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Global Virtual Reality (VR) Strategic Business Report 2015-2020 - Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality - Research and Markets

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Research and Markets

08 Aug, 2016, 16:10 GMT

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DUBLIN, August 8, 2016 /PRNewswire/ --

Research and Markets has announced the addition of the "Virtual Reality (VR) - Global Strategic Business Report" report to their offering.

This report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand. 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 2020. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs.

The report profiles 125 companies including many key and niche players such as

  • Avegant Corp. (US)
  • Barco N.V (Belgium)
  • CyberGlove Systems LLC (US)
  • DeepStream VR (US)
  • EON Reality Inc. (US)
  • Google Inc. (US)
  • Kopin Corporation, Inc. (US)
  • Leap Motion, Inc. (US)
  • Oculus VR, LLC (US)
  • Qualcomm, Inc. (US)
  • Rockwell Collins (US)
  • Samsung Electronics (South Korea)
  • Sensics, Inc. (US)
  • Sixense Entertainment, Inc. (US)
  • Sony Corporation (Japan)
  • Total Immersion (France)
  • Virtalis Limited (UK)
  • VirtaMed AG (Switzerland)
  • Vuzix Corporation (US)
  • WorldViz (US)

Key Topics Covered:

1. 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

The VR Market Ripe for Picking

From a Fictional Concept to a Multi-Billion Dollar Opportunity

Tracing the Evolutionary Path of Virtual Reality Market

Research Work on VR Concepts Traces Back to 1950s

1980s & the 90s

Early Commercialization Efforts

Into the 21st Century

Product Developments for Achieving Commercial Viability

Development of Prototype Oculus Rift HMD in 2012

A Major Breakthrough in VR

More Device Prototypes Come Up in 2014

Companies Keep Up the Tempo with New Product Developments in 2015

Samsung Gear VR Makes Commercial Entry

The First Modern Day Commercial VR Device in the Market

With Many Big Ticket Releases Planned, 2016 to be a Watershed' Year for Commercial VR Products

Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave

Facebook's Acquisition of Oculus in 2014 Brings Flood of Corporate & Venture Capital Investments into the VR Industry

Key Statistical Findings Highlighting Investment Scenario in VR & AR Market

Crowdfunding

A Key Private Funding Source

Dissecting the Patent & IP Landscape in the Virtual Reality Market

Participants across the Value Chain Bet Big on Virtual Reality Market

VR Value Chain Participants at a Glance:

Evolution of Target Markets

Virtual Reality Solutions

Evolution of Target Markets Over the Years

Market Outlook

2. NOTEWORTHY TRENDS & GROWTH DRIVERS

Mobile Device Based VR Experience to Drive Initial VR Adoption Wave in Consumer Market

Growing Smartphone Sales

Key Growth Driver

PC & Console Based VR Experience to Drive Massive Revenue Inflow in Medium to Long Term

HMDs to Be Lucrative Device Market for VR

Will Google Cardboard Project Dent Opportunities for VR HMDs?

HMDs for Entertainment & Gaming Applications to be Hot Selling Products

Evolution of App Ecosystem

Must for Growth in VR Market

Application Stores

The Disruptive Force that can Drive Rapid Proliferation of VR

Independent Developers Take the Plunge while Major Studios Wait to Follow

Best Apps for Google Cardboard

Best Apps for Gear VR

Consumer Segment Dominates VR Market

Entertainment Applications

Key Revenue Contributor for VR

VR Gaming

Market Laden with Tremendous Potential for Revenue Generation

Non-Consumer Commercial Applications to Add New Revenue Opportunities for VR in Coming Years

Aerospace & Defense Sector

Another Key End-Use Area in Focus for VR

VR in Healthcare

An Emerging Market with Massive Opportunity for Growth

Healthcare End-Use Applications of VR in a Snapshot

Why does the Healthcare Sector Need VR Technology?

Growth Drivers in a Nutshell

Fully Immersive VR Experience to Drive More Opportunities for VR Solutions

Reduction in Cost of Device

Key Crucible for Success

Open Source Platforms Look to Benefit from the Market

Developed Markets Lead from the Front while Developing Markets to Drive Future Growth

Issues & Challenges

Yet to be Resolved Technology Issues

A Major Concern

Low Resolution of HMDs

Performance Issues from Display Latency of VR Devices

Massive Size of HMDs

Non-Compatibility with Other Devices

Need for Systems with High End Configuration & its Cost Implications

Maintaining Consistent Video Quality

A Major Technology Challenge

Data Storage

A Critical But Often Ignored VR Function

Despite Emergence of New Relatively Inexpensive Model

Cost Continues to Remain a Major Issue

Lack of Awareness & Penetration in Addressable Markets

3. PRODUCT OVERVIEW

Virtual Reality

Introduction

Types of Virtual Reality

Fully Immersive

Non-Immersive

Collaborative

Web-Based

Virtual Reality Solutions

Head-Mounted Display (HMD)

