Global Virtual Reality Devices Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027
Date: Apr-2021 | Id: MACRC-61219 | Geographical Scope: Global | Publisher: Mnemonics Research
The global Virtual Reality Devices market is expected to reach US$ XX Million by 2027, with a CAGR of XX% from 2020 to 2027, based on Mnemonics Research newly published report. The prime objective of this report is to provide the insights on the post COVID-19 impact which will help market players in this field evaluate their business approaches. Also, this report covers market segmentation by major market verdors, types, applications/end users and geography(North America, East Asia, Europe, South Asia, Southeast Asia, Middle East, Africa, Oceania, South America). By Market Verdors: Oculus VR Sony HTC Samsung Electronics EON Reality Google Microsoft Vuzix CyberGlove Systems Sensics Leap Motion Sixense Entertainment By Types: Non-Immersive Type Semi-Physical Type Totally Immersive Type By Applications: Consumers Commercial Space Defense Medical Industry Other Key Indicators Analysed Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2027 & Sales with a thorough analysis of the market’s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors. Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2016-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications. Market Trends: Market key trends which include Increased Competition and Continuous Innovations. Opportunities and <b>Drivers:</b> Identifying the Growing Demands and New Technology Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry. Key Reasons to Purchase To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape. Assess the production processes, major issues, and solutions to mitigate the development risk. To understand the most affecting driving and restraining forces in the market and its impact in the global market. Learn about the market strategies that are being adopted by leading respective organizations. To understand the future outlook and prospects for the market. Besides the standard structure reports, we also provide custom research according to specific requirements.
1 Report Overview 1.1 Study Scope and Definition 1.2 Research Methodology 1.2.1 Methodology/Research Approach 1.2.2 Data Source 1.3 Key Market Segments 1.4 Players Covered: Ranking by Virtual Reality Devices Revenue 1.5 Market Analysis by Type 1.5.1 Global Virtual Reality Devices Market Size Growth Rate by Type: 2021 VS 2027 1.5.2 Non-Immersive Type 1.5.3 Semi-Physical Type 1.5.4 Totally Immersive Type 1.6 Market by Application 1.6.1 Global Virtual Reality Devices Market Share by Application: 2022-2027 1.6.2 Consumers 1.6.3 Commercial 1.6.4 Space Defense 1.6.5 Medical 1.6.6 Industry 1.6.7 Other 1.7 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth 1.7.1 Covid-19 Impact: Global GDP Growth, 2019, 2021 and 2022 Projections 1.7.2 Covid-19 Impact: Commodity Prices Indices 1.7.3 Covid-19 Impact: Global Major Government Policy 1.8 Study Objectives 1.9 Years Considered 2 Global Virtual Reality Devices Market Trends and Growth Strategy 2.1 Market Top Trends 2.2 Market Drivers 2.3 Market Challenges 2.4 Porter’s Five Forces Analysis 2.5 Market Growth Strategy 2.6 SWOT Analysis 3 Global Virtual Reality Devices Market Players Profiles 3.1 Oculus VR 3.1.1 Oculus VR Company Profile 3.1.2 Oculus VR Virtual Reality Devices Product Specification 3.1.3 Oculus VR Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.2 Sony 3.2.1 Sony Company Profile 3.2.2 Sony Virtual Reality Devices Product Specification 3.2.3 Sony Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.3 HTC 3.3.1 HTC Company Profile 3.3.2 HTC Virtual Reality Devices Product Specification 3.3.3 HTC Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.4 Samsung Electronics 3.4.1 Samsung Electronics Company Profile 3.4.2 Samsung Electronics Virtual Reality Devices Product Specification 3.4.3 Samsung Electronics Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.5 EON Reality 3.5.1 EON Reality Company Profile 3.5.2 EON Reality Virtual Reality Devices Product Specification 3.5.3 EON Reality Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.6 Google 3.6.1 Google Company Profile 3.6.2 Google Virtual Reality Devices Product Specification 3.6.3 Google Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.7 Microsoft 3.7.1 Microsoft Company Profile 3.7.2 Microsoft Virtual Reality Devices Product Specification 3.7.3 