Research and Markets( http://www.researchandmarkets.com/research/s2tpw3/virtual_reality) has announced the addition of the "Virtual Reality Market by Technology, Device, Component, Application, Geography - Trends & Forecasts to 2014-2020" report to their offering.
Virtual Reality Market by Technology (Semi & Fully Immersive), Device (HMD, gesture Tracking), Component (Sensor, Display, Software), Application (Gaming, Entertainment, and Industrial), Geography - Trends & Forecasts to 2014-2020.
This market is expected to grow rapidly in the coming years; the market is projected to reach $15.89 Billion by 2020 at a considerable CAGR of 63.18% between 2015 and 2020.
Virtual reality can be segmented on the basis of the level of immersion experienced by the user in the virtual environment. There are two technology types of virtual reality, namely, semi-immersive and fully immersive. In the semi-immersive virtual technology, the user can experience the real world as well as the virtual environment; the users perceive a strong involvement in the virtual environment. The fully-immersive VRT enables users to completely experience and interact with the virtual environment.
The fully-immersive technology occupies the largest share in the market. In this report, virtual devices such as head mounted displays, gesture tracking devices, and projectors and display walls are considered. The HMD is a significant device that is majorly used in this market owing to its capability to provide a fully-immersive experience and its suitability for multiple applications. There are some common components that are embedded in virtual reality systems which include semiconductor components, sensors, displays, and software. The software market is projected to grow rapidly in the coming years given the increasing growth of different applications such as gaming, entertainment, retail and marketing, and others.
This report describes market trends, drivers, and challenges for the market and forecasts the market size for the period between 2015 and 2020 on the basis of technology, device, component, application, and geography. The company profiles include the company overview, financial overview, products & services, and the recent developments. This report covers regions such as North America, Europe, APAC, and RoW (Rest of the World).
The growth of the virtual reality market is driven by the availability of advanced virtual reality devices such as HMDs and the increasing demand for virtual reality in the gaming and entertainment applications. The North American region held the largest share in this market, followed by the APAC region.
Some of the major companies present in the market are 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) among others.
For more information visit http://www.researchandmarkets.com/research/s2tpw3/virtual_reality
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SOURCE Research and Markets
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