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Global Virtual Reality Market 2017-2021

About Virtual Reality

Virtual reality (VR) is defined as a three-dimensional computer-generated environment. VR is implemented using a computer technology and a range of systems, including headsets and special gloves, that make the user a part of the virtual world. VR provides an immersive experience by connecting the user to the VR world. The user experiences a feeling of involvement, which is intelligently designed by experts. VR is a combination of hardware, software, and sensory synchronicity to achieve a sense of presence. VR has gained immense popularity worldwide because of the development of immersive films and 360-degree videos. VR systems allow a three-dimensional view of images.

Technavio’s analysts forecast the global virtual reality market to grow at a CAGR of 48.89% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global virtual reality market for 2017-2021. The report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global Virtual Reality Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

VR market vendors
  • 360 Labs
  • Netflix
  • Samsung Electronics
  • Google
  • Koncept VR
  • Jaunt
  • DODOcase
  • I AM CARDBOARD
  • KNOXLABS
  • OnePlus
  • PowisVR
  • Unofficial Cardboard
  • ZEISS VR ONE
  • HOMIDO
  • Mattel
  • Samsonite IP Holdings
  • MR.CARDBOARD
  • Facebook (Oculus VR)
  • HTC
  • Open Source Virtual Reality
  • Sony
  • Zebronics
  • FOVE
  • LG Electronics
  • CyberGlove Systems
  • MANUS VR
  • NeuroDigital Technologies
  • Virtalis
  • Dexta Robotics
  • Synertial
  • Spinview Global
  • VRscape
  • AppReal
  • Erminesoft
  • Market driver
    • Declining prices of VR hardware
    • For a full, detailed list, view our report
    Market challenge
    • High VR app development costs
    • For a full, detailed list, view our report
    Market trend
    • Use of inside-out tracking technology in VR headsets
    • For a full, detailed list, view our report
    Key questions answered in this report
    • What will the market size be in 2021 and what will the growth rate be?
    • What are the key market trends?
    • What is driving this market?
    • What are the challenges to market growth?
    • Who are the key vendors in this market space?


    Press Release

    Technavio Announces the Publication of its Research Report – Global Virtual Reality Market 2017-2021

    Technavio recognizes the following vendors in the global virtual reality market: 360 Labs, Netflix, Samsung Electronics, Google, Koncept VR, Jaunt, DODOcase, I AM CARDBOARD, KNOXLABS, OnePlus, PowisVR, Unofficial Cardboard, ZEISS VR ONE, HOMIDO, Mattel, Samsonite IP Holdings, MR.CARDBOARD, Facebook (Oculus VR), HTC, Open Source Virtual Reality, Sony, Zebronics, FOVE, LG Electronics, CyberGlove Systems, MANUS VR, NeuroDigital Technologies, Virtalis, Dexta Robotics, Synertial, Spinview Global, VRscape, AppReal, and Erminesoft.

    Commenting on the report, an analyst from Technavio’s team said: “The latest trend gaining momentum in the market is Use of inside-out tracking technology in VR headsets. High-end headsets use external cameras and sensors that provide mobility to VR users. Some of the affordable mobile systems do not have any positional tracking. Inside-out tracking places cameras on the device that is being tracked and determines how its position changes in relation to the external environment. The movement in the headset is coordinated with the help of sensors. The technology provides freedom of space. The user is not restricted to a certain play space, which increases a user's mobility in the virtual world. The sensors in the headset can read cues such as depth and acceleration, which are then translated into virtual motion. Thus, mobile users and high-end camera users can do much more with their headsets, while being less prone to motion sickness in the process.

    According to the report, one of the major drivers for this market is Declining prices of VR hardware. With the increasing adoption of VR technology, the prices of various VR hardware components, such as VR headsets and VR cardboards, are expected to decline during the forecast period. VR headsets could be the next generation of personal entertainment devices. The ASP of VR headsets was $519.23 in 2016, and it is expected to decline to $164.21 in 2021. This drastic decline in the ASP of VR headsets will likely boost the sales of these devices. VR headsets are expensive mainly because of their displays, which account for the majority of the manufacturing costs.

