US virtual reality market is growing at a CAGR of around 33.4% during the forecast period. The increasing demand for the display of information and real-time human interaction with digital devices and objects in various sectors such as automotive, gaming & entertainment industries, and pico-projectors is anticipated to be the major factors for the growth of the US virtual reality market in the near future.
According to the University of California, around 25 million people are active gamers in the U.S. The gaming industry of the country has around $30 billion of annual business. Pokémon Go has generated revenue of over $1 billion in 2016. The US is regarded as the highest spending country on gaming across the globe. USA Today Network is planning to bring the day-to-day news to the people in 360° video and virtual reality. The introduction of virtual reality news is expected to augment the advancement of virtual technology in other sectors such as healthcare and contribute to the US virtual reality market growth.
Visit for Global Virtual Reality (VR) Market Report at: https://www.omrglobal.com/industry-reports/virtual-reality-market
In addition, in February 2017, Six Flags Entertainment, a theme park operator in the U.S. has collaborated with Samsung Electronics America Inc., for the development of virtual reality roller coasters. The partnership of Samsung with Six Flags will enable millions of people to experience virtual reality by bringing their Samsung VR headset to real roller coasters at theme parks across the country.
According to the JFCOM, the organization officials are planning to build obscure VR simulations of a number of cities. The final goal of the organization includes the creation of a fully functioning virtual model of the world. Arctic Cat Inc., a snowmobile manufacturer in the U.S., has developed a ride based on virtual reality experience for their potential customers. Moreover, the StubHub and eBay have announced the employment of virtual reality technology. Thus, such advancements are expected to provide growth to the US virtual reality market.
Research Methodology
The market study of the US virtual reality market is incorporated by extensive primary and secondary research conducted by the research team at OMR. Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior and macro-economic factors. Numbers extracted from Secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.
Secondary Sources Include
The report is intended for virtual reality software and service providers, VR devices manufacturers, and other related companies for overall market analysis and competitive analysis. The report provides an in-depth analysis of market size, intended quality of the service preferred by consumers. The report will serve as a source for a 360-degree analysis of the market thoroughly integrating different models.
Market Segmentation
1. US Virtual Reality Market Research and Analysis by Component
2. US Virtual Reality Market Research and Analysis by System
3. US Virtual Reality Market Research and Analysis by Application
The Report Covers
1. Report Summary
1.1. Research Methods and Tools
1.2. Market Breakdown
1.2.1. By Segments
2. Market Overview and Insights
2.1. Scope of the Report
2.2. Analyst Insight & Current Market Trends
2.2.1. Key Findings
2.2.2. Recommendations
2.2.3. Conclusion
2.3. Rules & Regulations
3. Competitive Landscape
3.1. Company Share Analysis
3.2. Key Strategy Analysis
3.3. Key Company Analysis
3.3.1. Overview
3.3.2. Financial Analysis
3.3.3. SWOT Analysis
3.3.4. Recent Developments
4. Market Determinants
4.1. Motivators
4.2. Restraints
4.3. Opportunities
5. Market Segmentation
5.1. US Virtual Reality Market by Component
5.1.1. Hardware
5.1.2. Software
5.2. US Virtual Reality Market by System
5.2.1. Non-immersive VR
5.2.2. Semi-immersive VR
5.2.3. Fully-immersive VR
5.3. US Virtual Reality Market by Application
5.3.1. Entertainment
5.3.2. Gaming
5.3.3. Tourism
5.3.4. Training & Education
5.3.5. Others (Live Events and Real Estate)
6. Company Profiles
6.1. Apple Inc.
6.2. Google Inc.
6.3. HTC Corp.
6.4. Mechdyne Corp.
6.5. Microsoft Corp.
6.6. Nvidia Corp.
6.7. Oculus VR
6.8. Samsung Electronics Co. Ltd.
6.9. Sony Corp.
6.10. Vuzix Corp.
6.11. Wevr Inc.
6.12. Worldviz
6.13. Zeiss international
1. US VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2018-2025 ($ MILLION)
2. US VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY SYSTEM, 2018-2025 ($ MILLION)
3. US VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2018-2025 ($ MILLION)
1. US VIRTUAL REALITY MARKET SHARE BY COMPONENT, 2018 VS 2025 (%)
2. US VIRTUAL REALITY MARKET SHARE BY SYSTEM, 2018 VS 2025 (%)
3. US VIRTUAL REALITY MARKET SHARE BY APPLICATION, 2018 VS 2025 (%)