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Global and China Virtual Reality (VR) Market Size, Status and Forecast 2021-2027


Global Virtual Reality (VR) Scope and Market Size
Virtual Reality (VR) market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Virtual Reality (VR) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2016-2027.

Segment by Type
    Mobile Virtual Reality
    PC-side Virtual Reality
    Integrated Computer Virtual Reality

Segment by Application
    Commercial
    Household

By Region
    North America
        U.S.
        Canada
    Europe
        Germany
        France
        U.K.
        Italy
        Russia
        Nordic
        Rest of Europe
    Asia-Pacific
        China
        Japan
        South Korea
        Southeast Asia
        India
        Australia
        Rest of Asia
    Latin America
        Mexico
        Brazil
        Rest of Latin America
    Middle East & Africa
        Turkey
        Saudi Arabia
        UAE
        Rest of MEA

By Company
    Netflix
    Samsung Electronics
    Google
    Koncept VR
    Jaunt
    DODOcase
    I AM CARDBOARD
    KNOXLABS
    OnePlus
    PowisVR
    Unofficial Cardboard
    ZEISS VR ONE
    HOMIDO
    Mattel
    Samsonite IP Holdings
    HTC
    Facebook (Oculus VR)
1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Virtual Reality (VR) Market Size Growth Rate by Type: 2016 VS 2021 VS 2027
        1.2.2 Mobile Virtual Reality
        1.2.3 PC-side Virtual Reality
        1.2.4 Integrated Computer Virtual Reality
    1.3 Market by Application
        1.3.1 Global Virtual Reality (VR) Market Share by Application: 2016 VS 2021 VS 2027
        1.3.2 Commercial
        1.3.3 Household
    1.4 Study Objectives
    1.5 Years Considered

2 Global Growth Trends
    2.1 Global Virtual Reality (VR) Market Perspective (2016-2027)
    2.2 Virtual Reality (VR) Growth Trends by Regions
        2.2.1 Virtual Reality (VR) Market Size by Regions: 2016 VS 2021 VS 2027
        2.2.2 Virtual Reality (VR) Historic Market Share by Regions (2016-2021)
        2.2.3 Virtual Reality (VR) Forecasted Market Size by Regions (2022-2027)
    2.3 Virtual Reality (VR) Industry Dynamic
        2.3.1 Virtual Reality (VR) Market Trends
        2.3.2 Virtual Reality (VR) Market Drivers
        2.3.3 Virtual Reality (VR) Market Challenges
        2.3.4 Virtual Reality (VR) Market Restraints

3 Competition Landscape by Key Players
    3.1 Global Top Virtual Reality (VR) Players by Revenue
        3.1.1 Global Top Virtual Reality (VR) Players by Revenue (2016-2021)
        3.1.2 Global Virtual Reality (VR) Revenue Market Share by Players (2016-2021)
    3.2 Global Virtual Reality (VR) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    3.3 Players Covered: Ranking by Virtual Reality (VR) Revenue
    3.4 Global Virtual Reality (VR) Market Concentration Ratio
        3.4.1 Global Virtual Reality (VR) Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Virtual Reality (VR) Revenue in 2020
    3.5 Virtual Reality (VR) Key Players Head office and Area Served
    3.6 Key Players Virtual Reality (VR) Product Solution and Service
    3.7 Date of Enter into Virtual Reality (VR) Market
    3.8 Mergers & Acquisitions, Expansion Plans

4 Virtual Reality (VR) Breakdown Data by Type
    4.1 Global Virtual Reality (VR) Historic Market Size by Type (2016-2021)
    4.2 Global Virtual Reality (VR) Forecasted Market Size by Type (2022-2027)

5 Virtual Reality (VR) Breakdown Data by Application
    5.1 Global Virtual Reality (VR) Historic Market Size by Application (2016-2021)
    5.2 Global Virtual Reality (VR) Forecasted Market Size by Application (2022-2027)

