCUSSION GUIDE 148
14.3 INTRODUCING RT: REAL TIME MARKET INTELLIGENCE 150
14.4 AVAILABLE CUSTOMIZATIONS 152
14.5 RELATED REPORTS 152
“
“LIST OF TABLES
TABLE 1 THE GROWING DEMAND OF VIRTUAL REALITY IN GAMING APPLICATION 41
TABLE 2 DISPLAY LATENCY IS A MAJOR PROBLEM RESTRAINING THE GROWTH OF VIRTUAL REALITY SYSTEMS 42
TABLE 3 VIRTUAL REALITY HAS POTENTIAL FOR USE IN WEARABLE DEVICES IN THE COMING YEARS 43
TABLE 4 CHALLENGES IN IDENTIFYING THE LEVEL OF DETAIL IS NECESSARY FOR A USER TO ACCEPT THE ILLUSION 44
TABLE 5 GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY,
2014–2020 ($MILLION) 54
TABLE 6 SEMI-IMMERSIVE VIRTUAL REALITY MARKET SIZE, BY DEVICE,
2014–2020 ($MILLION) 56
TABLE 7 FULLY IMMERSIVE VIRTUAL REALITY MARKET SIZE, BY DEVICE,
2014–2020 ($MILLION) 57
TABLE 8 GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE, 2014–2020 ($MILLION) 60
TABLE 9 GLOBAL HMD MARKET SIZE, BY TECHNOLOGY, 2014–2020 ($MILLION) 61
TABLE 10 GLOBAL HMD MARKET SIZE, BY APPLICATION, 2014–2020 ($MILLION) 62
TABLE 11 GESTURE TRACKING DEVICE MARKET SIZE, BY TYPE , 2014–2020 (MILLION USD) 63
TABLE 12 GESTURE TRACKING DEVICE MARKET SIZE, BY TECHNOLOGY,
2014–2020 ($MILLION) 64
TABLE 13 GLOBAL GESTURE TRACKING DEVICE MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 65
TABLE 14 GLOBAL PROJECTOR & DISPLAY WALL MARKET SIZE, BY TECHNOLOGY,
2014–2020 ($MILLION) 65
TABLE 15 GLOBAL PROJECTOR & DISPLAY WALL MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 66
TABLE 16 VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2014–2020 ($MILLION) 69
TABLE 17 VIRTUAL REALITY HARDWARE MARKET SIZE, BY TYPE, 2014–2020 ($MILLION) 72
TABLE 18 VIRTUAL REALITY SOFTWARE MARKET SIZE, BY TECHNOLOGY,
2014–2020 ($MILLION) 72
TABLE 19 GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2014–2020 ($MILLION) 75
TABLE 20 VIRTUAL REALITY MARKET SIZE FOR CONSUMER APPLICATION, BY TYPE,
2014–2020 ($MILLION) 77
TABLE 21 VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR CONSUMER APPLICATION,
BY DEVICE, 2014–2020 ($MILLION) 78
TABLE 22 VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE APPLICATION,
BY DEVICE, 2014–2020 ($MILLION) 78
TABLE 23 VIRTUAL REALITY MARKET SIZE FOR MEDICAL APPLICATION, BY DEVICE,
2014–2020 ($MILLION) 80
TABLE 24 VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL APPLICATION, BY DEVICE,
2014–2020 ($MILLION) 81
TABLE 25 VIRTUAL REALITY MARKET SIZE, FOR RETAIL & MARKETING APPLICATION, BY TYPE, 2014–2020 ($MILLION) 83
TABLE 26 VIRTUAL REALITY MARKET SIZE FOR OTHER APPLICATIONS, BY DEVICE,
2014–2020 ($MILLION) 83
TABLE 27 VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY REGION,
2014–2020 ($MILLION) 87
TABLE 28 VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR CONSUMER APPLICATION,
BY REGION, 2014–2020 ($MILLION) 87
TABLE 29 VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2014–2020 ($MILLION) 88
TABLE 30 VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR MEDICAL APPLICATION,
BY REGION 2014–2020 ($MILLION) 88
TABLE 31 VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR INDUSTRIAL APPLICATION,
BY GEOGRAPHY, 2014–2020 ($MILLION) 89
TABLE 32 VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR RETAIL AND MARKETING APPLICATION, BY REGION, 2014–2020 ($MILLION) 89
TABLE 33 VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR OTHER APPLICATION,
BY REGION, 2014–2020 ($MILLION) 90
TABLE 34 NORTH AMERICA VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION, 2014–2020 ($MILLION) 91
