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 Use of Virtual Reality in Aerospace & Defense for Training and Simulation
4.3.2 Penetration of HMDs in Gaming and Entertainment Sector
4.4 Market Restraints
4.4.1 High Product Cost
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 Device
5.1.1 Gesture Tracking Devices
5.1.2 Head Mounted Displays
5.2 By End-user Industry
5.2.1 Entertainment & Gaming
5.2.2 Aerospace & Defense
5.2.3 Healthcare
5.2.4 Education
5.2.5 Other End-user Industries
5.3 Geography
5.3.1 North America
5.3.2 Europe
5.3.3 Asia-Pacific
5.3.4 Rest of World


6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Carl Zeiss AG
6.1.2 Avegant Corporation
6.1.3 HTC Corporation
6.1.4 Archos
6.1.5 Panasonic Corporation
6.1.6 Magic Leap
6.1.7 Sony?Corporation
6.1.8 Samsung Electronics Co., Ltd.
6.1.9 Google LLC
6.1.10 Microsoft Corporation
6.1.11 Oculus?( Facebook, Inc.)
6.1.12 Eon Reality
6.1.13 CyberGlove Systems
6.1.14 Leap Motion (Ultrahaptics)
6.1.15 Sixense Enterprises Inc.


7 MARKET OPPORTUNITIES AND FUTURE TRENDS


8 INVESTMENT ANALYSIS