Global Virtual Reality Market 2016 Share, Trend, Segmentation and Forecast To 2020


(MENAFNEditorial) Global Virtual Reality Market 2016 Share, Trend, Segmentation and Forecast To 2020 next five years in an average of 106% CAGR; by 2020 over 430 billion products will be sold, and 21 million AR devices

PUNE, MAHARASHTRA, INDIA, September 29, 2016 /EINPresswire.com/ -- Virtual Reality Industry

Description

Wiseguyreports.Com Adds ''Virtual Reality -Market Demand, Growth, Opportunities and analysis of Top Key Player Forecast to 2021'' To Its Research Database

In recent years, AR and VR technology have become the hot topic in the technology industry, especially among Google, Samsung, Microsoft, and Facebook. Hololens from Microsoft is the major force in consumption of the AR product market, and Cardboard from Google was certainly the first option in low-price VR entry level product, which estimates that 1.5 million Cardboards will be sold by the end of 2015. On the other hand, Oculus Rift, HTC Vive and Project Morpheus will be the main force in non-mobile phone device realm.

It is predicted that the VR industry will develop fast in the next five years in an average of 106% CAGR; by 2020 over 430 billion products will be sold, and 21 million AR devices will be sold by 2020, 78% CAGR.

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Aim of this report

- To provide readers with comprehensive and in-depth understanding of the global and Chinese Virtual reality industry;
- To analyze the market demand of Virtual reality industry;
- To analyze the profitability of Virtual reality industry;
- To analyze market size of the industry;
- To reveal opportunities for the Virtual reality industry;

Benefits of the Report

- Obtain latest information of the Virtual reality industry, such as market size, market structure, price index and key players;
- Discover market potential in upstream, downstream and different segments;
- Find out how Chinese Virtual reality market will change and how your business can be involved;
- Keep informed of your competitors/their activities in China;
- Learn about key market drivers, investment opportunity;

Scope of Investigation

The report will investigate Chinese and global virtual reality industry from the following aspects:
- Market size
- Technology
- Market potential
- Industrial chain
- Forecasts

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Table Contents

Executive Summary
Definition and Methodology
1 Virtual Reality Industry
1.1 Consumption
1.2 Pricing
2 Technology
3 Global Market
3.1 Application
3.1.1 Gaming
3.1.2 Entertaining
3.1.3 Industrial
3.1.4 Medical
3.1.5 Marketing
3.2 Market Size
3.3 User Base
4 Industry Chain
4.1 Upstream
4.1.1 Component Supplier
4.1.2 Content Provider
4.1.3 Hardware And Software
4.2 Downstream
4.2.1 Consumer Product
5 Global Bellwether Company
5.1 Foreign Company
5.1.1 Google
5.1.2 Oculus
5.1.3 Microsoft
5.1.4 Sony
5.1.5 HTC
5.1.6 Samsung
5.1.7 Valve
5.1.8 NVidia
5.2 Chinese Company
5.2.1 Beijing 7invensun Technology Co., Ltd.
5.2.2 Beijing Vr-Time Technology Co., Ltd.
5.2.3 Beijing Antvr Technology Co., Ltd.
5.2.4 Beijing Baofeng Technology Co., Ltd.
5.2.5 Shanghai Daxiang Technology Co., Ltd.
5.2.6 Shanghai Snailvr Co., Ltd.
6 Chinese Market Forecast
6.1 Market Potential
6.2 Five Forces Analysis
6.3 S.W.O.T
7 Conclusion And Recommendation
ASKCI's Legal DisclaimerList of Tables
Table 1 Chinese market price of VR glasses
Table 2 VR industrial chain
Table 3 VR technology potential users

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