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- Global Virtual Reality Workstation Market – Size, Outlook, Trends and Forecast (2020 – 2026)
Virtual reality workstations were developed to create lively experiences and differ fundamentally from the current desktop workstations. Workstations provide a turn-key solution to deal with the challenges of analysing volumetric data effectively and efficiently. Developers and researchers have now begun to utilise this exciting new technology for industrial design, medical research, architecture, entertainment, and more. But development often requires robust PC hardware. Many of the past forms of virtual reality or information displays are tremendously expensive, and they aren’t mobile. In contrast to the consumer market, VR in the professional environment is far more than just entertainment.
Global Virtual Reality Workstation Market Segments Size & Growth:
Global Virtual Reality Workstation market size is projected to reach approximately $XX billion by the end of 2024 with a CAGR of close to XX% from $XX billion in 2017 during the forecast timeline 2019-2024. Key parameters promoting the market growth include rising number of companies adopting VR products, an increasing number of startups in the emerging economies and technological advancements. However high cost of VR systems, need of advanced or professional GPUs and other hardware are hampering the market growth. The facts like growing demand from the emerging economies, increasing collaboration between companies to develop advanced products at low costs and rising adoption in gaming, construction and entertainment industries are offering huge opportunities to market around the globe.
Global Virtual Reality Workstation Market Segments Share:
Global Virtual Reality Workstation market is classified on the basis of workstation type, device type, application and geography. On the basis of workstation type, the market is classified into desktop workstations, mobile workstations and rack workstations. Desktop workstations segment is the major segment owing to the higher adoption rate and mobile workstations are the fastest growing segment owing to the easily adaptable and portable nature. On the basis of the device type, the market is segmented into head-mounted displays and graphics processor units. Head mounted displays is major as well as the fastest growing segment due to the facts like mostly all the VR components are head mounted as they offer a clear overview of the scenario.
On the basis of application, the market is segmented into architecture, energy & construction, media & entertainment, graphics & presentations and others. Media & entertainment segment is a major segment owing to the higher adoption rate and usage of these VR workstations is more in media-related units across the globe. Architecture, energy & construction, graphic & presentation are the promising segments in the regard of VR workstations and which is expected to continue in the near future.
On the basis of geography, the market is divided into APAC, Europe, North America, South America and Middle East & Africa regions. North America is the largest market owing to factors like increasing usage of the VR sets in the countries of U.S. and Canada, the presence of the major companies also driving the market growth in this region. Mexico is the fastest growing country in the U.S. as there is the potential for the market which enhances the future growth. APAC is the fastest growing region owing to the facts like China is having the higher adoption rate and the countries like South Korea, Japan, India are the fastest growing countries in the usage of the VR workstations.
Global Virtual Reality Workstation Market Trends:
- Google has launched VR to the chrome with the daydream headsets which is considered as the Google’s WEBVR experimentation on the desktop and mobile chrome.
- Sony Corporation has opened AR & VR capture studio with Tech from Dell, Deloitte Digital and Intel Corporation.
- Samsung has launched the new initiative “Pilot Season” to ignite exclusive episodic VR content in Samsung VR video.
Global Virtual Reality Workstation Research Report:
An executive summary condensing the whole report such that essential authority can rapidly twist up doubtlessly acquainted with brief overview and conclusion.
To have a complete market analysis, industry value chain analysis, Porter’s Five Force Analysis, PESTLE, SWOT analysis, and Y-o-Y analysis were carried out to understand the market more comprehensively.
Regional and global diversity is analyzed with the major countries and the unions. Scrutinizing the revenue generation on Year-On-Year
Identifying DROC in the current market and their impact on altering the market dynamics.
Competitive landscape analysis to identify the mergers and acquisitions which will have a comparative financial analysis with major competitors.
Expertise investment opportunities by an analyst to the individual and organization to have a better foothold in the market.
- Sony Corporation
- HTC Corporation
- Samsung Electronics Co., Ltd
- EON Reality, Inc.
- Oculus VR, LLC
Along with these companies, there were many other companies considered/cited in the report while analyzing the Global Virtual Reality Workstation market. These companies hold substantial share-owning to the nature of the industry whereas the rest of the market shares are marginal chunks to regional and local level manufacturers. Other players have considerable presence owing to its robust brand image, geographical reach and strong customer base.