TABLE 35 NORTH AMERICA VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY COUNTRY,
2014–2020 ($MILLION) 91
TABLE 36 U.S. VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2014–2020 ($MILLION) 93
TABLE 37 NORTH AMERICA VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR CONSUMER APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 93
TABLE 38 NORTH AMERICA VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 94
TABLE 39 NORTH AMERICA VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR MEDICAL APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 94
TABLE 40 NORTH AMERICA VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR INDUSTRIAL APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 95
TABLE 41 NORTH AMERICA VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR RETAIL AND MARKETING APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 95
TABLE 42 NORTH AMERICA VIRTUAL REALITY MARKET SIZE FOR OTHER APPLICATION,
BY COUNTRY, 2014–2020 ($MILLION) 95
TABLE 43 VIRTUAL REALITY MARKET SIZE FOR REST OF NORTH AMERICA, BY APPLICATION, 2014–2020 ($MILLION) 96
TABLE 44 APAC VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 98
TABLE 45 APAC VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY COUNTRY,
2014–2020 ($MILLION) 99
TABLE 46 APAC VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR CONSUMER APPLICATION,
BY COUNTRY, 2014–2020 ($MILLION) 99
TABLE 47 APAC VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE APPLICATION,
BY COUNTRY , 2014–2020 ($MILLION) 100
TABLE 48 APAC VIRTUAL REALITY MARKET SIZE FOR MEDICAL APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 100
TABLE 49 APAC VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 101
TABLE 50 APAC VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR RETAIL AND MARKETING APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 101
TABLE 51 APAC VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR OTHER APPLICATION,
BY COUNTRY, 2014–2020 ($MILLION) 102
TABLE 52 CHINA VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 103
TABLE 53 INDIA VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 103
TABLE 54 JAPAN VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 105
TABLE 55 SOUTH KOREA VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 106
TABLE 56 VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR REST OF APAC,
BY APPLICATION, 2014–2020 ($MILLION) 107
TABLE 57 EUROPE VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 109
TABLE 58 EUROPE VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY COUNTRY,
2014–2020 ($MILLION) 110
TABLE 59 EUROPE VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR CONSUMER APPLICATION, BY GEOGRAPHY, 2014–2020 ($MILLION) 111
TABLE 60 EUROPE VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 111
TABLE 61 EUROPE VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR MEDICAL APPLICATION,
BY COUNTRY , 2014–2020 ($MILLION) 112
TABLE 62 EUROPE VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR INDUSTRIAL APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 112
TABLE 63 EUROPE VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR RETAIL AND MARKETING APPLICATION, BY COUNTRY, 2014–2020 ($MILLION) 113
TABLE 64 EUROPE VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR OTHER APPLICATION,
BY COUNTRY, 2014–2020 ($MILLION) 113
TABLE 65 U.K. VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2014–2020 ($MILLION) 114
