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  • Global Virtual Reality Market: Driven by Increasing Smartphone Users, Increasing Worldwide Gamers and Financial Support Capita 2015-2020

    (I-SoftwareNews.Com, July 12, 2016 ) Global Virtual Reality Market: Trends & Opportunities (2015-2020) Size and Share Published in 2015-12-01 Available for US$ 850 at Researchmoz.us

    Description

    This report named “Global Virtual Reality Market: Trends & Opportunities (2015-2020)” analyzes the projected growth of virtual reality market in near future. Global total virtual reality market by value, by components, by segments, by users, by geography and by mode has been analyzed in this report.

    Components of total virtual reality market: hardware and software are separately analyzed in this report. Global virtual reality hardware is analyzed by value, by segments, by volume and by brands. Global virtual reality software is analyzed by value and by segments.

    One of the major segments of global total virtual reality market: Global Virtual Reality Gaming Market is also analyzed by value and by segments. North America’s virtual reality gaming market is also analyzed in this report.

    Virtual reality companies and investment analysis is also done in this report. Virtual reality companies and investments have been analyzed by number of companies, by company ownership, by funding, by total investors, by top investors and by the category of virtual reality investments. Virtual reality market by patents and by the category of patents is also analyzed in this report.

    Virtual reality product analysis has also been done in this report, which includes description of major virtual reality products in the market, virtual reality product comparison, headset brands market share and virtual reality products price comparison.

    This report also includes the company profiling of three major companies into virtual reality business: Facebook, Google and HTC. Company profiling includes business overview, financial overview and business strategies of each company.

    Company Coverage

    • Facebook

    • Google

    • HTC

    Download Sample of this Report at: http://www.researchmoz.us/enquiry.php?type=S&repid=501777

    Executive Summary

    Although, virtual reality had laid down its presence in nineteenth century, it has the greatest scope of development today and in near future. Virtual Reality is a technique which has the ability to place users into a completely different, alternate environment. This alternative environment is computer generated and can be fully immersive or non-immersive.

    With the coming up of virtual reality, a simultaneous development of augmented reality can be seen. While similar, there is certainly a difference between the two: Augmented reality enhances the real life with artificial images and adds graphics, while virtual reality replaces the real world with artificial.

    Virtual reality platform is mainly divided into two components: Software and Hardware. Software is mainly the content which is displayed through HMDs, which is the hardware component of virtual reality. Virtual reality can be majorly segmented by applications and technology. With the use of technology a stimulated environment is created. Technology is further subdivided into three categories: data processing, display and peripherals. Virtual reality has four major applications, which are in the field of Entertainment, Healthcare, E-Commerce and Training Simulation.

    The growth of virtual reality market is driven by increasing smartphone users, increasing worldwide gamers, rising GNI per capita, affordable virtual reality devices and financial support for the Virtual reality companies. But there are some challenges which this industry faces, such as limited technical know-how, VR sickness and limited premium content.

    Make an Enquiry: http://www.researchmoz.us/enquiry.php?type=E&repid=501777

    Table of Content

    1. Executive Summary

    2. Introduction

    2.1 Components of Virtual Reality

    2.1.1 Head-Mounted Displays

    2.1.2 Computing Hardware

    2.1.3 Control Inputs (User Control Inputs)

    2.1.4 Software

    2.2 Virtual Reality by Technology

    2.2.1 Data Processing

    2.2.2 Display

    2.2.3 Peripherals

    2.3 Virtual Reality by Applications

    2.3.1 Entertainment

    2.3.2 Healthcare

    2.3.3 E-Commerce

    2.3.4 Training Simulation

    3. Global Virtual Reality Market: An Analysis

    3.1 Global Virtual Reality Market: Sizing & Growth

    3.1.1 Virtual Reality Market by Value

    3.1.2 Virtual Reality Market by Components

    3.1.3 Virtual Reality Market by End User Segments

    3.1.4 Virtual Reality Market by Users

    3.1.5 Virtual Reality Market by Geography

    3.1.6 Virtual Reality Market by Mode

    3.2 Global Virtual Reality Hardware Market: An Analysis

    Browse All Semiconductors Market Research Reports at: http://www.researchmoz.us/semiconductors-market-reports-63.html

    About ResearchMoz

    ResearchMoz is the world’s fastest growing collection of market research reports worldwide. Our database is composed of current market studies from over 100 featured publishers worldwide. Our market research databases integrate statistics with analysis from global, regional, country and company perspectives.

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