1. Introduction
1.1 Executive Summary
1.2 Market Definition
1.3 Scope of the Study
2. Research Methodology
2.1 Secondary Research
2.2 Primary Research
2.3 Analytic Tools and Model
2.4 Economic Indicator
2.4.1 Base Year, Base Currency, Forecasting Period
2.5 Expert Validation
2.6 Study Timeline
3. Market Analysis
3.1 Industry Value Chain Analysis
3.2 Porter's Five Analysis
3.2.1 Bargaining Power of Buyers
3.2.2 Bargaining Power of Suppliers
3.2.3 Threats of Substitutes
3.2.4 Threats of New Entrants
3.2.5 Industry Rivalry
3.3 Pestle Analysis
3.3.1 Political
3.3.2 Economical
3.3.3 Social
3.3.4 Technological
3.3.5 Legal
3.3.6 Environmental
3.4 SWOT Analysis
3.4.1 Strengths
3.4.2 Weakness
3.4.3 Opportunities
3.4.4 Threats
3.5 Y-O-Y Analyses
4. Market Dynamics
4.1. Drivers
4.1.1. Increase adoption to HMD’s in gaming and entertainment sector.
4.1.2. Use of VR’s in the defence to have virtual training among the soldiers.
4.1.3. Increasing mobile phones, tablets and smartphone’s with built-in VR functionalities.
4.2. Restraints & Challenges
4.2.1. High initial investment costs because of expensive hardware & device compatibility
restrictions.
4.2.2. Display latency and energy consumption affect the overall performance of VR
devices.
4.3. Opportunities
4.3.1. Growing importance of VR's in the Healthcare Sector.
4.3.2. Penetration of HMDs in architectural applications.
4.3.3. Growing number of investments in the market.
5. Global Virtual Reality Market – By Device Type
5.1. Introduction
5.2. Head Mounted Displays
5.3. Gesture Control Devices
5.3.1. Data Gloves
5.3.2. Others
6. Global Virtual Reality Market – By Technology
6.1. Introduction
6.2. Non-Immersive
6.3. Full & Semi-Immersive
7. Global Virtual Reality Market – By Component
7.1. Introduction
7.2. Hardware Components
7.2.1. Sensors
7.2.1.1. Magnetometers
7.2.1.2. Gyroscopes
7.2.1.3. Image Sensors
7.2.1.4. Proximity Sensors
7.1.2. Semiconductor Components
7.1.2.1. ICs
7.1.2.2. Processors
7.1.3. Displays
7.2. Software Components
7.2.1. Cloud-Based Solutions
7.2.2. Software Developer Kits
8. Global Virtual Reality Market – By End User
8.1. Introduction
8.2. Aerospace & Defense
8.3. Industrial
8.4. Automotive
8.5. Consumer Electronics
8.6. Healthcare
8.6.1. Pharmacy Management
8.6.2. Surgery
8.6.3. Medical Training
8.6.4. Fitness Management
8.7. Construction
8.8. Commercial
8.8.1. Retail
8.8.2. Tourism
8.8.3. Education & Training
8.9. Others (Enterprise solutions, Geospatial mining and others)
9. Global Virtual Reality Market - By Geography
9.1. Introduction
9.2. North America
9.2.1. United States
9.2.2. Canada
9.2.3. Mexico
9.3. South America
9.3.1. Brazil
9.3.2. Argentina
9.3.3. Others
9.4. Europe
9.4.1. UK
9.4.2. Germany
9.4.3. France
9.4.4. Italy
9.4.5. Spain
9.4.6. Others
9.5. APAC
9.5.1. China
9.5.2. Japan
9.5.3. India
9.5.4. South korea
9.5.5. Australia & New Zealand
9.5.6. Others
9.6. Middle East and Africa
9.6.1. Middle East
9.6.2. Africa
10. Company Profiles
10.1. Sony Corporation
10.2. Microsoft Corporation
10.3. Facebook, Inc.
10.4. HTC Corporation
10.5. Google LLC
10.6. Samsung Electronics Co. Ltd.
10.7. GoPro, Inc.
10.8. Vuzix Corporation
10.9. CyberGlove Systems Inc
10.10. Sensics, Inc.
10.11. Leap Motion, Inc
10.12. Sixense Entertainment, Inc
10.13. EON Reality Inc
10.14. Oculus VR
11. Global Virtual Reality Market - Competitive Landscape
11.1 Mergers & Acquisitions, Joint Ventures, Collaborations, and Agreements
11.2 Strategies Adopted by Top Companies
11.3 Market Share Analysis
12. Market Insights
12.1 Insights of Industry Experts
12.2 Investment Opportunities
12.3 Analyst Opinion
13. Appendix
13.1 List of Tables
13.2 List of Figures