Table of Contents
1 Report Overview
1.1 Research Scope
1.2 Major Manufacturers Covered in This Report
1.3 Market Segment by Type
1.3.1 Global Virtual Reality Devices Market Size Growth Rate by Type
1.3.2 Non-Immersive Type
1.3.3 Semi-Physical Type
1.3.4 Totally Immersive Type
1.4 Market Segment by Application
1.4.1 Global Virtual Reality Devices Market Share by Application (2018-2025)
1.4.2 Consumers
1.4.3 Commercial
1.4.4 Space Defense
1.4.5 Medical
1.4.6 Industry
1.4.7 Other
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Production and Capacity Analysis
2.1.1 Global Virtual Reality Devices Production Value 2013-2025
2.1.2 Global Virtual Reality Devices Production 2013-2025
2.1.3 Global Virtual Reality Devices Capacity 2013-2025
2.1.4 Global Virtual Reality Devices Marketing Pricing and Trends
2.2 Key Producers Growth Rate (CAGR) 2018-2025
2.2.1 Global Virtual Reality Devices Market Size CAGR of Key Regions
2.2.2 Global Virtual Reality Devices Market Share of Key Regions
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
3 Market Share by Manufacturers
3.1 Capacity and Production by Manufacturers
3.1.1 Global Virtual Reality Devices Capacity by Manufacturers
3.1.2 Global Virtual Reality Devices Production by Manufacturers
3.2 Revenue by Manufacturers
3.2.1 Virtual Reality Devices Revenue by Manufacturers (2013-2018)
3.2.2 Virtual Reality Devices Revenue Share by Manufacturers (2013-2018)
3.2.3 Global Virtual Reality Devices Market Concentration Ratio (CR5 and HHI)
3.3 Virtual Reality Devices Price by Manufacturers
3.4 Key Manufacturers Virtual Reality Devices Plants/Factories Distribution and Area Served
3.5 Date of Key Manufacturers Enter into Virtual Reality Devices Market
3.6 Key Manufacturers Virtual Reality Devices Product Offered
3.7 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type
4.1 Production and Production Value for Each Type
4.1.1 Non-Immersive Type Production and Production Value (2013-2018)
4.1.2 Semi-Physical Type Production and Production Value (2013-2018)
4.1.3 Totally Immersive Type Production and Production Value (2013-2018)
4.2 Global Virtual Reality Devices Production Market Share by Type
4.3 Global Virtual Reality Devices Production Value Market Share by Type
4.4 Virtual Reality Devices Ex-factory Price by Type
5 Market Size by Application
5.1 Overview
5.2 Global Virtual Reality Devices Consumption by Application
6 Production by Regions
6.1 Global Virtual Reality Devices Production (History Data) by Regions 2013-2018
6.2 Global Virtual Reality Devices Production Value (History Data) by Regions
6.3 United States
6.3.1 United States Virtual Reality Devices Production Growth Rate 2013-2018
6.3.2 United States Virtual Reality Devices Production Value Growth Rate 2013-2018
6.3.3 Key Players in United States
6.3.4 United States Virtual Reality Devices Import & Export
6.4 Europe
6.4.1 Europe Virtual Reality Devices Production Growth Rate 2013-2018
6.4.2 Europe Virtual Reality Devices Production Value Growth Rate 2013-2018
6.4.3 Key Players in Europe
6.4.4 Europe Virtual Reality Devices Import & Export
6.5 China
6.5.3 Key Players in China
6.5.2 China Virtual Reality Devices Production Value Growth Rate 2013-2018
6.5.3 Key Players in China
6.5.4 China Virtual Reality Devices Import & Export
6.6 Japan
6.6.1 Japan Virtual Reality Devices Production Growth Rate 2013-2018
6.6.2 Japan Virtual Reality Devices Production Value Growth Rate 2013-2018