6 North America
    6.1 North America Virtual Reality (VR) Market Size (2016-2027)
    6.2 North America Virtual Reality (VR) Market Size by Type
        6.2.1 North America Virtual Reality (VR) Market Size by Type (2016-2021)
        6.2.2 North America Virtual Reality (VR) Market Size by Type (2022-2027)
        6.2.3 North America Virtual Reality (VR) Market Size by Type (2016-2027)
    6.3 North America Virtual Reality (VR) Market Size by Application
        6.3.1 North America Virtual Reality (VR) Market Size by Application (2016-2021)
        6.3.2 North America Virtual Reality (VR) Market Size by Application (2022-2027)
        6.3.3 North America Virtual Reality (VR) Market Size by Application (2016-2027)
    6.4 North America Virtual Reality (VR) Market Size by Country
        6.4.1 North America Virtual Reality (VR) Market Size by Country (2016-2021)
        6.4.2 North America Virtual Reality (VR) Market Size by Country (2022-2027)
        6.4.3 United States
        6.4.4 Canada

7 Europe
    7.1 Europe Virtual Reality (VR) Market Size (2016-2027)
    7.2 Europe Virtual Reality (VR) Market Size by Type
        7.2.1 Europe Virtual Reality (VR) Market Size by Type (2016-2021)
        7.2.2 Europe Virtual Reality (VR) Market Size by Type (2022-2027)
        7.2.3 Europe Virtual Reality (VR) Market Size by Type (2016-2027)
    7.3 Europe Virtual Reality (VR) Market Size by Application
        7.3.1 Europe Virtual Reality (VR) Market Size by Application (2016-2021)
        7.3.2 Europe Virtual Reality (VR) Market Size by Application (2022-2027)
        7.3.3 Europe Virtual Reality (VR) Market Size by Application (2016-2027)
    7.4 Europe Virtual Reality (VR) Market Size by Country
        7.4.1 Europe Virtual Reality (VR) Market Size by Country (2016-2021)
        7.4.2 Europe Virtual Reality (VR) Market Size by Country (2022-2027)
        7.4.3 Germany
        7.4.4 France
        7.4.5 U.K.
        7.4.6 Italy
        7.4.7 Russia
        7.4.8 Nordic

8 Asia-Pacific
    8.1 Asia-Pacific Virtual Reality (VR) Market Size (2016-2027)
    8.2 Asia-Pacific Virtual Reality (VR) Market Size by Type
        8.2.1 Asia-Pacific Virtual Reality (VR) Market Size by Type (2016-2021)
        8.2.2 Asia-Pacific Virtual Reality (VR) Market Size by Type (2022-2027)
        8.2.3 Asia-Pacific Virtual Reality (VR) Market Size by Type (2016-2027)
    8.3 Asia-Pacific Virtual Reality (VR) Market Size by Application
        8.3.1 Asia-Pacific Virtual Reality (VR) Market Size by Application (2016-2021)
        8.3.2 Asia-Pacific Virtual Reality (VR) Market Size by Application (2022-2027)
        8.3.3 Asia-Pacific Virtual Reality (VR) Market Size by Application (2016-2027)
    8.4 Asia-Pacific Virtual Reality (VR) Market Size by Region
        8.4.1 Asia-Pacific Virtual Reality (VR) Market Size by Region (2016-2021)
        8.4.2 Asia-Pacific Virtual Reality (VR) Market Size by Region (2022-2027)
        8.4.3 China
        8.4.4 Japan
        8.4.5 South Korea
        8.4.6 Southeast Asia
        8.4.7 India
        8.4.8 Australia

9 Latin America
    9.1 Latin America Virtual Reality (VR) Market Size (2016-2027)
    9.2 Latin America Virtual Reality (VR) Market Size by Type
        9.2.1 Latin America Virtual Reality (VR) Market Size by Type (2016-2021)
        9.2.2 Latin America Virtual Reality (VR) Market Size by Type (2022-2027)
        9.2.3 Latin America Virtual Reality (VR) Market Size by Type (2016-2027)
    9.3 Latin America Virtual Reality (VR) Market Size by Application
        9.3.1 Latin America Virtual Reality (VR) Market Size by Application (2016-2021)
        9.3.2 Latin America Virtual Reality (VR) Market Size by Application (2022-2027)
        9.3.3 Latin America Virtual Reality (VR) Market Size by Application (2016-2027)
    9.4 Latin America Virtual Reality (VR) Market Size by Country
        9.4.1 Latin America Virtual Reality (VR) Market Size by Country (2016-2021)
        9.4.2 Latin America Virtual Reality (VR) Market Size by Country (2022-2027)
        9.4.3 Mexico
        9.4.4 Brazil

