Press release
Virtual Reality Market Anticipated to grow at a CAGR of 48.89% by 2021
“Global Virtual Reality Market 2018-2021” The report covers the present scenario and the growth prospects of the global virtual reality market for 2017-2021. The report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.Industry DataAnalytics analysts forecast the global Virtual Reality market to grow at a CAGR of 48.89% during the period 2017-2021
Virtual reality (VR) is defined as a three-dimensional computer-generated environment. VR is implemented using a computer technology and a range of systems, including headsets and special gloves, that make the user a part of the virtual world. VR provides an immersive experience by connecting the user to the VR world. The user experiences a feeling of involvement, which is intelligently designed by experts. VR is a combination of hardware, software, and sensory synchronicity to achieve a sense of presence. VR has gained immense popularity worldwide because of the development of immersive films and 360-degree videos. VR systems allow a three-dimensional view of images.
Global Virtual Reality Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
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Virtual Reality Market highlights following key factors:
1.A complete background analysis of Systems industry, which includes an assessment of the parental Market.
2.Emerging trends by segments and regional Markets.
3.Significant changes in Market dynamics & Market overview.
4.Market breakdown up to the second or third level.
5.Market shares and approaches of key players in Market.
6.Current and predictable size of Market from the perspective of both value and volume.
7.Reporting and estimation of recent industry developments.
This independent 92 pages report guarantees you will remain better informed than your competition. With tables and figures examining the Virtual Reality market, the report gives you a visual, one-stop breakdown of the leading products, submarkets and market leader’s market revenue forecasts as well as analysis to 2021.
Furthermore, the report provides a detailed analysis of the Global Virtual Reality market with analysis of market size by value and volume. Along with this, an analysis of penetration rate and the average revenue generated per user (ARPU) in the market has also been done.
Leading Companies:
360 Labs, Netflix, Samsung Electronics, Google, Koncept VR, Jaunt, DODOcase, I AM CARDBOARD, KNOXLABS, OnePlus, PowisVR, Unofficial Cardboard, ZEISS VR ONE, HOMIDO, Mattel, Samsonite IP Holdings, MR.CARDBOARD
Key geographies: Americas,APAC, EMEA
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https://www.industrydataanalytics.com/inquire-before-buy.php?gturl=global-virtual-reality-market-2017-to-2021-tech02221
Market challenge
High VR app development costs
For a full, detailed list, view our report
Market trend
Use of inside-out tracking technology in VR headsets
For a full, detailed list, view our report
According to the report, one of the major drivers for this market is Declining prices of VR hardware. With the increasing adoption of VR technology, the prices of various VR hardware components, such as VR headsets and VR cardboards, are expected to decline during the forecast period. VR headsets could be the next generation of personal entertainment devices. The ASP of VR headsets was $519.23 in 2016, and it is expected to decline to $164.21 in 2021. This drastic decline in the ASP of VR headsets will likely boost the sales of these devices. VR headsets are expensive mainly because of their displays, which account for the majority of the manufacturing costs.
The report states that one of the major factors hindering the growth of this market is High VR app development costs. A VR project is a combination of several different components, which can be a bit complex. There are several cost factors to be considered while developing VR apps. They include the costs incurred during the creation and distribution of VR content and the cost of hardware and software. 360-degree cameras are used to create realistic panoramic content. The cost of creating a panoramic video is usually low compared with computer-generated graphics. The true value of VR games depends on the interactive content offered.
Browse Full Report at
https://www.industrydataanalytics.com/global-virtual-reality-market-2017-to-2021-tech02221-p.php
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
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Industrydataanalytics provides syndicated Market research reports to industries, organizations or even individuals with an aim of helping them in their decision making process. Industrydataanalytics has a targeted view to provide business insights and consulting to assist its clients to make strategic business decisions and achieve sustainable growth in their respective market domain.
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