Report Details

Virtual Reality - Thematic Research

Virtual Reality - Thematic Research

Report Format PDF & Excel
Pages 43
Publish Date Oct, 2019

Virtual Reality - Thematic Research

Summary

Virtual reality (VR) has been around, in one form or another, since the mid-1950s. At several points over the last sixty-plus years, it has been touted as the next big thing in consumer technology, without ever fulfilling its potential. Facebook's $2bn acquisition of Oculus in 2014 prompted another wave of interest, with adherents, eager to forget VR's chequered past, dubbing the new generation of devices that followed in the wake of this deal VR 1.0.

Devices from Oculus, Sony, Samsung, Google, and HTC (among others) gained a foothold in the market, but VR 1.0 remained a niche concern, popular primarily with affluent early adopters and hampered, like previous iterations of VR, by technical drawbacks and unrealistic expectations. Consequently, the industry finds itself in transition once again, moving between VR 1.0 and a second generation which holds the potential for more mainstream adoption.

Aided by custom silicon, untethered headsets, robust business models, new content, and enterprise applications, the nascent VR 2.0 already appears more dynamic and results-oriented than the previous generation. The integration of artificial intelligence (AI), cloud services, motion tracking, eye tracking, 3D audio, and haptics should enable second-generation VR devices to deliver truly immersive experiences. GlobalData expects the VR market, worth nearly $7bn in 2018, to become a $28bn industry by 2030, having grown at a compound annual growth rate (CAGR) of 13% over that period.

Key Highlights

- Analysis of VR tends to focus on the consumer market, but enterprise adoption is also accelerating, with notable activity in areas like retail, tourism, and healthcare. VR companies are developing domain-specific tools for functions such as training, education, and data visualization.

- At the same time, consumer-focused VR companies continue their search for the semi-mythical killer app that would make VR a mainstream hit. The market remains heavily gaming-oriented but is gaining traction in areas such as live streaming and social media. Over the next few years, players in this sector will face a battle for supremacy against related technologies, especially augmented reality (AR).

Scope

- This report provides an overview of the global virtual reality market.

- It identifies the key trends impacting growth of the theme over the next 12 to 24 months.

- It includes a comprehensive industry analysis, outlining the main growth areas and potential use cases.

- It identifies the leading players in the VR market, across all segments of the value chain.

Reasons to buy

- VR is entering its second generation, which is expected to have greater appeal to consumers as well as enterprises compared to the previous generation.

- VR technology has evolved significantly over the past five years, with improvements on both the hardware and software side. However, issues like latency, nausea, high prices, and underdeveloped ecosystems have been obstacles to widespread adoption. In this report, we look at how VR theme is shaping up and how we think it will develop over the next decade.

Companies Mentioned in the Report

Alphabet

Amazon

Facebook

HP

HTC

Microsoft

Nvidia

Qualcomm

Samsung

Sony

Ubisoft

Unity

Virtuix

Walt Disney

Players

Technology briefing

Trends

Industry analysis

Value chain

Companies

Sector scorecards

Glossary

Appendix: Our thematic research methodology

Research Methodology
The research study released with title "Virtual Reality - Thematic Research" involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.

Key Executives Interviewed

Virtual Reality Thematic Research

Research Programs/Design
Historical Data (2017-2022E)
  • Industry Trends
  • Competition Analysis & Landscape
  • By Company
  • Product Launches
  • Joint Venture & Partnerships
  • Merger & Acquisitions
  • Market Segment
  • by Type
  • by Application / End Users
  • By Regions/ Geography
  • Value in Dollar Term
  • Segment Revenue for Major & Emerging Players
  • Market Share
  • % Growth Rate
  • Current Scenario Analysis
  • Sales Volume by Key Players
  • % Market Share & Position
  • % Growth Rate
Market Factor Analysis
  • Market Environment
  • Government Policy & Regulatory Factors
  • Technological Changes
  • Market Risks & Challenges
  • Market Drivers
  • Market Maturity Indicators
  • Impact of Cost Variance
  • Growth Determinants
Market Forecast (2023F-2028F)
  • Overall Size (Value & Volume*)
  • by Type
  • by Application
  • By Region / Country
  • Key Data (Value & Volume*)
  • %Market Share
  • %Growth Rate
  • CAGR (2023-2028)

Market Size Estimation

Top-down and bottom-up approaches are used to validate and estimate the global/regional market size by manufacturers, regional splits, product segments and application.

