Florida, February 13, 2018: The Global virtual reality Market is expected to exceed more than US$ 33 billion by 2022 and will grow at a CAGR of more than 55% in the given forecast period.

    The Global Virtual Reality Market is segmented on the lines of its component, device type, technology, application and regional. Based on component segmentation it covers hardware components, semiconductor components and software components. Under device type segmentation it covers head mounted displays, projectors and display walls and gesture control devices. Application is classified into consumer, aerospace & defense, commercial, medical, industrial and others.

    Virtual reality is artificial surroundings that is created with software program and supplied to the user in this kind of manner that the person suspends belief and accepts it as real surroundings. On a computer, virtual fact is usually experienced through 2 of the 5 senses: sight and sound. The only form of virtual reality is a 3D photograph that can be explored interactively at a personal computer, commonly through manipulating keys or the mouse so that the content of the photo movements in some course or zooms in or out. More state of the art efforts involve such tactics as wrap around display monitors, real rooms augmented with wearable computer systems, and haptics gadgets that let you experience the display images.

    You Can Browse Full Report: https://www.marketresearchengine.com/Virtual-Reality-Market

    The Global virtual reality Market on geographic segmentation covers various regions such as North America, Europe, Asia Pacific, Latin America, Middle East and Africa. Each geography market is further segmented to provide market revenue for select countries such as the U.S., Canada, U.K. Germany, China, Japan, India, Brazil, and GCC countries.

    The major driving factors of Global Virtual Reality Market are as follows:

    • Rising acceptance of head mounted display in entertainment and gaming sector
    • Use of virtual reality for training and imitation in defense

    The restraining factors of Global Virtual Reality Market are as follows:

    • Display latency and power consumption change the overall performance of Virtual Reality devices
    • Need movement and health concern related to low resolution

    This report provides:

    1) An overview of the global market for Virtual Reality and related technologies.

    2) Analyses of global market trends, with data from 2013, estimates for 2014 and 2015, and projections of compound annual growth rates (CAGRs) through 2022.

    3) Identifications of new market opportunities and targeted promotional plans for Global Virtual Reality Market.

    4) Discussion of research and development, and the demand for new products and new applications.

    5) Comprehensive company profiles of major players in the industry.

    The report covers detailed competitive outlook including the market share and company profiles of the key participants operating in the global market. Key players profiled in the report include Oculus VR, LLC , Sony Corporation , HTC Corporation , Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc., Sensics, Inc., Leap Motion Inc. , Marxent Labs LLC, WorldViz, Jaunt, Inc., Cyberith GmbH , Virtalis Limited , and Sixense Entertainment, Inc. among others. Company profile includes assign such as company summary, financial summary, business strategy and planning, SWOT analysis and current developments.

    Request Sample Report: https://www.marketresearchengine.com/Virtual-Reality-Market

     

    Table of Contents

    1 INTRODUCTION

    2 Research Methodology

    2.1 Research Data
    2.1.1 Secondary Data
    2.1.1.1 Key Data From Secondary Sources
    2.1.2 Primary Data
    2.1.2.1 Key Data From Primary Sources
    2.1.2.2 Key Industry Insights
    2.1.2.3 Breakdown of Primaries
    2.2 Market Size Estimation
    2.2.1 Bottom-Up Approach
    2.2.2 Top-Down Approach
    2.3 Market Breakdown & Data Triangulation
    2.4 Research Assumptions
    2.4.1 Assumptions

    3 Executive Summary

    4 Premium Insights

    5 Market Overview

    6 Industry Trends

    7 Virtual Reality Market, By Component

    8 Virtual Reality Market, By Technology

    9 Virtual Reality Market, By Device Type

    10 Virtual Reality Market, By Application

    11 Virtual Reality Market, By Geography

    12 Competitive Landscape

    13 Company Profile

    13.1 Introduction

    13.2 Oculus VR, LLC

    13.3 Sony Corporation

    13.4 Samsung Electronics Co., Ltd.

    13.5 HTC Corporation

    13.6 EON Reality, Inc.

    13.7 Google Inc.

    13.8 Microsoft Corporation

    13.9 Vuzix Corporation

    13.10 Cyberglove Systems Inc.

    13.11 Sensics, Inc.

    13.12 Leap Motion, Inc.

    13.13 Sixense Entertainment, Inc.

    13.14 Key Innovators in the VR Market

     

    Media Contact

    Company Name: Market Research Engine

    Contact Person: John Bay

    Email: john@marketresearchengine.com

    Phone: +1-855-984-1862

    Country: United States

    Website: https://www.marketresearchengine.com/

     

     

    Source: http://www.financeswire.com/global-virtual-reality-market-is-supposed-to-reach-us-33-billion-by-2022