DUBLIN, Oct. 28, 2015 /PRNewswire/ --
Research and Markets (http://www.researchandmarkets.com/research/xchtcp/virtual_reality) has announced the addition of the "Virtual Reality Cardboard Market 2015-2019 - Industry Analysis" report to their offering.
The report forecasts the global VR cardboard market to grow at a CAGR of 182.9% in terms of revenue and 150.8% in terms of unit shipment over the period 2014-2019.
The report covers the current scenario and growth prospects of the global VR cardboard market for the period of 2015-2019. To arrive at the market size, we have considered the sales of VR headsets by six vendors in the listed products category as well as other vendors in the non-listed products category. All headsets manufactured using wood, plastic, cardboard, or aluminum are considered in the report. Sales across all geographies have been considered to calculate the market size. We have arrived at the market size by taking into account the number of VR headsets sold since its launch in June 2014.
The report, Global VR Cardboard Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it also covers the landscape of the global VR cardboard market and its growth prospects in the coming years. The report includes a discussion on the key vendors operating in this market.
There are several apps available for Google Cardboard, including some very interesting ones, but they do not offer much utility factor. Also, the end users for these apps are limited to individual consumers and not the enterprise segment. There are several other uses of Google Cardboard such as teleconferencing, live streaming of meetings, concerts and videos, surveillance, simulation and training, and even pornography.
According to the report, the low cost of Google Cardboard is one of the major reasons for the virtual reality cardboard market to grow. It is the single most appealing factor for consumers. The assembly parts used to build VR cardboard are not expensive and nor does it require heavy machinery or huge manufacturing plants to produce VR cardboards.
Further, the report states that lack of content and low resolution apps, this is the major drawback the market is witnessing.
Key vendors
Key Topics Covered:
Part 01: Executive summary
Part 02: Scope of the report
Part 03: Market research methodology
Part 04: Introduction
Part 05: Market landscape
Part 06: Market size and forecast
Part 07: End-user applications
Part 08: Geographical segmentation
Part 09: Vendor landscape
Part 10: Key vendor analysis
Part 11: Appendix
For more information visit http://www.researchandmarkets.com/research/xchtcp/virtual_reality
Media Contact: Laura Wood , +353-1-481-1716, press@researchandmarkets.net
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