Global Virtual Reality Content Market 2020 Research Forecast 2026

Published On: Dec 2019

Format: PDF

Publisher: QY Research

Pages: 93

Report ID: 85948

Virtual reality involves the creation of a virtual world that interacts with consumers. This virtual world is designed in a way that it appears more realistic to the users, while they can’t differentiate between the real and virtual. The technology giants are making huge investments in the virtual reality market landscape, such as Facebook's US$ 2 Billion acquisition of Oculus virtual reality (VR) headset.
The major growth driver of virtual reality market includes growing digitization, advancement of technology, increasing demand for head mounted displays in gaming and entertainment industries, and rising investment in virtual reality market among others.
In 2020, the global Virtual Reality Content market size was xx million US$ and it is expected to reach xx million US$ by the end of 2026, with a CAGR of xx% during 2020-2026.

This report focuses on the global Virtual Reality Content status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Virtual Reality Content development in United States, Europe and China.

The key players covered in this study
Facebook
GoPro
Google
HTC
Microsoft
Samsung Electronics
Sony
...

Market segment by Type, the product can be split into
Software
Hardware

Market segment by Application, split into
Literature
Archaeology
Architecture
Visual Art
Others

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Virtual Reality Content status, future forecast, growth opportunity, key market and key players.
To present the Virtual Reality Content development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Virtual Reality Content are as follows:
History Year: 2014-2018
Base Year: 2019
Estimated Year: 2019
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Virtual Reality Content Market Size Growth Rate by Type (2015-2026)
1.4.2 Software
1.4.3 Hardware
1.5 Market by Application
1.5.1 Global Virtual Reality Content Market Share by Application (2015-2026)
1.5.2 Literature
1.5.3 Archaeology
1.5.4 Architecture
1.5.5 Visual Art
1.5.6 Others
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Virtual Reality Content Market Size
2.2 Virtual Reality Content Growth Trends by Regions
2.2.1 Virtual Reality Content Market Size by Regions (2015-2026)
2.2.2 Virtual Reality Content Market Share by Regions (2015-2020)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 Virtual Reality Content Market Size by Manufacturers
3.1.1 Global Virtual Reality Content Revenue by Manufacturers (2015-2020)
3.1.2 Global Virtual Reality Content Revenue Market Share by Manufacturers (2015-2020)
3.1.3 Global Virtual Reality Content Market Concentration Ratio (CR5 and HHI)
3.2 Virtual Reality Content Key Players Head office and Area Served
3.3 Key Players Virtual Reality Content Product/Solution/Service
3.4 Date of Enter into Virtual Reality Content Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global Virtual Reality Content Market Size by Type (2015-2020)
4.2 Global Virtual Reality Content Market Size by Application (2015-2020)

5 United States
5.1 United States Virtual Reality Content Market Size (2015-2020)
5.2 Virtual Reality Content Key Players in United States
5.3 United States Virtual Reality Content Market Size by Type
5.4 United States Virtual Reality Content Market Size by Application

6 Europe
6.1 Europe Virtual Reality Content Market Size (2015-2020)
6.2 Virtual Reality Content Key Players in Europe
6.3 Europe Virtual Reality Content Market Size by Type
6.4 Europe Virtual Reality Content Market Size by Application

7 China
7.1 China Virtual Reality Content Market Size (2015-2020)
7.2 Virtual Reality Content Key Players in China
7.3 China Virtual Reality Content Market Size by Type
7.4 China Virtual Reality Content Market Size by Application

8 Japan
8.1 Japan Virtual Reality Content Market Size (2015-2020)
8.2 Virtual Reality Content Key Players in Japan
8.3 Japan Virtual Reality Content Market Size by Type
8.4 Japan Virtual Reality Content Market Size by Application

9 Southeast Asia
9.1 Southeast Asia Virtual Reality Content Market Size (2015-2020)
9.2 Virtual Reality Content Key Players in Southeast Asia
9.3 Southeast Asia Virtual Reality Content Market Size by Type
9.4 Southeast Asia Virtual Reality Content Market Size by Application

10 India
10.1 India Virtual Reality Content Market Size (2015-2020)
10.2 Virtual Reality Content Key Players in India
10.3 India Virtual Reality Content Market Size by Type
10.4 India Virtual Reality Content Market Size by Application

11 Central & South America
11.1 Central & South America Virtual Reality Content Market Size (2015-2020)
11.2 Virtual Reality Content Key Players in Central & South America
11.3 Central & South America Virtual Reality Content Market Size by Type
11.4 Central & South America Virtual Reality Content Market Size by Application

12 International Players Profiles
12.1 Facebook
12.1.1 Facebook Company Details
12.1.2 Company Description and Business Overview
12.1.3 Virtual Reality Content Introduction
12.1.4 Facebook Revenue in Virtual Reality Content Business (2015-2020)
12.1.5 Facebook Recent Development
12.2 GoPro
12.2.1 GoPro Company Details
12.2.2 Company Description and Business Overview
12.2.3 Virtual Reality Content Introduction
12.2.4 GoPro Revenue in Virtual Reality Content Business (2015-2020)
12.2.5 GoPro Recent Development
12.3 Google
12.3.1 Google Company Details
12.3.2 Company Description and Business Overview
12.3.3 Virtual Reality Content Introduction
12.3.4 Google Revenue in Virtual Reality Content Business (2015-2020)
12.3.5 Google Recent Development
12.4 HTC
12.4.1 HTC Company Details
12.4.2 Company Description and Business Overview
12.4.3 Virtual Reality Content Introduction
12.4.4 HTC Revenue in Virtual Reality Content Business (2015-2020)
12.4.5 HTC Recent Development
12.5 Microsoft
12.5.1 Microsoft Company Details
12.5.2 Company Description and Business Overview
12.5.3 Virtual Reality Content Introduction
12.5.4 Microsoft Revenue in Virtual Reality Content Business (2015-2020)
12.5.5 Microsoft Recent Development
12.6 Samsung Electronics
12.6.1 Samsung Electronics Company Details
12.6.2 Company Description and Business Overview
12.6.3 Virtual Reality Content Introduction
12.6.4 Samsung Electronics Revenue in Virtual Reality Content Business (2015-2020)
12.6.5 Samsung Electronics Recent Development
12.7 Sony
12.7.1 Sony Company Details
12.7.2 Company Description and Business Overview
12.7.3 Virtual Reality Content Introduction
12.7.4 Sony Revenue in Virtual Reality Content Business (2015-2020)
12.7.5 Sony Recent Development

13 Market Forecast 2020-2026
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2020-2026)
13.10 Market Size Forecast by Application (2020-2026)

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details