10 Middle East & Africa
    10.1 Middle East & Africa Virtual Reality (VR) Market Size (2016-2027)
    10.2 Middle East & Africa Virtual Reality (VR) Market Size by Type
        10.2.1 Middle East & Africa Virtual Reality (VR) Market Size by Type (2016-2021)
        10.2.2 Middle East & Africa Virtual Reality (VR) Market Size by Type (2022-2027)
        10.2.3 Middle East & Africa Virtual Reality (VR) Market Size by Type (2016-2027)
    10.3 Middle East & Africa Virtual Reality (VR) Market Size by Application
        10.3.1 Middle East & Africa Virtual Reality (VR) Market Size by Application (2016-2021)
        10.3.2 Middle East & Africa Virtual Reality (VR) Market Size by Application (2022-2027)
        10.3.3 Middle East & Africa Virtual Reality (VR) Market Size by Application (2016-2027)
    10.4 Middle East & Africa Virtual Reality (VR) Market Size by Country
        10.4.1 Middle East & Africa Virtual Reality (VR) Market Size by Country (2016-2021)
        10.4.2 Middle East & Africa Virtual Reality (VR) Market Size by Country (2022-2027)
        10.4.3 Turkey
        10.4.4 Saudi Arabia
        10.4.5 UAE

11 Key Players Profiles
    11.1 Netflix
        11.1.1 Netflix Company Details
        11.1.2 Netflix Business Overview
        11.1.3 Netflix Virtual Reality (VR) Introduction
        11.1.4 Netflix Revenue in Virtual Reality (VR) Business (2016-2021)
        11.1.5 Netflix Recent Development
    11.2 Samsung Electronics
        11.2.1 Samsung Electronics Company Details
        11.2.2 Samsung Electronics Business Overview
        11.2.3 Samsung Electronics Virtual Reality (VR) Introduction
        11.2.4 Samsung Electronics Revenue in Virtual Reality (VR) Business (2016-2021)
        11.2.5 Samsung Electronics Recent Development
    11.3 Google
        11.3.1 Google Company Details
        11.3.2 Google Business Overview
        11.3.3 Google Virtual Reality (VR) Introduction
        11.3.4 Google Revenue in Virtual Reality (VR) Business (2016-2021)
        11.3.5 Google Recent Development
    11.4 Koncept VR
        11.4.1 Koncept VR Company Details
        11.4.2 Koncept VR Business Overview
        11.4.3 Koncept VR Virtual Reality (VR) Introduction
        11.4.4 Koncept VR Revenue in Virtual Reality (VR) Business (2016-2021)
        11.4.5 Koncept VR Recent Development
    11.5 Jaunt
        11.5.1 Jaunt Company Details
        11.5.2 Jaunt Business Overview
        11.5.3 Jaunt Virtual Reality (VR) Introduction
        11.5.4 Jaunt Revenue in Virtual Reality (VR) Business (2016-2021)
        11.5.5 Jaunt Recent Development
    11.6 DODOcase
        11.6.1 DODOcase Company Details
        11.6.2 DODOcase Business Overview
        11.6.3 DODOcase Virtual Reality (VR) Introduction
        11.6.4 DODOcase Revenue in Virtual Reality (VR) Business (2016-2021)
        11.6.5 DODOcase Recent Development
    11.7 I AM CARDBOARD
        11.7.1 I AM CARDBOARD Company Details
        11.7.2 I AM CARDBOARD Business Overview
        11.7.3 I AM CARDBOARD Virtual Reality (VR) Introduction
        11.7.4 I AM CARDBOARD Revenue in Virtual Reality (VR) Business (2016-2021)
