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Future Trend Of Global Virtual Reality Content Market 2016-2020

Thursday, November 17, 2016 2:27
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(Before It's News)

About VR Content

VR is an artificial environment that is created using software and hardware. The content is in 3D form, giving users a virtual experience. The 3D image is the simplest form of VR that can be explored on a PC by using a keyboard or mouse as a controller to move the image or zoom in or out. The more advanced technologies include actual rooms that are augmented with wearable computers, VR headsets that allow users to feel the display images, and wrap-around display screens.

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Research Beam analysts forecast the global VR content market to grow at a CAGR of 127.97% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global VR content market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of VR content in the following industries:

• Games

• Entertainment

• Healthcare and wellness

• Travel and tourism

• Others (include engineering, manufacturing, automotive, real estate, sports and fitness, and education)

Market challenge

• Limitations of hardware and software

• For a full, detailed list, view our report

Market trend

• Growing popularity of 360-degree videos

• For a full, detailed list, view our report

Key questions answered in this report

• What will the market size be in 2020 and what will the growth rate be?

• What are the key market trends?

• What is driving this market?

• What are the challenges to market growth?

• Who are the key vendors in this market space?

• What are the market opportunities and threats faced by the key vendors?

• What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

Table Of Contents:

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


Enquire About Report At:



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