    Further, the report states that one of the major factors hindering the growth of this market is High VR app development costs. A VR project is a combination of several different components, which can be a bit complex. There are several cost factors to be considered while developing VR apps. They include the costs incurred during the creation and distribution of VR content and the cost of hardware and software. 360-degree cameras are used to create realistic panoramic content. The cost of creating a panoramic video is usually low compared with computer-generated graphics. The true value of VR games depends on the interactive content offered.

    Companies Mentioned

    360 Labs, Netflix, Samsung Electronics, Google, Koncept VR, Jaunt, DODOcase, I AM CARDBOARD, KNOXLABS, OnePlus, PowisVR, Unofficial Cardboard, ZEISS VR ONE, HOMIDO, Mattel, Samsonite IP Holdings, MR.CARDBOARD, Facebook (Oculus VR), HTC, Open Source Virtual Reality, Sony, Zebronics, FOVE, LG Electronics, CyberGlove Systems, MANUS VR, NeuroDigital Technologies, Virtalis, Dexta Robotics, Synertial, Spinview Global, VRscape, AppReal, and Erminesoft.

    • Executive summary
    • Scope of the report
    • Research Methodology
    • Introduction
      • Market outline
    • Market landscape
      • Market overview
        • Table Global VR market: Overview
      • Market size and forecast
        • Table Global VR market 2016-2021 ($ billions)
      • Five forces analysis
        • Table Five forces analysis
    • Market segmentation by sector
      • Global VR market by sector
        • Table Global VR market by sector 2016 and 2021 (% share)
      • Global VR market in VR content sector
        • Table Global VR market in VR content sector 2016-2021 ($ billions)
        • Table Global VR market in VR content sector by end-user industry 2016 and 2021 (% share)
        • Table Global VR market in gaming industry 2016-2021 ($ billions)
        • Table Global VR market in entertainment industry 2016-2021 ($ billions)
        • Table Global VR market in education industry 2016-2021 ($ billions)
        • Table Global VR market in retail industry 2016-2021 ($ billions)
        • Table Global VR market in other industries 2016-2021 ($ billions)
      • Global VR market in VR hardware sector
        • Table Global VR market in VR hardware sector 2016-2021 ($ billions)
        • Table Global VR hardware market by VR HMDs 2016-2021 ($ billions)
        • Table Global VR market by VR HMDs 2016-2021 (millions of units)
        • Table Global VR market by VR gloves 2016-2021 ($ billions)
        • Table Global VR market by VR gloves 2016-2021 (millions of units)
      • Global VR market in VR apps sector
        • Table Global VR market in VR apps sector 2016-2021 ($ billions)
    • Market segmentation by platform
      • Global VR market by platform
        • Table Global VR market by platform 2016 and 2021 (% share)
      • Global VR market by PCs
        • Table Global VR market by PCs 2016-2021 ($ billions)
      • Global VR market by mobile devices
        • Table Global VR market by mobile devices 2016-2021 ($ billions)
      • Global VR market by consoles
        • Table Global VR market by consoles 2016-2021 ($ billions)
    • Geographical segmentation
      • Global VR market by geography
        • Table Global VR market by geography 2016 and 2021 (% share)
      • VR market in Americas
        • Table VR market in Americas 2016-2021 ($ billions)
      • VR market in APAC
        • Table VR market in APAC 2016-2021 ($ billions)
      • VR market in EMEA
        • Table VR market in EMEA 2016-2021 ($ billions)
    • Key leading countries
      • Table Key leading countries 2016
      • VR market in US
        • Table VR market in US 2016-2021 ($ billions)
      • VR market in Japan
        • Table VR market in Japan 2016-2021 ($ billions)
      • VR market in China
        • Table VR market in China 2016-2021 ($ billions)
    • Decision framework
    • Drivers and challenges
      • Market drivers
      • Market challenges
    • Market trends
      • Use of inside-out tracking technology in VR headsets
      • Increasing popularity of 360-degree content
      • Adoption of VR in fashion and retail
      • Use of VR projectors
      • Emergence of VR armbands and gesture-based controllers
    • Vendor landscape
      • Competitive scenario
        • Table Vendors in VR content market
        • Table Vendors in global VR cardboard market
        • Table Vendors in global VR headset market
        • Table Vendors in global VR glove market
        • Table Vendors in global VR app market
    • Appendix
      • List of abbreviations
    • Explore Technavio

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