        11.7.5 I AM CARDBOARD Recent Development
    11.8 KNOXLABS
        11.8.1 KNOXLABS Company Details
        11.8.2 KNOXLABS Business Overview
        11.8.3 KNOXLABS Virtual Reality (VR) Introduction
        11.8.4 KNOXLABS Revenue in Virtual Reality (VR) Business (2016-2021)
        11.8.5 KNOXLABS Recent Development
    11.9 OnePlus
        11.9.1 OnePlus Company Details
        11.9.2 OnePlus Business Overview
        11.9.3 OnePlus Virtual Reality (VR) Introduction
        11.9.4 OnePlus Revenue in Virtual Reality (VR) Business (2016-2021)
        11.9.5 OnePlus Recent Development
    11.10 PowisVR
        11.10.1 PowisVR Company Details
        11.10.2 PowisVR Business Overview
        11.10.3 PowisVR Virtual Reality (VR) Introduction
        11.10.4 PowisVR Revenue in Virtual Reality (VR) Business (2016-2021)
        11.10.5 PowisVR Recent Development
    11.11 Unofficial Cardboard
        11.11.1 Unofficial Cardboard Company Details
        11.11.2 Unofficial Cardboard Business Overview
        11.11.3 Unofficial Cardboard Virtual Reality (VR) Introduction
        11.11.4 Unofficial Cardboard Revenue in Virtual Reality (VR) Business (2016-2021)
        11.11.5 Unofficial Cardboard Recent Development
    11.12 ZEISS VR ONE
        11.12.1 ZEISS VR ONE Company Details
        11.12.2 ZEISS VR ONE Business Overview
        11.12.3 ZEISS VR ONE Virtual Reality (VR) Introduction
        11.12.4 ZEISS VR ONE Revenue in Virtual Reality (VR) Business (2016-2021)
        11.12.5 ZEISS VR ONE Recent Development
    11.13 HOMIDO
        11.13.1 HOMIDO Company Details
        11.13.2 HOMIDO Business Overview
        11.13.3 HOMIDO Virtual Reality (VR) Introduction
        11.13.4 HOMIDO Revenue in Virtual Reality (VR) Business (2016-2021)
        11.13.5 HOMIDO Recent Development
    11.14 Mattel
        11.14.1 Mattel Company Details
        11.14.2 Mattel Business Overview
        11.14.3 Mattel Virtual Reality (VR) Introduction
        11.14.4 Mattel Revenue in Virtual Reality (VR) Business (2016-2021)
        11.14.5 Mattel Recent Development
    11.15 Samsonite IP Holdings
        11.15.1 Samsonite IP Holdings Company Details
        11.15.2 Samsonite IP Holdings Business Overview
        11.15.3 Samsonite IP Holdings Virtual Reality (VR) Introduction
        11.15.4 Samsonite IP Holdings Revenue in Virtual Reality (VR) Business (2016-2021)
        11.15.5 Samsonite IP Holdings Recent Development
    11.16 HTC
        11.16.1 HTC Company Details
        11.16.2 HTC Business Overview
        11.16.3 HTC Virtual Reality (VR) Introduction
        11.16.4 HTC Revenue in Virtual Reality (VR) Business (2016-2021)
        11.16.5 HTC Recent Development
    11.17 Facebook (Oculus VR)
        11.17.1 Facebook (Oculus VR) Company Details
        11.17.2 Facebook (Oculus VR) Business Overview
        11.17.3 Facebook (Oculus VR) Virtual Reality (VR) Introduction
        11.17.4 Facebook (Oculus VR) Revenue in Virtual Reality (VR) Business (2016-2021)
        11.17.5 Facebook (Oculus VR) Recent Development