6.6.3 Key Players in Japan
6.6.4 Japan Virtual Reality Devices Import & Export
6.7 Other Regions
6.7.1 South Korea
6.7.2 India
6.7.3 Southeast Asia
7 Virtual Reality Devices Consumption by Regions
7.1 Global Virtual Reality Devices Consumption (History Data) by Regions
7.2 North America
7.2.1 North America Virtual Reality Devices Consumption by Type
7.2.2 North America Virtual Reality Devices Consumption by Application
7.2.3 North America Virtual Reality Devices Consumption by Countries
7.2.4 United States
7.2.5 Canada
7.2.6 Mexico
7.3 Europe
7.3.1 Europe Virtual Reality Devices Consumption by Type
7.3.2 Europe Virtual Reality Devices Consumption by Application
7.3.3 Europe Virtual Reality Devices Consumption by Countries
7.3.4 Germany
7.3.5 France
7.3.6 UK
7.3.7 Italy
7.3.8 Russia
7.4 Asia Pacific
7.4.1 Asia Pacific Virtual Reality Devices Consumption by Type
7.4.2 Asia Pacific Virtual Reality Devices Consumption by Application
7.4.3 Asia Pacific Virtual Reality Devices Consumption by Countries
7.4.4 China
7.4.5 Japan
7.4.6 Korea
7.4.7 India
7.4.8 Australia
7.4.9 Indonesia
7.4.10 Thailand
7.4.11 Malaysia
7.4.12 Philippines
7.4.13 Vietnam
7.5 Central & South America
7.5.1 Central & South America Virtual Reality Devices Consumption by Type
7.5.2 Central & South America Virtual Reality Devices Consumption by Application
7.5.3 Central & South America Virtual Reality Devices Consumption by Countries
7.5.4 Brazil
7.6 Middle East and Africa
7.6.1 Middle East and Africa Virtual Reality Devices Consumption by Type
7.6.2 Middle East and Africa Virtual Reality Devices Consumption by Application
8 Company Profiles
8.1 Oculus VR
8.1.1 Oculus VR Company Details
8.1.2 Company Description and Business Overview
8.1.3 Production and Revenue of Virtual Reality Devices
8.1.4 Virtual Reality Devices Product Introduction
8.1.5 Oculus VR Recent Development
8.2 Sony
8.2.1 Sony Company Details
8.2.2 Company Description and Business Overview
8.2.3 Production and Revenue of Virtual Reality Devices
8.2.4 Virtual Reality Devices Product Introduction
8.2.5 Sony Recent Development
8.3 HTC
8.3.1 HTC Company Details
8.3.2 Company Description and Business Overview
8.3.3 Production and Revenue of Virtual Reality Devices
8.3.4 Virtual Reality Devices Product Introduction
8.3.5 HTC Recent Development
8.4 Samsung Electronics
8.4.1 Samsung Electronics Company Details
8.4.2 Company Description and Business Overview
8.4.3 Production and Revenue of Virtual Reality Devices
8.4.4 Virtual Reality Devices Product Introduction
8.4.5 Samsung Electronics Recent Development
8.5 EON Reality
8.5.1 EON Reality Company Details
8.5.2 Company Description and Business Overview
8.5.3 Production and Revenue of Virtual Reality Devices
8.5.4 Virtual Reality Devices Product Introduction
8.5.5 EON Reality Recent Development
8.6 Google
8.6.1 Google Company Details
8.6.2 Company Description and Business Overview
8.6.3 Production and Revenue of Virtual Reality Devices
8.6.4 Virtual Reality Devices Product Introduction
8.6.5 Google Recent Development
8.7 Microsoft
8.7.1 Microsoft Company Details
8.7.2 Company Description and Business Overview
8.7.3 Production and Revenue of Virtual Reality Devices
8.7.4 Virtual Reality Devices Product Introduction
8.7.5 Microsoft Recent Development
8.8 Vuzix
8.8.1 Vuzix Company Details
8.8.2 Company Description and Business Overview
8.8.3 Production and Revenue of Virtual Reality Devices