Chapter 1 Introduction
1.1 Executive Summary
1.2 Market Definition
1.3 Scope of the Study
Chapter 2 Research Methodology
2.1 Secondary Research
2.2 Primary Research
2.3 Analytic Tools and Model
2.4 Economic Indicator
2.4.1 Base Year, Base Currency, Forecasting Period
2.5 Expert Validation
2.6 Study Timeline
Chapter 3 Market Analysis
3.1 Industry Value Chain Analysis
3.2Porter’s Five Force Analysis
3.2.1 Bargaining Power of Buyers
3.2.2 Bargaining Power of Suppliers
3.2.3 Threats of Substitutes
3.2.4 Threats of New Entrants
3.2.5 Industry Rivalry
3.3 Pestle Analysis
3.3.1 Political
3.3.2 Economical
3.3.3 Social
3.3.4 Technological
3.3.5 Legal
3.3.6 Environmental
3.4 SWOT Analysis
3.4.1 Strengths
3.4.2 Weakness
3.4.3 Opportunities
3.4.4 Threats
3.5 Y-O-Y Analyses
Chapter 4 Market Dynamics
4.1. Drivers
4.1.1. Rising number of companies adopting VR products.
4.1.2. Increasing number of startups in the emerging economies.
4.1.3. Technological Advancements.
4.2. Restraints & Challenges
4.2.1. The high cost of these systems.
4.2.2. Need for advanced or professional GPUs and other hardware.
4.3. Opportunities
4.3.1. Growing demand from the emerging economies.
4.3.2. Increasing collaborations between companies to develop advanced products at low costs.
4.3.3. Rising adoption in gaming, construction and entertainment industries.
Chapter 5 Global Virtual Reality Workstations Market: By Workstation Type
5.1. Mobile Workstations
5.2. Desktop Workstations
5.3. Rack Workstations
Chapter 6 Global Virtual Reality Workstations Market: By Device Type
6.1. Head Mounted Displays
6.2. Graphic Processor Units
Chapter 7 Global Virtual Reality Workstations Market: By Application
7.1. Architecture, Engineering & Construction (AEC)
7.2. Media & Entertainment
7.3. Graphics & Presentations
7.4. Others
Chapter 8 Global Virtual Reality Workstations Market: By Geography
8.1. Introduction
8.2. North America
8.2.1. U.S.
8.2.2. Canada
8.2.3. Mexico
8.3. South America
8.3.1. Brazil
8.3.2. Argentina
8.3.3. Others
8.4. Europe
8.4.1. U.K.
8.4.2. Germany
8.4.3. France
8.4.4. Italy
8.4.5. Spain
8.4.6. Others
8.5. APAC
8.5.1. China
8.5.2. Japan
8.5.3. India
8.5.4. South Korea
8.5.5. Australia & New Zealand
8.5.6. Others
8.6. Middle East & Africa
8.6.1. Middle East
8.6.2. Africa
Chapter 9 Competitive Landscape
9.1. Mergers & Acquisitions, Joint Ventures,
Collaborations and Agreements
9.2. Market Share Analysis
9.3. Strategies Adopted By Top Companies
Chapter 10 – Company Profiles
10.1. Fujitsu
10.1.1. Company Overview
10.1.2. Business Segments
10.1.3. Financials (Public Companies)
10.1.4. Developments
10.1.5. SWOT Analysis (Public Companies)
10.2. Advanced Micro Devices
10.3. Nvidia
10.4. Lenovo
10.5. Dell
10.6. Rave Computers Association Inc.
10.7. Hewlett-Packard
10.8. Velocity Technology Solutions
10.9. Google Inc.
10.10. EON Reality, Inc.
10.11. Samsung Electronics Co., Ltd
10.12. Oculus VR, LLC
10.13. Sony Corporation
10.14. HTC Corporation
Chapter 11 – Market Insights
11.1. Industry Experts Insights
11.2. Analyst Opinions
11.3. Investment Opportunities
Chapter 12 Appendix
12.1. List of Tables
12.2. List of Figures
- Competitive Analysis in marketing and strategic management is an assessment of the strengths and weaknesses of current and potential competitors.
- Monitoring the external and internal factors which affect the market dynamics with the aid of PESTLE analysis.
- The Regional and Global Variety is taken care of in the report.
- Year on Year basis generation of revenue is studied.
- Porter's Five Forces analyze the intensity of competition in an industry and its profitability level.
- The overview and the sustainability of the market are analyzed through SWOT.
- DROC (Drivers, Restraints, Opportunities and Challenges) is recognized in the current market scenario and see how its effect on market dynamics.
- The segment-level analysis in terms of type and technology.
- The value chain analysis, value that's created and captured by a company is the profit margin.
- Value Created and Captured – Cost of Creating that Value = Margin
- An executive summary consists of the whole report and the outcome is been given in the report to have brief knowledge about the report.
- Basis on the depth of the study we approach using analytical tools
- Expertise investment opportunities are given after analyzing the market to give the organization and the individual to have perfect knowledge about the market.
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Virtual reality workstations were developed to create lively experiences and differ fundamentally from the current desktop workstations. Workstations provide a turn-key solution to deal with the challenges of analysing volumetric data effectively and efficiently. Developers and researchers have now begun to utilise this exciting new technology for industrial design, medical research, architecture, entertainment, and more. But development often requires robust PC hardware. Many of the past forms of virtual reality or information displays are tremendously expensive, and they aren’t mobile. In contrast to the consumer market, VR in the professional environment is far more than just entertainment.