12 Analyst's Viewpoints/Conclusions

13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details

List of Tables Table 1. Global Virtual Reality (VR) Market Size Growth Rate by Type (US$ Million):2016 VS 2021 VS 2027 Table 2. Key Players of Mobile Virtual Reality Table 3. Key Players of PC-side Virtual Reality Table 4. Key Players of Integrated Computer Virtual Reality Table 5. Global Virtual Reality (VR) Market Size Growth by Application (US$ Million): 2016 VS 2021 VS 2027 Table 6. Global Virtual Reality (VR) Market Size by Regions (US$ Million): 2016 VS 2021 VS 2027 Table 7. Global Virtual Reality (VR) Market Size by Regions (2016-2021) & (US$ Million) Table 8. Global Virtual Reality (VR) Market Share by Regions (2016-2021) Table 9. Global Virtual Reality (VR) Forecasted Market Size by Regions (2022-2027) & (US$ Million) Table 10. Global Virtual Reality (VR) Market Share by Regions (2022-2027) Table 11. Virtual Reality (VR) Market Trends Table 12. Virtual Reality (VR) Market Drivers Table 13. Virtual Reality (VR) Market Challenges Table 14. Virtual Reality (VR) Market Restraints Table 15. Global Virtual Reality (VR) Revenue by Players (2016-2021) & (US$ Million) Table 16. Global Virtual Reality (VR) Market Share by Players (2016-2021) Table 17. Global Top Virtual Reality (VR) Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Virtual Reality (VR) as of 2020) Table 18. Ranking of Global Top Virtual Reality (VR) Companies by Revenue (US$ Million) in 2020 Table 19. Global 5 Largest Players Market Share by Virtual Reality (VR) Revenue (CR5 and HHI) & (2016-2021) Table 20. Key Players Headquarters and Area Served Table 21. Key Players Virtual Reality (VR) Product Solution and Service Table 22. Date of Enter into Virtual Reality (VR) Market Table 23. Mergers & Acquisitions, Expansion Plans Table 24. Global Virtual Reality (VR) Market Size by Type (2016-2021) (US$ Million) Table 25. Global Virtual Reality (VR) Revenue Market Share by Type (2016-2021) Table 26. Global Virtual Reality (VR) Forecasted Market Size by Type (2022-2027) (US$ Million) Table 27. Global Virtual Reality (VR) Revenue Market Share by Type (2022-2027) & (US$ Million) Table 28. Global Virtual Reality (VR) Market Size Share by Application (2016-2021) & (US$ Million) Table 29. Global Virtual Reality (VR) Revenue Market Share by Application (2016-2021) Table 30. Global Virtual Reality (VR) Forecasted Market Size by Application (2022-2027) (US$ Million) Table 31. Global Virtual Reality (VR) Revenue Market Share by Application (2022-2027) & (US$ Million) Table 32. North America Virtual Reality (VR) Market Size by Type (2016-2021) (US$ Million) Table 33. North America Virtual Reality (VR) Market Size by Type (2022-2027) & (US$ Million) Table 34. North America Virtual Reality (VR) Market Size by Application (2016-2021) (US$ Million) Table 35. North America Virtual Reality (VR) Market Size by Application (2022-2027) & (US$ Million) Table 36. North America Virtual Reality (VR) Market Size by Country (2016-2021) & (US$ Million) Table 37. North America Virtual Reality (VR) Market Size by Country (2022-2027) & (US$ Million) Table 38. Europe Virtual Reality (VR) Market Size by Type (2016-2021) (US$ Million) Table 39. Europe Virtual Reality (VR) Market Size by Type (2022-2027) & (US$ Million) Table 40. Europe Virtual Reality (VR) Market Size by Application (2016-2021) (US$ Million) Table 41. Europe Virtual Reality (VR) Market Size by Application (2022-2027) & (US$ Million) Table 42. Europe Virtual Reality (VR) Market Size by Country (2016-2021) & (US$ Million) Table 43. Europe Virtual Reality (VR) Market Size by Country (2022-2027) & (US$ Million) Table 44. Asia-Pacific Virtual Reality (VR) Market Size by Type (2016-2021) (US$ Million) Table 45. Asia-Pacific Virtual Reality (VR) Market Size by Type (2022-2027) & (US$ Million) Table 46. Asia-Pacific Virtual Reality (VR) Market Size by Application (2016-2021) (US$ Million) Table 47. Asia-Pacific Virtual Reality (VR) Market Size by Application (2022-2027) & (US$ Million) Table 48. Asia-Pacific Virtual Reality (VR) Market Size by Region (2016-2021) & (US$ Million) Table 49. Asia-Pacific Virtual Reality (VR) Market Size by Region (2022-2027) & (US$ Million) Table 50. Latin America Virtual Reality (VR) Market Size by Type (2016-2021) (US$ Million) Table 51. Latin America Virtual Reality (VR) Market Size by Type (2022-2027) & (US$ Million) Table 52. Latin America Virtual Reality (VR) Market Size by Application (2016-2021) (US$ Million) Table 53. Latin America Virtual Reality (VR) Market Size by Application (2022-2027) & (US$ Million) Table 54. Latin America Virtual Reality (VR) Market Size by Country (2016-2021) & (US$ Million) Table 55. Latin America Virtual Reality (VR) Market Size by Country (2022-2027) & (US$ Million) Table 56. Middle East & Africa Virtual Reality (VR) Market Size by Type (2016-2021) (US$ Million) Table 57. Middle East & Africa Virtual Reality (VR) Market Size by Type (2022-2027) & (US$ Million) Table 58. Middle East & Africa Virtual Reality (VR) Market Size by Application (2016-2021) (US$ Million) Table 59. Middle East & Africa Virtual Reality (VR) Market Size by Application (2022-2027) & (US$ Million) Table 60. Middle East & Africa Virtual Reality (VR) Market Size by Country (2016-2021) & (US$ Million) Table 61. Middle East & Africa Virtual Reality (VR) Market Size by Country (2022-2027) & (US$ Million) Table 62. Netflix Company Details Table 63. Netflix Business Overview Table 64. Netflix Virtual Reality (VR) Product Table 65. Netflix Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 