Microsoft Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.8 Vuzix 3.8.1 Vuzix Company Profile 3.8.2 Vuzix Virtual Reality Devices Product Specification 3.8.3 Vuzix Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.9 CyberGlove Systems 3.9.1 CyberGlove Systems Company Profile 3.9.2 CyberGlove Systems Virtual Reality Devices Product Specification 3.9.3 CyberGlove Systems Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.10 Sensics 3.10.1 Sensics Company Profile 3.10.2 Sensics Virtual Reality Devices Product Specification 3.10.3 Sensics Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.11 Leap Motion 3.11.1 Leap Motion Company Profile 3.11.2 Leap Motion Virtual Reality Devices Product Specification 3.11.3 Leap Motion Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.12 Sixense Entertainment 3.12.1 Sixense Entertainment Company Profile 3.12.2 Sixense Entertainment Virtual Reality Devices Product Specification 3.12.3 Sixense Entertainment Virtual Reality Devices Production Capacity, Revenue, Price and Gross Margin (2016-2021) 4 Global Virtual Reality Devices Market Competition by Market Players 4.1 Global Virtual Reality Devices Production Capacity Market Share by Market Players (2016-2021) 4.2 Global Virtual Reality Devices Revenue Market Share by Market Players (2016-2021) 4.3 Global Virtual Reality Devices Average Price by Market Players (2016-2021) 5 Global Virtual Reality Devices Production by Regions (2016-2021) 5.1 North America 5.1.1 North America Virtual Reality Devices Market Size (2016-2021) 5.1.2 Virtual Reality Devices Key Players in North America (2016-2021) 5.1.3 North America Virtual Reality Devices Market Size by Type (2016-2021) 5.1.4 North America Virtual Reality Devices Market Size by Application (2016-2021) 5.2 East Asia 5.2.1 East Asia Virtual Reality Devices Market Size (2016-2021) 5.2.2 Virtual Reality Devices Key Players in East Asia (2016-2021) 5.2.3 East Asia Virtual Reality Devices Market Size by Type (2016-2021) 5.2.4 East Asia Virtual Reality Devices Market Size by Application (2016-2021) 5.3 Europe 5.3.1 Europe Virtual Reality Devices Market Size (2016-2021) 5.3.2 Virtual Reality Devices Key Players in Europe (2016-2021) 5.3.3 Europe Virtual Reality Devices Market Size by Type (2016-2021) 5.3.4 Europe Virtual Reality Devices Market Size by Application (2016-2021) 5.4 South Asia 5.4.1 South Asia Virtual Reality Devices Market Size (2016-2021) 5.4.2 Virtual Reality Devices Key Players in South Asia (2016-2021) 5.4.3 South Asia Virtual Reality Devices Market Size by Type (2016-2021) 5.4.4 South Asia Virtual Reality Devices Market Size by Application (2016-2021) 5.5 Southeast Asia 5.5.1 Southeast Asia Virtual Reality Devices Market Size (2016-2021) 5.5.2 Virtual Reality Devices Key Players in Southeast Asia (2016-2021) 5.5.3 Southeast Asia Virtual Reality Devices Market Size by Type (2016-2021) 5.5.4 Southeast Asia Virtual Reality Devices Market Size by Application (2016-2021) 5.6 Middle East 5.6.1 Middle East Virtual Reality Devices Market Size (2016-2021) 5.6.2 Virtual Reality Devices Key Players in Middle East (2016-2021) 5.6.3 Middle East Virtual Reality Devices Market Size by Type (2016-2021) 5.6.4 Middle East Virtual Reality Devices Market Size by Application (2016-2021) 5.7 Africa 5.7.1 Africa Virtual Reality Devices Market Size (2016-2021) 5.7.2 Virtual Reality Devices Key Players in Africa (2016-2021) 5.7.3 Africa Virtual Reality Devices Market Size by Type (2016-2021) 5.7.4 Africa Virtual Reality Devices Market Size by Application (2016-2021) 5.8 Oceania 5.8.1 Oceania Virtual Reality Devices Market Size (2016-2021) 5.8.2 Virtual Reality Devices Key Players in Oceania (2016-2021) 5.8.3 Oceania Virtual Reality Devices Market Size by Type (2016-2021) 5.8.4 Oceania Virtual Reality Devices Market Size by Application (2016-2021) 5.9 South America 5.9.1 South America Virtual Reality Devices Market Size (2016-2021) 5.9.2 Virtual Reality Devices Key Players in South America (2016-2021) 5.9.3 South America Virtual Reality Devices Market Size by Type (2016-2021) 5.9.4 South America Virtual Reality Devices Market Size by Application (2016-2021) 5.10 Rest of the World 5.10.1 Rest of the World Virtual Reality Devices Market Size (2016-2021) 5.10.2 Virtual Reality Devices Key Players in Rest of the World (2016-2021) 5.10.3 Rest of the World Virtual Reality Devices Market Size by Type (2016-2021) 5.10.4 Rest of the World Virtual Reality Devices Market Size by Application (2016-2021) 6 Global