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Global Virtual Reality Content Market 2016-2020

Published By :

Technavio

Published Date : Oct 2016

Category :

Virtual Reality

No. of Pages : 57 Pages

About VR Content

VR is an artificial environment that is created using software and hardware. The content is in 3D form, giving users a virtual experience. The 3D image is the simplest form of VR that can be explored on a PC by using a keyboard or mouse as a controller to move the image or zoom in or out. The more advanced technologies include actual rooms that are augmented with wearable computers, VR headsets that allow users to feel the display images, and wrap-around display screens.

Technavios analysts forecast the global VR content market to grow at a CAGR of 127.97% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global VR content market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of VR content in the following industries:
Games
Entertainment
Healthcare and wellness
Travel and tourism
Others (include engineering, manufacturing, automotive, real estate, sports and fitness, and education)

The market is divided into the following segments based on geography:
Americas
APAC
EMEA

Technavio's report, Global VR Content Market 2016-2020, 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.

Key vendors
Netflix
Samsung
Google
Valve

Other prominent vendors
8i
Alphaeon
AltspaceVR
Apple (Metaio)
Blippar
Alchemy VR
CCP Games
EEVO
Facebook
GoPro
High Fidelity
HTC
Improbable
Jaunt
Legend3D
Linden Lab
Marxent
Matterport
Movidius
MyDreamVR
NextVR
Nod Labs
Reload Studios
Resolution Games
Sony
uSens
Virtalis
Virtuix
Viscira
VRideo
Wevr
WorldViz

Market driver
Growing penetration of VR headsets
For a full, detailed list, view our report

Market challenge
Limitations of hardware and software
For a full, detailed list, view our report

Market trend
Growing popularity of 360-degree videos
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2020 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?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analysts time when you purchase this market report. Details are provided within the report.



PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
End-user
Base year and forecast period
Vendor selection criteria
Summation error
Top-vendor offerings
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Market overview
Product life cycle
Global VR content market
Global VR versus VR content market
Global VR content users
Global VR market by hardware
Five forces analysis
PART 06: Market segmentation by industry
Global VR content market by industry
PART 07: Market segmentation by device
Global VR market by device
Global VR content market by PCs
Global VR content market by gaming consoles
Global VR content market by mobile devices
PART 08: Buying criteria
PART 09: Geographical segmentation
Global VR content market by geography
VR content market in Americas
VR content market in EMEA
PART 10: Key leading country
US
PART 11: Market drivers
PART 12: Impact of drivers
PART 13: Market challenges
PART 14: Impact of drivers and challenges
PART 15: Market trends
PART 16: Vendor landscape
Competitive scenario
Key vendors
Other prominent vendors
PART 17: Appendix
List of abbreviations
PART 18: Explore Technavio

List of Exhibits
Exhibit 01: Key regions considered for global VR content market 2015-2020
Exhibit 02: Product offerings
Exhibit 03: Overview of global VR content market
Exhibit 04: Product life cycle of VR content 2015 and 2020
Exhibit 05: Global VR content market 2015-2020 ($ millions)
Exhibit 06: Global VR versus VR content market 2015-2020 (YoY growth rate)
Exhibit 07: Global VR content users 2015-2020 (millions of users)
Exhibit 08: Global VR market by hardware 2015-2020 (millions of units)
Exhibit 09: Five forces analysis
Exhibit 10: Global VR content market by industry 2015 (% revenue share)
Exhibit 11: Global VR market by device 2015-2020 (% revenue share)
Exhibit 12: Revenue comparison of global VR content market by device 2015-2020 ($ millions)
Exhibit 13: CAGR comparison of global VR content market by device 2015-2020 (%)
Exhibit 14: Global VR content market by PCs 2015-2020 ($ millions)
Exhibit 15: Global VR content market by gaming consoles 2015-2020 ($ millions)
Exhibit 16: Global VR content market by mobile devices 2015-2020 ($ millions)
Exhibit 17: Buying criteria of VR content
Exhibit 18: Global VR content market by geography 2015-2020 (% share)
Exhibit 19: Revenue comparison of global VR content market by geography 2015-2020 ($ millions)
Exhibit 20: CAGR comparison of global VR content market by geography 2015-2020 (%)
Exhibit 21: VR content market in Americas 2015-2020 ($ millions)
Exhibit 22: VR content market in EMEA 2015-2020 ($ millions)
Exhibit 23: VR content market in APAC 2015-2020 ($ millions)
Exhibit 24: Impact of drivers
Exhibit 25: Impact of drivers and challenges
Exhibit 26: Key M&A and funds raised in global VR content market
Exhibit 27: Samsung Electronics: Business segmentation
Exhibit 28: Other prominent vendors

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