66. Netflix Recent Development Table 67. Samsung Electronics Company Details Table 68. Samsung Electronics Business Overview Table 69. Samsung Electronics Virtual Reality (VR) Product Table 70. Samsung Electronics Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 71. Samsung Electronics Recent Development Table 72. Google Company Details Table 73. Google Business Overview Table 74. Google Virtual Reality (VR) Product Table 75. Google Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 76. Google Recent Development Table 77. Koncept VR Company Details Table 78. Koncept VR Business Overview Table 79. Koncept VR Virtual Reality (VR) Product Table 80. Koncept VR Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 81. Koncept VR Recent Development Table 82. Jaunt Company Details Table 83. Jaunt Business Overview Table 84. Jaunt Virtual Reality (VR) Product Table 85. Jaunt Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 86. Jaunt Recent Development Table 87. DODOcase Company Details Table 88. DODOcase Business Overview Table 89. DODOcase Virtual Reality (VR) Product Table 90. DODOcase Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 91. DODOcase Recent Development Table 92. I AM CARDBOARD Company Details Table 93. I AM CARDBOARD Business Overview Table 94. I AM CARDBOARD Virtual Reality (VR) Product Table 95. I AM CARDBOARD Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 96. I AM CARDBOARD Recent Development Table 97. KNOXLABS Company Details Table 98. KNOXLABS Business Overview Table 99. KNOXLABS Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 100. KNOXLABS Recent Development Table 101. OnePlus Company Details Table 102. OnePlus Business Overview Table 103. OnePlus Virtual Reality (VR) Product Table 104. OnePlus Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 105. OnePlus Recent Development Table 106. PowisVR Company Details Table 107. PowisVR Business Overview Table 108. PowisVR Virtual Reality (VR) Product Table 109. PowisVR Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 110. PowisVR Recent Development Table 111. Unofficial Cardboard Company Details Table 112. Unofficial Cardboard Business Overview Table 113. Unofficial Cardboard Virtual Reality (VR) Product Table 114. Unofficial Cardboard Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 115. Unofficial Cardboard Recent Development Table 116. ZEISS VR ONE Company Details Table 117. ZEISS VR ONE Business Overview Table 118. ZEISS VR ONE Virtual Reality (VR) Product Table 119. ZEISS VR ONE Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 120. ZEISS VR ONE Recent Development Table 121. HOMIDO Company Details Table 122. HOMIDO Business Overview Table 123. HOMIDO Virtual Reality (VR) Product Table 124. HOMIDO Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 125. HOMIDO Recent Development Table 126. Mattel Company Details Table 127. Mattel Business Overview Table 128. Mattel Virtual Reality (VR) Product Table 129. Mattel Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 130. Mattel Recent Development Table 131. Samsonite IP Holdings Company Details Table 132. Samsonite IP Holdings Business Overview Table 133. Samsonite IP Holdings Virtual Reality (VR) Product Table 134. Samsonite IP Holdings Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 135. Samsonite IP Holdings Recent Development Table 136. HTC Company Details Table 137. HTC Business Overview Table 138. HTC Virtual Reality (VR) Product Table 139. HTC Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 140. HTC Recent Development Table 141. Facebook (Oculus VR) Company Details Table 142. Facebook (Oculus VR) Business Overview Table 143. Facebook (Oculus VR) Virtual Reality (VR) Product Table 144. Facebook (Oculus VR) Revenue in Virtual Reality (VR) Business (2016-2021) & (US$ Million) Table 145. Facebook (Oculus VR) Recent Development Table 146. Research Programs/Design for This Report Table 147. Key Data Information from Secondary Sources Table 148. Key Data Information from Primary Sources List of Figures Figure 1. Global Virtual Reality (VR) Market Share by Type: 2020 VS 2027 Figure 2. Mobile Virtual Reality Features Figure 3. PC-side Virtual Reality Features Figure 4. Integrated Computer Virtual Reality Features Figure 5. Global Virtual Reality (VR) Market Share by Application: 2020 VS 2027 Figure 6. Commercial Case Studies Figure 7. Household Case Studies Figure 8. Virtual Reality (VR) Report Years Considered Figure 9. Global Virtual Reality (VR) Market Size (US$ Million), Year-over-Year: 2016-2027 Figure 10. Global Virtual Reality (VR) Market Size (US$ Million), 2016 VS 2021 VS 2027 Figure 11. Global Virtual Reality (VR) Market Share by Regions: 2020 VS 2027 Figure 12. Global Virtual Reality (VR) Market Share by Regions (2022-2027) Figure 13. Global Virtual Reality (VR) Market Share by Players in 2020 Figure 14. Global Top Virtual Reality (VR) Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Virtual Reality (VR) as of 2020 Figure 15. The Top 10 and 5 Players Market Share by Virtual Reality (VR) Revenue in 2020 Figure 16. Global Virtual Reality (VR) Revenue Market Share by Type (2016-2021) Figure 17. Global Virtual Reality (VR) Revenue Market Share by Type (2022-2027) Figure 18. North America Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 19. North America Virtual Reality (VR) Market Share by Type (2016-2027) Figure 20. North America Virtual Reality (VR) Market Share by Application (2016-2027) Figure 21. North America Virtual Reality (VR) Market Share by Country (2016-2027) Figure 22. United States Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 23. Canada Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 24. Europe Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 25. Europe Virtual Reality (VR) Market Share by Type (2016-2027) Figure 26. Europe Virtual Reality (VR) Market Share by Application (2016-2027) Figure 27. Europe Virtual Reality (VR) Market Share by Country (2016-2027) Figure 28. Germany Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 29. France Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 30. U.K. Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 31. Italy Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 32. Russia Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 33. Nordic Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 34. Asia-Pacific Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 35. Asia-Pacific Virtual Reality (VR) Market Share by Type (2016-2027) Figure 36. Asia-Pacific Virtual Reality (VR) Market Share by Application (2016-2027) Figure 37. Asia-Pacific Virtual Reality (VR) Market Share by Region (2016-2027) Figure 38. China Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 39. Japan Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 40. South Korea Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 41. Southeast Asia Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 42. India Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 43. Australia Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 44. Latin America Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 45. Latin America Virtual Reality (VR) Market Share by Type (2016-2027) Figure 46. Latin America Virtual Reality (VR) Market Share by Application (2016-2027) Figure 47. Latin America Virtual Reality (VR) Market Share by Country (2016-2027) Figure 48. Mexico Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 49. Brazil Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 50. Middle East & Africa Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 51. Middle East & Africa Virtual Reality (VR) Market Share by Type (2016-2027) Figure 52. Middle East & Africa Virtual Reality (VR) Market Share by Application (2016-2027) Figure 53. Middle East & Africa Virtual Reality (VR) Market Share by Country (2016-2027) Figure 54. Turkey Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 55. Saudi Arabia Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 56. UAE Virtual Reality (VR) Market Size YoY Growth (2016-2027) & (US$ Million) Figure 57. Netflix Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 58. Samsung Electronics Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 59. Google Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 60. Koncept VR Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 61. Jaunt Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 62. DODOcase Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 63. I AM CARDBOARD Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 64. KNOXLABS Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 65. OnePlus Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 66. PowisVR Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 67. Unofficial Cardboard Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 68. ZEISS VR ONE Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 69. HOMIDO Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 70. Mattel Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 71. Samsonite IP Holdings Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 72. HTC Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 73. Facebook (Oculus VR) Revenue Growth Rate in Virtual Reality (VR) Business (2016-2021) Figure 74. Bottom-up and Top-down Approaches for This Report Figure 75. Data Triangulation Figure 76. Key Executives Interviewed

This research study involved the extensive usage of both primary and secondary data sources.  The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. Top-down and bottom-up approaches are used to validate the global market size market and estimate the market size for manufacturers, regions segments, product segments and applications (end users). All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from QYResearch and presented in this report.
 

After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
 

Secondary Sources occupies Approximately 25% of Sources, such as press releases, annual reports, Non-Profit organizations, industry associations, governmental agencies and customs data, and so on; This research study involved the usage of widespread secondary sources; directories; databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), TRADING ECONOMICS, and avention; Investing News Network; statista; Federal Reserve Economic Data; annual reports; BIS Statistics; ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and commercial study of the Light Aircraft market. It was also used to obtain important information about the top players, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
 

In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product manufacturers (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers etc.
 

The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end users (product buyers), and related key executives from various key companies and organizations operating in the global market.
 

Primary research was conducted to identify segmentation types, product price range, product applications, key players, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
 

Publisher: QY Research
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