Global Virtual Reality Market: Trends & Opportunities (2015-2020)
Scope of the Report
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.
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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.
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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
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