Virtual Reality Devices Consumption by Region (2016-2021) 6.1 North America 6.1.1 North America Virtual Reality Devices Consumption by Countries 6.1.2 United States 6.1.3 Canada 6.1.4 Mexico 6.2 East Asia 6.2.1 East Asia Virtual Reality Devices Consumption by Countries 6.2.2 China 6.2.3 Japan 6.2.4 South Korea 6.3 Europe 6.3.1 Europe Virtual Reality Devices Consumption by Countries 6.3.2 Germany 6.3.3 United Kingdom 6.3.4 France 6.3.5 Italy 6.3.6 Russia 6.3.7 Spain 6.3.8 Netherlands 6.3.9 Switzerland 6.3.10 Poland 6.4 South Asia 6.4.1 South Asia Virtual Reality Devices Consumption by Countries 6.4.2 India 6.5 Southeast Asia 6.5.1 Southeast Asia Virtual Reality Devices Consumption by Countries 6.5.2 Indonesia 6.5.3 Thailand 6.5.4 Singapore 6.5.5 Malaysia 6.5.6 Philippines 6.6 Middle East 6.6.1 Middle East Virtual Reality Devices Consumption by Countries 6.6.2 Turkey 6.6.3 Saudi Arabia 6.6.4 Iran 6.6.5 United Arab Emirates 6.7 Africa 6.7.1 Africa Virtual Reality Devices Consumption by Countries 6.7.2 Nigeria 6.7.3 South Africa 6.8 Oceania 6.8.1 Oceania Virtual Reality Devices Consumption by Countries 6.8.2 Australia 6.9 South America 6.9.1 South America Virtual Reality Devices Consumption by Countries 6.9.2 Brazil 6.9.3 Argentina 6.10 Rest of the World 6.10.1 Rest of the World Virtual Reality Devices Consumption by Countries 7 Global Virtual Reality Devices Production Forecast by Regions (2022-2027) 7.1 Global Forecasted Production of Virtual Reality Devices (2022-2027) 7.2 Global Forecasted Revenue of Virtual Reality Devices (2022-2027) 7.3 Global Forecasted Price of Virtual Reality Devices (2022-2027) 7.4 Global Forecasted Production of Virtual Reality Devices by Region (2022-2027) 7.4.1 North America Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.4.2 East Asia Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.4.3 Europe Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.4.4 South Asia Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.4.5 Southeast Asia Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.4.6 Middle East Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.4.7 Africa Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.4.8 Oceania Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.4.9 South America Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.4.10 Rest of the World Virtual Reality Devices Production, Revenue Forecast (2022-2027) 7.5 Forecast by Type and by Application (2022-2027) 7.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2027) 7.5.2 Global Forecasted Consumption of Virtual Reality Devices by Application (2022-2027) 8 Global Virtual Reality Devices Consumption Forecast by Regions (2022-2027) 8.1 North America Forecasted Consumption of Virtual Reality Devices by Country 8.2 East Asia Market Forecasted Consumption of Virtual Reality Devices by Country 8.3 Europe Market Forecasted Consumption of Virtual Reality Devices by Countriy 8.4 South Asia Forecasted Consumption of Virtual Reality Devices by Country 8.5 Southeast Asia Forecasted Consumption of Virtual Reality Devices by Country 8.6 Middle East Forecasted Consumption of Virtual Reality Devices by Country 8.7 Africa Forecasted Consumption of Virtual Reality Devices by Country 8.8 Oceania Forecasted Consumption of Virtual Reality Devices by Country 8.9 South America Forecasted Consumption of Virtual Reality Devices by Country 8.10 Rest of the world Forecasted Consumption of Virtual Reality Devices by Country 9 Global Virtual Reality Devices Sales by Type (2016-2027) 9.1 Global Virtual Reality Devices Historic Market Size by Type (2016-2021) 9.2 Global Virtual Reality Devices Forecasted Market Size by Type (2022-2027) 10 Global Virtual Reality Devices Consumption by Application (2016-2027) 10.1 Global Virtual Reality Devices Historic Market Size by Application (2016-2021) 10.2 Global Virtual Reality Devices Forecasted Market Size by Application (2022-2027) 11 Global Virtual Reality Devices Manufacturing Cost Analysis 11.1 Virtual Reality Devices Key Raw Materials Analysis 11.1.1 Key Raw Materials 11.2 Proportion of Manufacturing Cost Structure 11.3 Manufacturing Process Analysis of Virtual Reality Devices 12 Global Virtual Reality Devices Marketing Channel, Distributors, Customers and Supply Chain 12.1 Marketing Channel 12.2 Virtual Reality Devices Distributors List 12.3 Virtual Reality Devices Customers 12.4 Virtual Reality Devices Supply Chain Analysis 13 Analyst's Viewpoints/Conclusions 14 Disclaimer