8.8.4 Virtual Reality Devices Product Introduction
8.8.5 Vuzix Recent Development
8.9 CyberGlove Systems
8.9.1 CyberGlove Systems Company Details
8.9.2 Company Description and Business Overview
8.9.3 Production and Revenue of Virtual Reality Devices
8.9.4 Virtual Reality Devices Product Introduction
8.9.5 CyberGlove Systems Recent Development
8.10 Sensics
8.10.1 Sensics Company Details
8.10.2 Company Description and Business Overview
8.10.3 Production and Revenue of Virtual Reality Devices
8.10.4 Virtual Reality Devices Product Introduction
8.10.5 Sensics Recent Development
8.11 Leap Motion
8.12 Sixense Entertainment
9 Market Forecast: Production Side
9.1 Production and Production Value Forecast
9.1.1 Global Virtual Reality Devices Capacity, Production Forecast 2018-2025
9.1.2 Global Virtual Reality Devices Production Value Forecast 2018-2025
9.2 Virtual Reality Devices Production and Production Value Forecast by Regions
9.2.1 Global Virtual Reality Devices Production Value Forecast by Regions
9.2.2 Global Virtual Reality Devices Production Forecast by Regions
9.3 Virtual Reality Devices Key Producers Forecast
9.3.1 United States
9.3.2 Europe
9.3.3 China
9.3.4 Japan
9.3.5 Other Regions
9.4 Forecast by Type
9.4.1 Global Virtual Reality Devices Production Forecast by Type
9.4.2 Global Virtual Reality Devices Production Value Forecast by Type
10 Market Forecast: Consumption Side
10.1 Consumption Forecast by Application
10.2 Virtual Reality Devices Consumption Forecast by Regions
10.3 North America Market Consumption Forecast
10.3.1 North America Virtual Reality Devices Consumption Forecast by Countries 2018-2025
10.3.2 United States
10.3.3 Canada
10.3.4 Mexico
10.4 Europe Market Consumption Forecast
10.4.1 Europe Virtual Reality Devices Consumption Forecast by Countries 2018-2025
10.4.2 Germany
10.4.3 France
10.4.4 UK
10.4.5 Italy
10.4.6 Russia
10.5 Asia Pacific Market Consumption Forecast
10.5.1 Asia Pacific Virtual Reality Devices Consumption Forecast by Countries 2018-2025
10.5.2 China
10.5.3 Japan
10.5.4 Korea
10.5.5 India
10.5.6 Australia
10.5.7 Indonesia
10.5.8 Thailand
10.5.9 Malaysia
10.5.10 Philippines
10.5.11 Vietnam
10.6 Central & South America Market Consumption Forecast
10.6.1 Central & South America Virtual Reality Devices Consumption Forecast by Country 2018-2025
10.6.2 Brazil
10.7 Middle East and Africa Market Consumption Forecast
10.7.1 Middle East and Africa Virtual Reality Devices Consumption Forecast by Countries 2018-2025
10.7.2 Middle East and Africa
10.7.3 GCC Countries
10.7.4 Egypt
10.7.5 South Africa
11 Value Chain and Sales Channels Analysis
11.1 Value Chain Analysis
11.2 Sales Channels Analysis
11.2.1 Virtual Reality Devices Sales Channels
11.2.2 Virtual Reality Devices Distributors
11.3 Virtual Reality Devices Customers
12 Opportunities & Challenges, Threat and Affecting Factors
12.1 Market Opportunities
12.2 Market Challenges
12.3 Porter’s Five Forces Analysis
13 Key Findings
14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.1.1 Research Programs/Design
14.1.1.2 Market Size Estimation
14.1.1.3 Market Breakdown and Data Triangulation
14.1.2 Data Source
14.1.2.1 Secondary Sources
14.1.2.2 Primary Sources
14.2 Author Details
14.3 Disclaimer
【掲載企業】
Oculus VR、Sony、HTC、Samsung Electronics、EON Reality、Google、Microsoft、Vuzix、CyberGlove Systems、Sensics、Leap Motion、Sixense Entertainment
【免責事項】
https://www.globalresearch.jp/disclaimer