TABLE 66 GERMANY VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 115
TABLE 67 FRANCE VIRTUAL REALITY MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 116
TABLE 68 ROW VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION,
2014–2020 ($MILLION) 117
TABLE 69 ROW VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY REGION,
2014–2020 ($MILLION) 118
TABLE 70 ROW VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR CONSUMER APPLICATION,
BY REGION, 2014–2020 ($MILLION) 118
TABLE 71 ROW VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR AEROSPACE & DEFENSE APPLICATION, BY REGION2014–2020 ($MILLION) 118
TABLE 72 ROW VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR MEDICAL APPLICATION,
BY REGION, 2014–2020 ($MILLION) 119
TABLE 73 ROW VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL APPLICATION, BY REGION, 2014–2020 ($MILLION) 119
TABLE 74 ROW VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR RETAIL AND MARKETING APPLICATION, BY REGION, 2014–2020 ($MILLION) 119
TABLE 75 ROW VIRTUAL REALITY TECHNOLOGY MARKET SIZE FOR OTHER APPLICATION,
BY REGION, 2014–2020 ($MILLION) 120
TABLE 76 MIDDLE EAST & AFRICA VIRTUAL REALITY TECHNOLOGY MARKET SIZE,
BY APPLICATION, 2014–2020 ($MILLION) 121
TABLE 77 LATIN AMERICA VIRTUAL REALITY TECHNOLOGY MARKET SIZE, BY APPLICATION, 2014–2020 ($MILLION) 122
TABLE 78 NEW PRODUCT LAUNCHES, 2013–2015 126
TABLE 79 AGREEMENTS,PARTNERSHIPS, COLLABORATIONS, & JOINT VENTURES,
2013– 2015 127
TABLE 80 ACQUSITION STRATEGIES, 2014–2015 128
TABLE 81 OTHER STRATEGIES, 2012–2015 128
“
“LIST OF FIGURES
FIGURE 1 MARKETS COVERED 16
FIGURE 2 VIRTUAL REALITY TECHNOLOGY MARKET: RESEARCH DESIGN 19
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 21
FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 22
FIGURE 5 BREAK DOWN OF PRIMARY INTERVIEWS: BY COMPANY TYPE, BY DESIGNATION, AND BY REGION 23
FIGURE 6 GLOBAL VIRTUAL REALITY MARKET, 2014-2020 28
FIGURE 7 VIRTUAL REALITY HARDWARE MARKET SHARE, 2014 28
FIGURE 8 SEMI-IMMERSIVE VS FULLY IMMERSIVE TECHNOLOGY, (2015-2020) 29
FIGURE 9 VIRTUAL REALITY MARKET, BY DEVICE, 2014 VS 2020 29
FIGURE 10 THE CONSUMER SECTOR IS EXPECTED TO WITNESS THE HIGHEST GROWTH IN THE VIRTUAL REALITY BETWEEN 2015 AND 2020 30
FIGURE 11 NORTH AMERICA HELD THE HIGHEST MARKET SHARE IN 2014 31
FIGURE 12 CONSUMER SECTORS HELD A MAJOR MARKET SHARE IN 2014 32
FIGURE 13 THE FULLY IMMERSIVE SEGMENT IS EXPECTED TO GROW AT THE HIGHEST RATE BETWEEN 2015 AND 2020 33
FIGURE 14 THE CONSUMER SECTOR HELD THE LARGEST MARKET SHARE IN THE EMERGING APAC MARKET IN 2014 33
FIGURE 15 IN APAC, CHINA AND SOUTH KOREA ARE ESTIMATED TO EMERGE AS THE FASTEST-GROWING MARKETS 34
FIGURE 16 CONSUMER SECTOR IS EXPECTED TO GROW AT A HIGHER RATE INTHE APAC MARKET BETWEEN 2015 AND 2020 35
FIGURE 17 CHINA IS EXPECTED TO GROW FASTER THAN THE DEVELOPED MARKETS 35
FIGURE 18 THE CONSUMER AND AEROSPACE & DEFENSE SEGMENTS HAVE A PROMISING FUTURE IN THE EMERGING ECONOMIES OF APAC 36
FIGURE 19 EVOLUTION OF THE VIRTUAL REALITY TECHNOLOGY 38
FIGURE 20 DEMAND FOR HEAD MOUNTED DISPLAY IN GAMING SECTOR LIKELY TO DRIVE THE GROWTH OF THE VIRTUAL REALITY MARKET 39
FIGURE 21 VALUE CHAIN ANALYSIS: MAJOR VALUE IS ADDED DURING MANUFACTURING AND SYSTEM INTEGRATION PHASES 45
FIGURE 22 PORTER’S FIVE FORCES ANALYSIS 46
FIGURE 23 BARGAINING POWER OF BUYERS 47
FIGURE 24 THREAT OF SUBSTITUTES 48
FIGURE 25 SUPPLIERS BARGAINING POWER 49
