DUBLIN–(BUSINESS WIRE)–The “Virtual Reality – Global Market Outlook (2017-2026)” report has been added to ResearchAndMarkets.com‘s offering.
According to this report, the Global Virtual Reality market accounted for $4.52 billion in 2017 and is expected to reach $212.06 billion by 2026 growing at a CAGR of 53.3% from 2017 to 2026.
Rising demand for the use of head-mounted displays in the gaming & entertainment sector, decrease in production costs of display devices, increase in demand for immersive virtual reality and use of VR for training and simulation in the defense sector are some key factors fueling the market growth. However, factors such as high cost of devices and lack of technical expertise are restraining the growth of Market.
Amongst Application, Gaming & Entertainment segment held significant market share during the forecast period due to the high penetration of this sector in the gaming industry. In addition, the penetration of head-mounted displays in the gaming and entertainment industries is driving the market growth.
By geography, North America dominated the market due to the growth in IT infrastructure and the rise in penetration of smartphones is. Wide research and development activities and presence of key market players, especially in the U.S. are also contributing to the growth of the market in North America.
Key Topics Covered
1 Executive Summary
3 Market Trend Analysis
4 Porters Five Force Analysis
5 Global Virtual Reality Market, By Technology
6 Global Virtual Reality Market, By Application
7 Global Virtual Reality Market, By Device Type
8 Global Virtual Reality Market, By Component
9 Global Virtual Reality Market, By Geography
10 Key Developments
11 Company Profiling
- Zappar Ltd
- Total Immersion, Inc.
- Sony Corporation
- Samsung Electronics Co. Ltd
- Qualcomm Technologies, Inc.
- Nintendo Co., Ltd
- Microsoft Corporation
- Meta Inc.
- Marxent Lab LLC
- Layar (Blippar Group)
- Hewlett-Packard Development Company. L.P
- Gravity Jack
- Google Inc.
- Facebook Inc.
- Atheer, Inc.
- Apple Inc.
For more information about this report visit https://www.researchandmarkets.com/research/483772/virtual_reality?w=4