Global Strategic Business Outlook on the Virtual Reality (VR) Market to 2024 - Participants Across the Value Chain Bet Big on Virtual Reality - ResearchAndMarkets.com

DUBLIN--()--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

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
Related Topics: Virtual and Augmented Reality

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
Related Topics: Virtual and Augmented Reality