{"id":176009,"date":"2017-02-07T22:23:26","date_gmt":"2017-02-08T03:23:26","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/global-virtual-reality-market-hardware-and-software-and-forecast-to-2020-pr-newswire-press-release\/"},"modified":"2017-02-07T22:23:26","modified_gmt":"2017-02-08T03:23:26","slug":"global-virtual-reality-market-hardware-and-software-and-forecast-to-2020-pr-newswire-press-release","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/global-virtual-reality-market-hardware-and-software-and-forecast-to-2020-pr-newswire-press-release\/","title":{"rendered":"Global Virtual Reality Market (Hardware and Software) and Forecast to 2020 &#8211; PR Newswire (press release)"},"content":{"rendered":"<p><p>    NEW YORK, Feb. 7, 2017 \/PRNewswire\/ -- Virtual Reality    (VR) is about to become mainstream and could surpass    US$ 40 Billion market by 2020.    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.  <\/p>\n<p>    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. Samsung through innovation    with Oculus VR has also produced virtual reality devices for    use, along with its top leading smartphones. 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. However,    high cost of devices and lack of technical expertise are the    factors among others which are hindering the growth of Virtual    Reality Market.  <\/p>\n<p>    Key Highlights of the Report:    - The VR hardware component accounted for maximum share of the    market in 2016.    - The virtual reality market for software components is    expected to grow at the highest rate during the forecasting    period.    - The head-mounted display (HMD) captures maximum share of the    virtual reality hardware market.    - The video games application captured largest share of the    virtual reality software market.    - The live events application is predicted to capture xx% share    of the virtual reality software market by 2020.    - During 2016, the PC segment accounted for the largest revenue    share of the global VR content market.    - Mobile devices platform is likely to capture xx% share of the    virtual reality market by 2020.    - The big giants like Sony, Facebook, Google, and Samsung    dominate virtual reality, with over 50% market share in    2016.    - Microsoft ranks as one of the lowest, with a xx% market    share, but this is likely to change in the coming years.    - Samsung's Gear VR is the biggest product in the    smartphone-based VR market today.  <\/p>\n<p>    iGATE RESEARCH report titled \"Global Virtual Reality Market    (Hardware and Software) and Forecast to 2020\" provides a    comprehensive assessment of the fast-evolving, high-growth    Virtual Reality Market. This 124 Page report with 41 Figures    and 8 Tables has been analyzed from 11 viewpoints:    1. Global Virtual Reality Market and Forecast (2014 - 2020)    2. Global Virtual Reality Market and Forecast - By Component    (2014 - 2020)    3. Global Virtual Reality Hardware Market and Forecast - By    Segment (2014 - 2020)    4. Global Virtual Reality Software Market and Forecast -By    Application (2016 - 2020)    5. Global Virtual Reality Market - Key Company Share (2016)    6. Global Virtual Reality Sales Volume - Key Company Sales    (2016)    7. Global Virtual Reality Market and Forecast - By Platform    (2016 - 2020)    8. Global Virtual Reality Mergers and Acquisitions    9. Recent Involvement in Virtual Reality by Technology    Giants    10. Global Virtual Reality Market - Key Company Profile    11. Global Virtual Reality Market - Growth Drivers and    Challenges  <\/p>\n<p>    Global Virtual Reality Market and Forecast - By    Component    - Hardware    - Software  <\/p>\n<p>    Global Virtual Reality Hardware Market and Forecast - By    Segment    - Head Mounted Display (HMD)    - Input System  <\/p>\n<p>    Global Virtual Reality Software Market and Forecast - By    Application    1. Video Games    2. Video Entertainment    3. Live Events    4. Wellness    5. Tourism    6. Social    7. Healthcare    8. Engineering    9. Real Estate    10. Education    11. Retail    12. Others  <\/p>\n<p>    Global Virtual Reality Market and Forecast - By    Platform    1. Mobile    2. Console    3. PC  <\/p>\n<p>    Global Virtual Reality Market - Key Company Profile    1. Sony    2. Microsoft    3. Facebook    4. HTC    5. Google    6. Samsung Electronics    7. GoPro  <\/p>\n<p>    Research Methodologies  <\/p>\n<p>    Primary Research Methodologies: Questionnaires, Surveys,    Interviews with Individuals, Small Groups, Telephonic    Interview, etc.  <\/p>\n<p>    Secondary Research Methodologies: Printable and Non-printable    sources, Newspaper, Magazine and Journal Content, Government    and NGO Statistics, white Papers, Information on the Web,    Information from Agencies Such as Industry Bodies, Companies    Annual Report, Government Agencies, Libraries and Local    Councils and a large number of Paid Databases.    Read the full report: <a href=\"http:\/\/www.reportlinker.com\/p04683655-summary\/view-report.html\" rel=\"nofollow\">http:\/\/www.reportlinker.com\/p04683655-summary\/view-report.html<\/a>  <\/p>\n<p>    About Reportlinker    ReportLinker is an award-winning market research solution.    Reportlinker finds and organizes the latest industry data so    you get all the market research you need - instantly, in one    place.  <\/p>\n<p>    <a href=\"http:\/\/www.reportlinker.com\" rel=\"nofollow\">http:\/\/www.reportlinker.com<\/a>  <\/p>\n<p>    __________________________    Contact Clare: <a href=\"mailto:clare@reportlinker.com\">clare@reportlinker.com<\/a>    US: (339)-368-6001    Intl: +1 339-368-6001  <\/p>\n<p>    To view the original version on PR Newswire, visit:<a href=\"http:\/\/www.prnewswire.com\/news-releases\/global-virtual-reality-market-hardware-and-software-and-forecast-to-2020-300403844.html\" rel=\"nofollow\">http:\/\/www.prnewswire.com\/news-releases\/global-virtual-reality-market-hardware-and-software-and-forecast-to-2020-300403844.html<\/a>  <\/p>\n<p>    SOURCE Reportlinker  <\/p>\n<p>    <a href=\"http:\/\/www.reportlinker.com\" rel=\"nofollow\">http:\/\/www.reportlinker.com<\/a><\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more from the original source: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.prnewswire.com\/news-releases\/global-virtual-reality-market-hardware-and-software-and-forecast-to-2020-300403844.html\" title=\"Global Virtual Reality Market (Hardware and Software) and Forecast to 2020 - PR Newswire (press release)\">Global Virtual Reality Market (Hardware and Software) and Forecast to 2020 - PR Newswire (press release)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> NEW YORK, Feb. 7, 2017 \/PRNewswire\/ -- Virtual Reality (VR) is about to become mainstream and could surpass US$ 40 Billion market by 2020.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/global-virtual-reality-market-hardware-and-software-and-forecast-to-2020-pr-newswire-press-release\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":6,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-176009","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/176009"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=176009"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/176009\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=176009"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=176009"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=176009"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}