September 9, 2020

Enterprise Virtual Reality (VR) Market Influenced by COVID 19 Outbreak SARS-CoV-2 Pandemic

Market Highlights

Market Research Future (MRFR), in its latest study on the global Enterprise Virtual Reality (VR) Market 2020, reveals multiple factors that determine dynamics of the market in the review period. A detailed study of the impact of COVID 19 on the Enterprise Virtual Reality (VR) Market is explained in the report. As per MRFR analysis, the Enterprise Virtual Reality (VR) Market can rise at 37.4% CAGR across the forecast period 2017–2027. The Enterprise Virtual Reality (VR) Market value can touch USD 101.2 Bn by 2027.

The rise of the demand for virtual reality system in the expanding IT sector can support the rise of the Enterprise Virtual Reality (VR) Market in the years to come. The surge in the adoption of virtual reality technology across numerous enterprises across the globe can impel the expansion of the market in the years ahead. The presence of reputed developers of virtual reality solutions can bolster the expansion of the market in the years to come. The rapid expansion of the Enterprise Virtual Reality (VR) Market can also be attributed to increasing demand for VR applications in the field of gaming, consumer electronics, and entertainment industries.

Also Read: https://www.marketwatch.com/amp/story/guid/004af747-a10d-4da0-838c-072bc7799185

Prominent Players

Microsoft Corporation (US), Vuzix Corporation (US), Eon Reality, Inc. (US), Sensics, Inc. (US), Sony Corporation (Japan), Avegant Corporation (US), Qualcomm Technologies, Inc (US), Facebook, Inc (US), Samsung Electronics (South Korea), Google LLC (US), and Sixense Entertainment, Inc. (US) are some reputed names in the Enterprise Virtual Reality (VR) Market as listed by MRFR.

Global Enterprise Virtual Reality (VR) Market Segmentation

The segment analysis of the global Enterprise Virtual Reality (VR) Market is done by technology, component, device type, and vertical.

The component based segments of the Enterprise Virtual Reality (VR) Market are hardware and software. The hardware sub-segments are displays, semiconductor components, and sensors. The software sub-segments are cloud based and software development kits. The growing application of virtual reality software can support the expansion of the market in the near future.

The device type based segments of the Enterprise Virtual Reality (VR) Market are projectors & display walls, head-mounted displays, 3D cameras, and gesture tracking devices. The rise in the need for head-mounted displays can support the expansion of the Enterprise Virtual Reality (VR) Market.

The technology based segments of the Enterprise Virtual Reality (VR) Market are semi-immersive, non-immersive, and fully immersive. The increase in the application of semi-immersive Enterprise Virtual Reality (VR) Market can promote the expansion of the market in the years to come.

The vertical based segments of the Enterprise Virtual Reality (VR) Market are healthcare, consumer electronics, and commercial, aerospace & defense, industrial, and other. The increase in demand for virtual reality solutions in the consumer electronics can generate high revenue for the market.

Regional Study

As per MRFR analysis, the Enterprise Virtual Reality (VR) Market in North America is expected to rise exponentially. The market in the US can thrive at 38.05% CAGR, followed by the market in Canada at 36.01% CAGR, and 34.47% CAGR in Mexico. The Enterprise Virtual Reality (VR) Market in the Asia Pacific region is likely to rise at 40.56% CAGR across the forecast period revealed MRFR study. In APAC, the rise in investments made in technological developments and high rate of adoption of HMD for training and simulation purposes can drive the market expansion of the Asia Pacific market. The expansion of the APAC market can be attributed to the high demand for mobile-based VR application in the region. In Europe, the Enterprise Virtual Reality (VR) Market can experience constant expansion in the years to come. The continuous application of virtual reality solution in the growing media and entertainment sector, along with education and healthcare industries can support the expansion of the market in Europe.

LIST OF TABLES

TABLE 1 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET BY COMPONENT, 2017-2027 (USD BILLION)

TABLE 2 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)

TABLE 3 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET, BY TECHNOLOGY, 2017-2027 (USD BILLION)

TABLE 4 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET, BY VERTICAL 2017-2027 (USD BILLION)

TABLE 5 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET, BY REGION, 2017-2027 (USD BILLION)

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Get Report Details @ https://www.marketresearchfuture.com/reports/virtual-reality-market-916

LIST OF TABLES

FIGURE 1 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET: DRIVERS CHALLENGES & OPPORTUINITIES

FIGURE 2 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET: SUPPLY CHAIN ANALYSIS

FIGURE 3 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET: PORTER’S FIVE FORCES ANALYSIS

FIGURE 4 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET BY COMPONENT, 2017-2027 (USD BILLION)

FIGURE 5 GLOBAL ENTERPRISE VIRTUAL REALITY (VR) MARKET, BY DEVICE TYPE, 2017-2027 (USD BILLION)

Continued……

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