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Virtual Reality Market Growth, Revenue Share Analysis, Company Profiles, and Forecast To 2028
Virtual Reality Market Growth, Revenue Share Analysis, Company Profiles, and Forecast To 2028
Surge in adoption of automation in consumer sector in developing countries will fuel growth of the virtual reality market to a significant extent going ahead

The report on Global Virtual Reality Market added by Emergen Research offers a comprehensive analysis of the recent advancements in the Virtual Reality industry and trends driving the growth of the market. It is an investigative study covering analysis of market drivers, restraints, challenges, threats, and growth prospects in the global Virtual Reality market. The global Virtual Reality market report is a methodical research of the Virtual Reality market done by extensive primary and secondary research. The fundamental purpose of the Virtual Reality market report is to offer an accurate and strategic analysis of the Virtual Reality business sphere.

Virtual reality technology and solutions demand is increasing due to surge in usage of head-mounted displays in gaming and entertainment, as well as in the retail sector, which is expected to continue to drive market revenue growth going ahead. Virtual reality provides various benefits such as it allows users to immerse themselves in video games as one of the characters, learn to perform heart surgery virtually, and also enhances the quality of sports training to maximize performance.

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The report further explores the key business players along with their in-depth profiling, product catalog, and strategic business decisions. The key players studied in the report are Microsoft, Samsung Electronics, Google, Eon Reality, Sony, Mindmaze, Panasonic Corporation, HTC, Firsthand Technology, and Cyberglove Systems.

Some Key Highlights From the Report

  • In March 2021, Square Yards, which is a brokerage firm, acquired PropVR, which is an AI-based platform specializing in developing digital property experiences using 3D technologies, augmented reality, and virtual reality. PropVR converts physical space or floor plan into an interactive 3D walkthrough. Square Yards covers the entire real-estate journey from search & discovery, mortgages, transactions, rentals, interiors, property management, and post-sales services.
  • Gesture tracking devices provide real-time data to computers to fulfil the user’s commands. Gesture recognition also offers better ergonomics for consumer devices. Motion sensors can track and interpret gestures, and use them as a primary source of data input. Moreover, rise in use of biometric systems in various fields of people’s lives, from home and cars, to shops, is also driving demand for these devices.
  • Virtual reality proved to be a game changer in the gaming sector as it boosts user experience. VR provides gamers with attractive virtual objects, and provides them ability to invite players into the game in the real-time. Broadcasters are also streaming live games in virtual reality and planning to sell virtual tickets to live games in the future so that anybody from any part of the world can watch the event. It will enable those fans who cannot afford to travel to the event, to be included remotely.

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Emergen Research has segmented the global virtual reality market on the basis of offering, technology, device type, application, and region:

Offering Outlook (Revenue, USD Billion; 2018–2028)

  • Hardware
    1. Displays and Projectors
    2. Sensors
    3. Cameras
    4. Position Trackers
    5. Semiconductor Components
    6. Others (Computer/video generator and combiner)
  • Software
    1. Cloud-Based Services
    2. Software Development Kits
    3. VR Content Creation

Technology Outlook (Revenue, USD Billion; 2018–2028)

  • Non-immersive
  • Semi and Fully Immersive

Device Type Outlook (Revenue, USD Billion; 2018–2028)

  • Head-Mounted Displays
  • Projectors and Display Walls
  • Gesture-Tracking Devices

Application Outlook (Revenue, USD Billion; 2018–2028)

  • Consumer
    1. Gaming and Entertainment
    2. Sports
  • Commercial
    1. Education and Training
    2. Retail and Ecommerce
    3. Advertising
    4. Travel and Tourism
  • Enterprise
  • Healthcare
    1. Patient Care Management
    2. Surgery
    3. Pharmacy Management
    4. Fitness Management
    5. Medical Training and Education
  • Aerospace & Defense
  • Others
    1. Automotive
    2. Geospatial Mining

Regional Bifurcation of the Virtual Reality Market Includes:

  • North America (U.S., Canada)
  • Europe (U.K., Italy, Germany, France, Rest of EU)
  • Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
  • Latin America (Chile, Brazil, Argentina, Rest of Latin America)
  • Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)

The report aims to provide a complete analysis of the global Virtual Reality market with important details about the key market players from insightful primary and secondary research data. The report also aims to benefit the user by providing constructive data to gain insight into market growth, size, and investment approaches. Additionally, the report provides an extensive analysis of the Virtual Reality market, including key data, such as factors influencing the growth of the market, buyers and vendors, production and consumption, and revenue.

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Highlights of Table of Contents (TOC):

  • Overview of Global Virtual Reality Market
  • Competitive analysis of the Virtual Reality market
  • Regional analysis of Global Virtual Reality market production and revenue
  • Regional analysis of Global Virtual Reality market supply, consumption, and export & import
  • Type-based market analysis of global Virtual Reality production, revenue, and price trends
  • Application-based analysis of the global Virtual Reality market
  • Manufacturer profiles, manufacturing cost, and upstream and downstream analysis of global Virtual Reality market
  • Global Virtual Reality market forecast (2020-2027)
  • Conclusion of the research report

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