Table of Content
1 INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study
2 RESEARCH METHODOLOGY
3 EXECUTIVE SUMMARY
4 MARKET DYNAMICS
4.1 Market Overview
4.2 Introduction to Market Drivers and Restraints
4.3 Market Drivers
4.3.1 Increasing Implementation of VR Technology
4.3.2 Significant Growth of Investment in VR Technology
4.3.3 Growing Popularity of 360-Degree Content
4.4 Market Restraints
4.4.1 High Cost of VR Content Development
4.5 Industry Value Chain Analysis
4.6 Industry Attractiveness - Porter’s Five Force Analysis
4.6.1 Threat of New Entrants
4.6.2 Bargaining Power of Buyers/Consumers
4.6.3 Bargaining Power of Suppliers
4.6.4 Threat of Substitute Products
4.6.5 Intensity of Competitive Rivalry
5 MARKET SEGMENTATION
5.1 By Type
5.1.1 Hardware
5.1.1.1 Head Mounted Display
5.1.1.2 Head-up Displays
5.1.1.3 Glasses
5.1.1.4 Sensor
5.1.1.5 Camera
5.1.2 Software
5.2 By Application
5.2.1 VR Arcades
5.2.2 VR Theme Parks
5.2.3 VR Cinemas
5.3 Geography
5.3.1 North America
5.3.2 Europe
5.3.3 Asia Pacific
5.3.4 Rest of the World
6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 The VOID, LLC
6.1.2 EXIT Realty Corporation
6.1.3 SpaceVR
6.1.4 Survios, Inc.
6.1.5 Hologate
6.1.6 Zero Latency PTY Ltd.
6.1.7 Oculus VR Inc.
6.1.8 HTC Vive Tech Corporation
6.1.9 Tyffon Inc.
6.1.10 Neurogaming
7 INVESTMENT ANALYSIS
8 MARKET OPPORTUNITIES AND FUTURE TRENDS