Table of Content


Chapter 1: Executive summary

Chapter 2: Socio-economic indicators

Chapter 3: Introduction
3.1. Virtual reality market - definition and structure

Chapter 4: Global virtual reality market
4.1. Market overview
4.2. Market size and growth forecast – value-wise (2017-2023e)
4.3. Country-wise virtual reality implementation (2018)
o China
o France
o USA
o UK
o Nordics (Sweden, Norway, Finland)
o Germany
4.4. Virtual reality deployment split (2018)
o Experimenters
o Implementers

Chapter 5: Virtual reality market in India
5.1. Market overview
5.2. Virtual reality market funding scenario (2013-2017)
5.3. Key trends of the market
5.5. Virtual reality market applications
o Automotive
o Medical
o Aerospace and defense
o Others
5.6. Virtual reality business hubs in India – city-wise concentration of start-ups (2017)

Chapter 6: Key growth drivers of the market

Chapter 7: Key deterrents to the growth of the market

Chapter 8: Competitive landscape
8.1. Porter’s five forces analysis
8.2. IndiaNIC Infotech Limited
o Corporate information
o Business description
o Products and services
o Key people
o Financial snapshot (total income, net profit/loss)
o Key ratios
o Business segments, geographical segments

*Note: Similar information areas will be covered for the remaining competitors

8.3. Juego Studio Private Limited
8.4. Meraki Virtual Reality Studio
8.5. Merxius Software Private Limited
8.6. Quy Technology Private Limited
8.7. SmartVizx Private Limited
8.8. Tata Elixsi
8.9. Xenium Digital Private Limited
8.10. Yudiz Solution Private Limited
8.11. Zatun

Chapter 9: Recent developments

Appendix

1. Research methodology

2. About Research On Global Markets