FIGURE 26 THREAT OF NEW ENTRANTS 50
FIGURE 27 DEGREE OF COMPETITION 51
FIGURE 28 STRATEGIC BENCHMARKING: ORGANIC AND INORGANIC GROWTH STRATEGIES FOR NEW PRODUCT AND TECHNOLOGY DEVELOPMENT 52
FIGURE 29 VIRTUAL REALITY MARKET, BY TECHNOLOGY 54
FIGURE 30 FULLY IMMERSIVE VIRTUAL REALITY TECHNOLOGY IS EXPECTED TO GROW AT HIGHEST CAGR BETWEEN 2015 AND 2020 54
FIGURE 31 PROJECTORS AND DISPLAY WALLS ARE EXPECTED TO GROW AT HIGHEST CAGRS BETWEEN 2015 AND 2020 55
FIGURE 32 HEAD MOUNTED DISPLAY DEVICES ARE LIKELY TO GROW AT A HIGHEST CAGR BETWEEN 2015 AND 2020 56
FIGURE 33 VIRTUAL REALITY TECHNOLOGY MARKET, BY DEVICE 59
FIGURE 34 HEAD MOUNTED DISPLAYS ARE EXPECTED TO GROW AT A HIGH RATE BETWEEN 2015 AND 2020 60
FIGURE 35 HMD IN CONSUMER APPLICATION IS LIKELY TO HOLD THE LARGEST MARKET SHARE, IN 2020 62
FIGURE 36 FULLY IMMERSIVE TECHNOLOGY IS EXPECTED TO GROW RAPIDLY BETWEEN 2015 AND 2020 IN GESTURE TRACKING DEVICE MARKET 64
FIGURE 37 VIRTUAL REALITY MARKET, BY COMPONENT 68
FIGURE 38 SOFTWARE MARKET IS EXPECTED TO GROW RAPIDLY BETWEEN 2015 AND 2020 68
FIGURE 39 DISPLAYS ARE EXPECTED TO HOLD THE LARGEST MARKET SHARE IN 2015 71
FIGURE 40 VIRTUAL REALITY MARKET, BY APPLICATION 74
FIGURE 41 CONSUMER APPLICATION IS LIKELY TO HAVE THE HIGHEST CAGR BETWEEN
2015 AND 2020 74
FIGURE 42 GAMING APPLICATION IS EXPECTED TO HOLD THE LARGEST SHARE BY 2020 77
FIGURE 43 HMD DEVICES ARE EXPECTED TO GROW AT THE HIGHEST CAGR IN MEDICAL APPLICATION, BETWEEN 2015 AND 2020 80
FIGURE 44 VIRTUAL REALITY IS EXPECTED TO GROW AT THE HIGHEST CAGR IN THE FASHION INDUSTRY BETWEEN 2015 AND 2020 82
FIGURE 45 VIRTUAL REALITY MARKET, BY GEOGRAPHY 85
FIGURE 46 VIRTUAL REALITY MARKET, GEOGRAPHIC ANALYSIS 86
FIGURE 47 NORTH AMERICA REGION HELD THE LARGEST SHARE OF THE VIRTUAL REALITY MARKET IN 2014 86
FIGURE 48 CONSUMER APPLICATION HELD THE LARGEST MARKET SHARE IN
NORTH AMERICA, 2014 90
FIGURE 49 IN 2014, THE U.S. HELD THE LARGEST MARKET SHARE IN THE NORTH AMERICAN REGION 91
FIGURE 50 NORTH AMERICAN VIRTUAL REALITY MARKET OVERVIEW: 2014 92
FIGURE 51 APAC VIRTUAL REALITY MARKET OVERVIEW: 2014 97
FIGURE 52 CONSUMER APPLICATION HELD THE LARGEST SHARE OF THE APAC VIRTUAL REALITY MARKET BETWEEN 2014 AND 2020 98
FIGURE 53 THE CONSUMER APPLICATION OF VIRTUAL REALITY IN CHINA IS EXPECTED TO WITNESS THE HIGHEST GROWTH BY 2020 102
FIGURE 54 EUROPEAN VIRTUAL REALITY MARKET OVERVIEW: 2014 108
FIGURE 55 CONSUMER APPLICATION WAS THE MAJOR APPLICATION OF THE EUROPEAN VIRTUAL REALITY MARKET, 2014 109
FIGURE 56 U.K. HELD THE LARGEST SHARE OF THE EUROPEAN VIRTUAL REALITY
MARKET, 2014 110
FIGURE 57 CONSUMER APPLICATION HELD THE LARGEST SHARE OF THE ROW VIRTUAL REALITY MARKET, IN 2014 117
FIGURE 58 MIDDLE EAST & AFRICA IS EXPECTED TO GROW AT A HIGHER RATE BETWEEN
2015 AND 2020 120
FIGURE 59 COMPANIES ADOPTED PRODUCT LAUNCHES, PARTNERSHIPS, AGREEMENTS, AND COLLABORATIONS AS THE KEY GROWTH STRATEGIES, BETWEEN 2012 AND 2015 123
FIGURE 60 BATTLE FOR MARKET SHARE: NEW PRODUCT LAUNCHES WAS THE KEY STRATEGY BETWEEN 2012 AND 2014 125
FIGURE 61 SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT 131
FIGURE 62 SAMSUNG ELECTRONICS CO. LTD.: SWOT ANALYSIS 133
FIGURE 63 EON REALITY, INC.: SWOT ANALYSIS 135
FIGURE 64 VUZIX CORPORATION: COMPANY SNAPSHOT 136
FIGURE 65 VUZIX CORPORATION: SWOT ANALYSIS 138
FIGURE 66 MICROSOFT CORPORATION: COMPANY SNAPSHOT 143
FIGURE 67 MICROSOFT CORPORATION: SWOT ANALYSIS 144
FIGURE 68 BARCO N.V.: COMPANY SNAPSHOT 145
“