DUBLIN--(BUSINESS WIRE)--The "Virtual Reality (VR) - Global Strategic Business Report" report has been added to ResearchAndMarkets.com's offering.
The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2015 through 2024. The report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand.
The global market is analyzed by the following End-Use Sectors:
- Consumer Electronics
- Industrial
- Aerospace
- Others
The report profiles 126 companies including many key and niche players such as:
- Advanced Micro Devices, Inc. (USA)
- AppReal-VR (Israel)
- Barco N.V (Belgium)
- Crytek GmbH (Germany)
- Cubicle Ninjas (USA)
- EON Reality Inc. (USA)
- Epic Games, Inc. (USA)
- Erminesoft (USA)
- Firsthand Technology Inc. (USA)
- Google Inc. (USA)
- HTC Corporation (Taiwan)
- Hyperlink Infosystem (India)
- Immersive Robotics (Australia)
- Intel Corporation (USA)
- Jaunt, Inc. (USA)
- Kopin Corporation, Inc. (USA)
- Leap Motion, Inc. (USA)
- Lenovo (China)
- MindMaze Holding SA (Switzerland)
- NVIDIA Corporation (USA)
- Oculus VR, LLC (USA)
- Pimax Technology (Shanghai) Co., LTD
- Pixvana, Inc. (USA)
- Qualcomm Technologies, Inc. (USA)
- Samsung Electronics Co., Ltd., (South Korea)
- Sensics, Inc. (USA)
- Sixense Enterprises Inc. (USA)
- Sony Interactive Entertainment (USA)
- StarVR Corporation (Taiwan)
- Unigine Corp. (Russia)
- Unity Technologies, Inc. (USA)
- Varjo Technologies (Finland)
- Virtalis Limited (UK)
- VirtaMed AG (Switzerland)
- VR Hardware Manufacturers
- VR Software Developers (Includes Software Tools for VR Content, VR Video Capture, and VR App Developers)
- VRgineers, Inc (Czech Republic)
- WorldViz (USA)
Key Topics Covered
1. Introduction, Methodology & Product Definitions
2. Industry Overview
- Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
- The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
- The Second Wave of VR Will Unleash VR as a Communication System/Interface
- From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking
- Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
- A Peek Into Active AR & VR Investors & the Companies Funded by Them
- Crowdfunding, Emerges as the New Way Forward
- Participants across the Value Chain Bet Big on Virtual Reality
-
and much more...
3. Product Overview
4. Competitive Landscape
4.1 Focus on Select Players
4.2 Product Launches
4.3 Recent Industry Activity
5. Global Market Perspective
Total Companies Profiled:126 (including Divisions/Subsidiaries - 131)
- The United States (73)
- Canada (5)
- Japan (4)
-
Europe (32)
- France (6)
- Germany (5)
- The United Kingdom (3)
- Spain (1)
- Rest of Europe (17)
- Asia-Pacific (Excluding Japan) (15)
- Middle East (2)
For more information about this report visit https://www.researchandmarkets.com/research/fvzp53/global_strategic?w=4