To establish Research coverage of the study with most relevant & functional players HTF MI follows industry standards such as NAICS/SIC/ICB/TRCB, furthermore the sorted list of companies is validated using Product Mapping and business activities and shortlisted by industry perspective.

HTF MI select experienced analyst and associate that are specialized in the domain for conducting research. They prepare a list of companies by region that helps to understand players penetration rate in the market. This companies are further analyses in what segment or application they serve in our market. The list of product and applications are evaluated for each companies dealing in the Virtual Reality Thematic Research. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand company’s positioning regarding market value, volume and their market share for regional as well as global. Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Online) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc from Virtual Reality Thematic Research who then work towards appointment generation.

Primary Data Collection

The primary research is performed by taking the interviews of executives of various companies dealing in the Virtual Reality Thematic Research as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and relevant list of appointee or target primary respondents; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & In Mail, Community Forums, Open Survey, SurveyMonkey etc.

Secondary Sources

The secondary resources considered in the Virtual Reality Thematic Research study includes company annual reports, press releases, published articles of organizations and associations, and the survey taken through different mediums such as online website and forums, survey monkey, LinkedIn, etc. In addition, the valuable strategic information obtained from industry association, paid database, and investor presentations are also good tool for information to make appropriate iterative validation are used to modify market models and cross-verify primary research and insights.

Market Breakdown and Data Triangulation

To make market engineering data complete; extensive primary research is conducted to gather information and validate the critical numbers derived to be used for calculations of market statistics; market size estimations; forecasting; breakdown; and data triangulation. Both top-down and bottom-up approaches were applied, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Furthermore qualitative and further quantitative analysis is also done for all the numbers arrived at in the market estimation process to list relevant information in the final deliverable report "Virtual Reality - Thematic Research" .

Market Size
  • Segmental value
  • Geographic Penetration
  • Product Adoption Rate for Different market
  • Research Journals
  • Company Websites
  • White Papers
  • Annual Reports and SEC Filings
  • Company Websites and Press Releases
  • Public and Paid Databases
  • HTF MI Data Repository
Market Position of Top Company
  • Product Financials
  • Geographic value Mix
  • Total Company value
  • Business/Segment value
Qualitative Analysis
  • Influencing Trends
  • Market Potential
  • Market Risks and Opportunities
  • Growth Drivers and Constraints
  • Geographical Footprints
  • Government Policies
  • Company Websites and Press Releases
  • Survey Reports and Paid Databases
  • Annual Reports
  • Industry Associations
  • HTF MI Database

Key Information from Primary Sources

Primary Sources Parameters Key Data
Market Segments
  • Market Forecast (Value & Volume*) by Application, Type & Region / Country
  • History and Forecast
  • Market Size (Value & Volume) by Application
  • Market Size by Regions, Status & Forecast
  • Market Share & Growth Rate by Type & Application
  • Value by Key Business Segments
  • % Growth Rate by Segments
  • Growth Rate and Market Share by Regions
  • Market Size Status & Forecast
Total Market
  • Overall Size, Status & Forecast
  • Market Size Status & Forecast
Format Properties
1-User Access The report is sent in PDF format. The report will be emailed to you. This is a single user access license, allowing one specific user to access the report.
Site User The study would be provided in PDF format. The report will be emailed to you. This is a site license, allowing 1-10 employees within your organisation to access the report.
Enterprise User The format of deliverable would be PDF and Excel. This is an enterprise or corporate license, allowing all employees within your organisation irrespective of geographic location to access the report.

Frequently Asked Questions (FAQ):

The market study guides Virtual Reality Thematic companies with strategic planning to ensure they realize and drive business value from their plans for growth strategy.
The market opportunity is clear from the flow of investment into Virtual Reality Thematic market, utilizing technologies to drive efficiency and high volume.
Virtual Reality Thematic market share surpassed USD xx million in 2020 and will expand at a CAGR of yy% between 2021 and 2027.
The Virtual Reality Thematic market is projected to register a moderate CAGR during forecast period of 2024 to 2029
Companies of Virtual Reality Thematic Industry are studied thoroughly and profiled so as to understand why specific trends will have a high impact and how they are factored into the Virtual Reality Thematic market trajectory and future outlook.