Global Virtual Reality Devices Market Report 2021 – Opportunities And Strategies, Market Forecast And Trends

The Global Virtual Reality Devices Market Report by The Business Research Company covers virtual reality devices market drivers and restraints, virtual reality devices market size, major players, and the impact of COVID-19 on the virtual reality devices market.

The virtual reality devices market consists of sales of virtual reality devices and related services. The VR devices use advanced computer technology called virtual reality to create a simulated environment. The VR devices such as head mounted display (HMD) devices, gesture tracking devices (GTD), projectors and display walls (PDW) enable the users to get immersed in a real environment and interact with 3D worlds. Some of the virtual reality devices include Oculus Rift – VR headset, HTC Vive – VR, Sony – PSVR, Samsung Gear VR – mobile VR headset with controller, and Google Cardboard – mobile VR headset by Google.

 

Rising demand for virtual reality devices in changing the traditional way of imparting safety trainings to employees is expected to drive the virtual reality devices market. Virtual Reality provides an effective and safe training environment for the employees in an organization.

 

The global virtual reality devices market is expected grow from $3.25 billion in 2020 to $4.94 billion in 2021 at a compound annual growth rate (CAGR) of 52%. The growth is mainly due to the companies resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $22.27 billion in 2025 at a CAGR of 46%.

 


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Some virtual reality devices market trends include integration of 5K stereoscopic video in VR devices. 5k stereoscopic video is a 5k-resolution video technology which replaces the previous 360 video low resolution technology used in VR headsets. This 5K stereoscopic video would provide a complete and detailed VR immersion experience for the viewers.

Global virtual reality devices market segments include:

1) By Type: Hand Held Devices, Head Mounted Devices, Gesture Controlled Devices, Others.

 

2) By Application: Medical & Healthcare, Commercial, Education, Advertising & Marketing, Commerce, Energy & Utilities, Entertainment & Gaming, Designing & Engineering, Logistics, Others.

 

3) By Technology: Semi & Fully Immersive, Non-Immersive.

By Geography: The market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa.

Read More On The Virtual Reality Devices Global Market Report 2021: COVID 19 Growth And Change to 2030 At:
https://www.thebusinessresearchcompany.com/report/virtual-reality-devices-market-global-report-2020-30-covid-19-growth-and-change

 

The Virtual Reality Devices Global Market Report 2021: COVID 19 Growth And Change to 2030 is one of a series of new reports from The Business Research Company that provides virtual reality devices market overviews, analyzes and forecasts market size, share, virtual reality devices market players, virtual reality devices market segments and geographies, market’s leading competitors’ revenues, profiles and market shares.

The virtual reality devices market report identifies top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.

Where To Learn More:

Read Virtual Reality Devices Global Market Report 2021: COVID 19 Growth And Change to 2030 from The Business Research Company for information on the following:

Data Segmentations: Market Size, Global, By Region And By Country, Historic And Forecast Size, And Growth Rates For The World, 7 Regions And 12 Countries.

Market Players Covered: Google, Sony Corporation, Samsung Electronics Co., Ltd, Oculus VR LLC, Marxent Labs, Microsoft Corporation, Apple, HTC Corporation, Qualcomm, Lenovo Group Ltd, AMD, Fove, Inc, LG Electronics, Inc, Autodesk Inc, Eon Reality Inc, Leap Motion, Inc, Cyberglove Systems Inc, Virtuix, Unity Technologies, Snap, Firsthand Technology, Wevr, Nvidia, Bricks & Goggles, Prenav.

Regions: Asia-Pacific, China, Western Europe, Eastern Europe, North America, USA, South America, Middle East and Africa.

Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

Time Series: Five years historic (2015-20) and ten years forecast (2021-2025-2030)

Other Information And Analyses: SWOT analysis, customer information, market product/service analysis – product examples, trends and opportunities, drivers and restraints, key mergers and acquisitions, suggested trend based strategies, impact of COVID-19 on the market, future outlook and potential analysis, key metrics covered: number of enterprises, number of employees, global market in 2021 – countries offering most new opportunities, conclusions and recommendations by expert analysts.

Sourcing And Referencing
: Data and analysis throughout the report are sourced using end notes.


Strategies For Participants In The Virtual Reality Devices Industry:
The report explains a number of strategies for companies in the market, based on industry trends and company analysis.


Opportunities For Companies In The Virtual Reality Devices Sector:
The report reveals where the global industry will put on most $ sales up to 2023.


Interested to know more about The Business Research Company?

The Business Research Company has published over 1000 industry reports, covering over 2500 market segments and 60 geographies. The reports draw on 150,000 datasets, extensive secondary research, and exclusive insights from interviews with industry leaders. The reports are updated with a detailed analysis of the impact of COVID-19 on various markets.

Read more about us at https://www.thebusinessresearchcompany.com/about-the-business-research-company.aspx


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