Virtual Reality (VR) Market to Grow as Head Mounted Displays Release Pipeline to 2016

ReportsnReports.com adds a new report on VR (Virtual Reality) market titled “Development Trends and Future Opportunities of Virtual Reality and Its Applications”.

Virtual Reality (VR) Market to Grow as Head Mounted Displays Release Pipeline to 2016

December 14, 2015 /MarketersMedia/

The virtual reality (VR) market report examines the latest development of VR from three dimensions: key hardware, digital media content, and investment opportunities, with an aim to provide insights into VR trends of the future.

Browse tables & figures spread through 19 pages and in-depth TOC on “Development Trends and Future Opportunities of Virtual Reality and Its Applications” at http://www.reportsnreports.com/reports/444603-development-trends-and-future-opportunities-of-virtual-reality-and-its-applications.html.

Following Facebook's decision to purchase Oculus VR, a VR (Virtual Reality) company, for US$2.0 billion, VR again grabbed headlines. With more branded HMDs (Head Mounted Displays) waiting in the pipeline that are poised to be released in the first half of 2016, more hardware and software vendors are devoted to the development of VR applications.

List of Topics
• Background for Facebook's acquisition of Oculus VR
• Projected development of VR from the perspective of key hardware, including PC/console-based and mobile-based Virtual reality (VR) headsets
• Projected development of Virtual reality (VR) from the perspective of digital media content, including video content and digital games
• Projected development of Virtual reality (VR) from the perspective of investment opportunities, touching on changes in venture capital investments for VR in 2014 versus 1H 2015 and the different highlighted areas of venture capitals and leading IT brands towards Virtual reality (VR). Order a Copy of Development Trends and Future Opportunities of Virtual Reality and Its Applications Report at http://www.reportsnreports.com/purchase.aspx?name=444603.

Companies covered
13th Lab, AltspaceVR, ANTVR, Avegant, Deepoon, EEVO, Envelop VR, Facebook, FOVE, Freefly, Google, High Fidelity, Homido, HTC, Improbable, Legendary Pictures, Lion Gate, Lytro, Magic Leap, Matterport, MindMaze, Mojing, nDreams, NextCore, Nimble VR, Nod Labs, Oculus, OSVR, Pebbles Interfaces, Reload Studios, Resolution Games, Samsung, Sony, Steam, Surreal Vision, Valve, VRIDEO, Wear VR, WEVR, WorldViz, YouTube, Zeiss.

Table of Contents
1.Virtual Reality Has a Full Range of Hardware in Place
1.1 PC/console-based VR Headsets Offer Higher User Experience but Costly
1.2 Mobile-based VR Headsets Have Lower Entry Barriers

2.Multimedia Content Production Still Encounters Challenges
2.1 Video Content
2.2 Digital Games

3. Venture Capitals and IT brands Have Different Highlighted Areas
3.1 Venture Capitals Take Aims at Virtual Content Production
3.2 Leading Brands Continue to Focus on VR Immersive Applications

PC/Console-based VR Headsets as Better Investment Options
Multimedia Content Key for VR Monetization
Multimedia Content Making Tools and Platforms, and Enhanced Immersive Experience are What Counts

Appendix
Glossary of Terms
List of Companies

List of Tables
Table 1: Comparison of Branded PC/Console-based VR Headsets Currently Available
Table 2: Comparison of Mobile-based VR Headsets Currently Available
Table 3: Profile of Major VR HMD Headset Investees in 1H 2015

List of Figures
Figure 1: Changes in Total Value of Venture Capital Investments for VR, 2014 - 1H 2015
Figure 2: Global VR Venture Capital Investment Options, 1H 2015

Related Report: Global Virtual Reality Market 2015-2019 - Industry Analysis

This report forecasts the global virtual reality market to grow at a CAGR of 96.09% over the period 2014-2019.
A virtual reality system can be classified into the following:
• Non-immersive virtual reality system
• Semi-immersive virtual reality system
• Immersive virtual reality system

The key players in the global virtual reality market are Avegant, Beijing ANTVR Technology, Criffin, EON Reality, Google, HTC, ImmersiON-VRelia, Leap Motion, Oculus VR, Razer, Samsung, Shoogee (Durovis Dive), Sony, Virtalis, Virtual Realities, Vrizzmo and WorldViz.

It is anticipate depth-sensing cameras to revolutionize the way an individual uses mobile device cameras in the future. These special cameras have sensors that can scan objects in 3D. This will likely create new possibilities in gaming, photography, online trade, and several other applications.

According to the Global Virtual reality Market 2015-2019 report, the major driver being the smartphone penetration, which is expected to build a huge market for mobile gamers. This would encourage developers to create more games, opening up opportunities for Virtual reality (VR) headset manufacturers. This will result in gamers to move from traditional gaming platforms to mobile gaming during the forecast period.

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Source: http://marketersmedia.com/virtual-reality-vr-market-to-grow-as-head-mounted-displays-release-pipeline-to-2016/98982

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