Virtual Reality to become Part of Everyday Life by 2026

The purpose of Virtual Reality (VR) technology is to provide a near-real experience using reality emulation in a virtual environment. The VR market is poised to experience a massive transformation over the next five years driven by advances in devices, apps, components, content, and broadband communication.

VR_MarketSegmentation(MindCommerce).jpg

The anticipated precipitative price decline for consumer headsets will also spur VR market growth, causing app and content development to reach an inflection point. Robust growth of VR headsets will be seen in both high-end and mid-tier adoptions. Fully immersive VR systems will gain substantial momentum by 2020.

VR technology and applications will undergo a substantial transformation during the pre-5G era, leading to mass adoption of full featured, mobile supported, and fully immersive VR technologies in post-5G era starting 2020 (along with the commercial deployment of 5G).

Learn More in the Mind Commerce report:

Virtual Reality Market Outlook: Tech, Solutions, Content, and Apps 2016 – 2021

This research provides an in-depth assessment of the VR market including the following:

  • Analysis of VR ecosystem and role of value chain partners
  • Evaluation of recent VR patent filings and intellectual property
  • Analysis of current price metrics VR devices, apps, and content
  • Assessment of key VR companies and solutions with SWOT analysis
  • Analysis of emerging business models and evolution of VR monetization
  • Analysis of VR component market: devices, software, hardware, platforms
  • Analysis of key VR growth drivers, market challenges, and emerging opportunities

Forecasts in the Report

Virtual Reality Penetration Forecasts

  • Global and regional shipment forecasts for VR device and active users 2016 – 2021
  • Global shipment forecasts by VR app type (consumer, enterprise, industrial) 2016 – 2021
  • Global shipment forecasts for VR sensor, displays, and components by H/W and S/W 2016 – 2021
  • Global shipment forecasts by VR enterprise app (simulation and training, education, etc.) 2016 – 2021
  • Global shipment forecasts by VR industrial app (Geospatial Mining, Disaster Management, etc.) 2016 – 2021

Virtual Reality Revenue Forecasts

  • Global and regional VR hardware revenue by device and components 2016 – 2021
  • Global and regional VR revenue forecasts for service and content revenue 2016 – 2021
  • Global and regional VR revenue forecasts by H/W, S/W, service, and content 2016 – 2021
  • Global and regional VR revenue for services by segment (simulation, apps, etc.) 2016 – 2021
  • Global and regional VR revenue by software component (Reality Engine, 3D Modeling, etc.) 2016 -2021
  • Global and regional VR revenue by device segment (Head Mounted Display, Heads Up Display, etc.) 2016 – 2021
  • Global and regional VR revenue by gesture control device (Haptic Gloves and Suits, Controllers, etc.) 2016 -2021

About Mind Commerce

Analysis of telecom and ICT infrastructure, technologies, and applications.
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