Global Virtual Reality Content Market Will Grow At A CAGR Of 127.97% During The Period 2017-2020

ResearchMoz presents professional and in-depth study of "Global Virtual Reality Content Market 2016-2020".

VR is an artificial environment that is created using software and hardware. The content is in 3D form, giving users a virtual experience. The 3D image is the simplest form of VR that can be explored on a PC by using a keyboard or mouse as a controller to move the image or zoom in or out. The more advanced technologies include actual rooms that are augmented with wearable computers, VR headsets that allow users to feel the display images, and wrap-around display screens.

Technavios analysts forecast the global VR content market to grow at a CAGR of 127.97% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global VR content market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of VR content in the following industries:
Games
Entertainment
Healthcare and wellness
Travel and tourism
Others (include engineering, manufacturing, automotive, real estate, sports and fitness, and education)

The market is divided into the following segments based on geography:
Americas
APAC
EMEA

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Technavio's report, Global VR Content Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
Netflix
Samsung
Google
Valve

Other prominent vendors
8i
Alphaeon
AltspaceVR
Apple (Metaio)
Blippar
Alchemy VR
CCP Games
EEVO
Facebook
GoPro
High Fidelity
HTC
Improbable
Jaunt
Legend3D
Linden Lab
Marxent
Matterport
Movidius
MyDreamVR
NextVR
Nod Labs
Reload Studios
Resolution Games
Sony
uSens
Virtalis
Virtuix
Viscira
VRideo
Wevr
WorldViz

Market driver
Growing penetration of VR headsets
For a full, detailed list, view our report

Market challenge
Limitations of hardware and software
For a full, detailed list, view our report

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Market trend
Growing popularity of 360-degree videos
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2020 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?

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