Global Virtual Reality Content Market 2016-2020

SKU ID :TNV-10288392 | Published Date: 24-Oct-2016 | No. of pages: 57
PART 01: Executive summary • Highlights PART 02: Scope of the report • Market overview • End-user • Base year and forecast period • Vendor selection criteria • Summation error • Top-vendor offerings PART 03: Market research methodology • Research methodology • Economic indicators PART 04: Introduction • Key market highlights PART 05: Market landscape • Market overview • Product life cycle • Global VR content market • Global VR versus VR content market • Global VR content users • Global VR market by hardware • Five forces analysis PART 06: Market segmentation by industry • Global VR content market by industry PART 07: Market segmentation by device • Global VR market by device • Global VR content market by PCs • Global VR content market by gaming consoles • Global VR content market by mobile devices PART 08: Buying criteria PART 09: Geographical segmentation • Global VR content market by geography • VR content market in Americas • VR content market in EMEA PART 10: Key leading country • US PART 11: Market drivers PART 12: Impact of drivers PART 13: Market challenges PART 14: Impact of drivers and challenges PART 15: Market trends PART 16: Vendor landscape • Competitive scenario • Key vendors • Other prominent vendors PART 17: Appendix • List of abbreviations PART 18: Explore Technavio   List of Exhibits Exhibit 01: Key regions considered for global VR content market 2015-2020 Exhibit 02: Product offerings Exhibit 03: Overview of global VR content market Exhibit 04: Product life cycle of VR content 2015 and 2020 Exhibit 05: Global VR content market 2015-2020 ($ millions) Exhibit 06: Global VR versus VR content market 2015-2020 (YoY growth rate) Exhibit 07: Global VR content users 2015-2020 (millions of users) Exhibit 08: Global VR market by hardware 2015-2020 (millions of units) Exhibit 09: Five forces analysis Exhibit 10: Global VR content market by industry 2015 (% revenue share) Exhibit 11: Global VR market by device 2015-2020 (% revenue share) Exhibit 12: Revenue comparison of global VR content market by device 2015-2020 ($ millions) Exhibit 13: CAGR comparison of global VR content market by device 2015-2020 (%) Exhibit 14: Global VR content market by PCs 2015-2020 ($ millions) Exhibit 15: Global VR content market by gaming consoles 2015-2020 ($ millions) Exhibit 16: Global VR content market by mobile devices 2015-2020 ($ millions) Exhibit 17: Buying criteria of VR content Exhibit 18: Global VR content market by geography 2015-2020 (% share) Exhibit 19: Revenue comparison of global VR content market by geography 2015-2020 ($ millions) Exhibit 20: CAGR comparison of global VR content market by geography 2015-2020 (%) Exhibit 21: VR content market in Americas 2015-2020 ($ millions) Exhibit 22: VR content market in EMEA 2015-2020 ($ millions) Exhibit 23: VR content market in APAC 2015-2020 ($ millions) Exhibit 24: Impact of drivers Exhibit 25: Impact of drivers and challenges Exhibit 26: Key M&A and funds raised in global VR content market Exhibit 27: Samsung Electronics: Business segmentation Exhibit 28: Other prominent vendors
Netflix, Samsung, Google, Valve, 8i, Alphaeon, AltspaceVR, Apple (Metaio), Blippar, Alchemy VR, CCP Games, EEVO, Facebook, GoPro, High Fidelity, HTC, Improbable, Jaunt, Legend3D, Linden Lab, Marxent, Matterport, Movidius, MyDreamVR, NextVR, Nod Labs, Reload Studios, Resolution Games, Sony, uSens, Virtalis, Virtuix, Viscira, VRideo, Wevr, WorldViz
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