Immersive Rooms

Sensory Gloves

Wands

Applications of virtual reality

Games and Entertainment

Medicine

Industrial Design and Architecture

Education

Scientific Visualization

4. PRODUCT LAUNCHES

Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications

Sony and Oculus Set to Introduce VR Device Platforms

Oculus Rolls Out Commercial Variant of Oculus Rift VR Headset Device Platform

Tommy Hilfiger Unveils VR Headsets for Customers

Hulu Set to Introduce Virtual Reality App

Samsung Set to Introduce Gear VR in the Consumer Market

Sony Set for 2016 Launch of VR Headsets in Consumer Market

DIRECTV Introduces Big Knockout Boxing (BKB) VR App

Nokia Introduces Innovative Spherical VR Capable Camera for Creating 3D Movies

HTC Introduces Re Vive VR Headset

HomeLane Introduces Kaleido VR Device

CamSoda Introduces Interactive VR Platform

Microsoft Introduces HoloLens Device Platform

Jaunt Inaugurates Own Movie Studio

Marriot Rolls Out Pilot VR Experience Program

OnePlus Unveils Light VR Headset

Cirque du Soleil Launches Virtual Reality Experience of the Show Kurios

IC Real Tech Launches IC720 360x360 Video Camera with All Round Vision Capabilities

zSpace Unveils VR Experience for Personal Computer Platform

Lexus Offers Customers With VR App to Experience Some of the Fastest Cars Worldwide

Samsung Introduces Gear VR Device Platform

Steam Unveils Beta User Interface Customized to Support VR Devices

Atlantic Productions Inaugurates Alchemy VR Entertainment Studio

EON Reality Inc Unveils EON Experience Portal

Carl Zeiss Forays into VR Headset Market with VR One Platform

DIRTT Unveils Oculus Rift Based ICE® VR Experience

Oculus Unveils Oculus Rift Concept

5. RECENT INDUSTRY ACTIVITY

GoPro Agrees to Buy Spherical Media and Virtual Reality Company

Kolor

Sony Successfully Concludes SoftKinetic Acquisition

Apple Closes Acquisition of Metaio

Apple Acquires Faceshift

Facebook Acquires Surreal Vision

LearnBrite Buys Out Cerritos

Microsoft Successfully Closes Havok Acquisition

HTC Buys Stake in WEVR Virtual Reality Platform

Blippar Successfully Closes Acquisition of Binocular

Nokia to Foray into Virtual Reality Market

Jaunt Partners with 3Mersiv for its Jaunt Studios Venture

Next Galaxy Corp. Enters into Partnership with VR HealthNet

Microsoft Enters into Partnership with Oculus to Market Xbox One Controller bundled with Oculus Rift Platform

Samsung and Marvel Partner to Create Avenger Themed VR-Experience for Galaxy S6 Phone Devices

Google Partners with GoPro to Make VR videos Available on Youtube

GroupM Partners with Happy Finish to Develop Immersive Virtual Reality Based Creative Solutions

Razer Rolls Out Upgraded OSVR Platform Featuring Full HD OLED Display

The Virtual Reality Company (VRC) Partners with Ion Virtual Technology Corporation (IonVR)

Maximum Games Partners with Untold Games for Development of Loading Human' Virtual Reality Based Action/Adventure Game

Facebook Successfully Acquires Oculus

Google Ventures Acquires Stake in VR Technology Startup Jaunt

Oculus and Unity Technologies to Further Deepen Strategic Ties

CSM Brazil in Partnership with EON Reality to Introduce Interactive Virtual Reality Soccer Game

Fleetway Inc Inks Partnership Agreement with Virtalis

6. FOCUS ON SELECT PLAYERS

7. GLOBAL MARKET PERSPECTIVE

Total Companies Profiled: 125 (including Divisions/Subsidiaries 128)

  • The United States (73)
  • Canada (6)
  • Japan (3)
  • Europe (33)
  • France (6)
  • Germany (4)
  • The United Kingdom (3)
  • Spain (1)
  • Rest of Europe (19)
  • Asia-Pacific (Excluding Japan) (11)
  • Latin America (1)
  • Middle East (1)

For more information visit http://www.researchandmarkets.com/research/chzb8l/virtual_reality

Media Contact:

Laura Wood, Senior Manager

press@researchandmarkets.com 

For E.S.T Office Hours Call 1-917-300-0470

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Fax (outside U.S.): +353-1-481-1716

Related Links

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