Global Virtual Reality Workstation Market Segments Size & Growth:
Global Virtual Reality Workstation market size is projected to reach approximately $XX billion by the end of 2024 with a CAGR of close to XX% from $XX billion in 2017 during the forecast timeline 2019-2024. Key parameters promoting the market growth include rising number of companies adopting VR products, an increasing number of startups in the emerging economies and technological advancements. However high cost of VR systems, need of advanced or professional GPUs and other hardware are hampering the market growth. The facts like growing demand from the emerging economies, increasing collaboration between companies to develop advanced products at low costs and rising adoption in gaming, construction and entertainment industries are offering huge opportunities to market around the globe.
Global Virtual Reality Workstation Market Segments Share:
Global Virtual Reality Workstation market is classified on the basis of workstation type, device type, application and geography. On the basis of workstation type, the market is classified into desktop workstations, mobile workstations and rack workstations. Desktop workstations segment is the major segment owing to the higher adoption rate and mobile workstations are the fastest growing segment owing to the easily adaptable and portable nature. On the basis of the device type, the market is segmented into head-mounted displays and graphics processor units. Head mounted displays is major as well as the fastest growing segment due to the facts like mostly all the VR components are head mounted as they offer a clear overview of the scenario.
On the basis of application, the market is segmented into architecture, energy & construction, media & entertainment, graphics & presentations and others. Media & entertainment segment is a major segment owing to the higher adoption rate and usage of these VR workstations is more in media-related units across the globe. Architecture, energy & construction, graphic & presentation are the promising segments in the regard of VR workstations and which is expected to continue in the near future.
On the basis of geography, the market is divided into APAC, Europe, North America, South America and Middle East & Africa regions. North America is the largest market owing to factors like increasing usage of the VR sets in the countries of U.S. and Canada, the presence of the major companies also driving the market growth in this region. Mexico is the fastest growing country in the U.S. as there is the potential for the market which enhances the future growth. APAC is the fastest growing region owing to the facts like China is having the higher adoption rate and the countries like South Korea, Japan, India are the fastest growing countries in the usage of the VR workstations.
Global Virtual Reality Workstation Market Trends:
- Google has launched VR to the chrome with the daydream headsets which is considered as the Google’s WEBVR experimentation on the desktop and mobile chrome.
- Sony Corporation has opened AR & VR capture studio with Tech from Dell, Deloitte Digital and Intel Corporation.
- Samsung has launched the new initiative “Pilot Season” to ignite exclusive episodic VR content in Samsung VR video.
Global Virtual Reality Workstation Research Report:
An executive summary condensing the whole report such that essential authority can rapidly twist up doubtlessly acquainted with brief overview and conclusion.
To have a complete market analysis, industry value chain analysis, Porter’s Five Force Analysis, PESTLE, SWOT analysis, and Y-o-Y analysis were carried out to understand the market more comprehensively.
Regional and global diversity is analyzed with the major countries and the unions. Scrutinizing the revenue generation on Year-On-Year
Identifying DROC in the current market and their impact on altering the market dynamics.
Competitive landscape analysis to identify the mergers and acquisitions which will have a comparative financial analysis with major competitors.
Expertise investment opportunities by an analyst to the individual and organization to have a better foothold in the market.
- Sony Corporation
- HTC Corporation
- Samsung Electronics Co., Ltd
- EON Reality, Inc.
- Oculus VR, LLC
Along with these companies, there were many other companies considered/cited in the report while analyzing the Global Virtual Reality Workstation market. These companies hold substantial share-owning to the nature of the industry whereas the rest of the market shares are marginal chunks to regional and local level manufacturers. Other players have considerable presence owing to its robust brand image, geographical reach and strong customer base.
Chapter 1 Introduction
1.1 Executive Summary
1.2 Market Definition
1.3 Scope of the Study
Chapter 2 Research Methodology
2.1 Secondary Research
2.2 Primary Research
2.3 Analytic Tools and Model
2.4 Economic Indicator
2.4.1 Base Year, Base Currency, Forecasting Period
2.5 Expert Validation
2.6 Study Timeline
Chapter 3 Market Analysis
3.1 Industry Value Chain Analysis
3.2Porter’s Five Force Analysis
3.2.1 Bargaining Power of Buyers
3.2.2 Bargaining Power of Suppliers
3.2.3 Threats of Substitutes
3.2.4 Threats of New Entrants
3.2.5 Industry Rivalry
3.3 Pestle Analysis
3.3.1 Political
3.3.2 Economical
3.3.3 Social
3.3.4 Technological
3.3.5 Legal
3.3.6 Environmental
3.4 SWOT Analysis
3.4.1 Strengths
3.4.2 Weakness
3.4.3 Opportunities
3.4.4 Threats
3.5 Y-O-Y Analyses
Chapter 4 Market Dynamics
4.1. Drivers
4.1.1. Rising number of companies adopting VR products.
4.1.2. Increasing number of startups in the emerging economies.
4.1.3. Technological Advancements.
4.2. Restraints & Challenges
4.2.1. The high cost of these systems.
4.2.2. Need for advanced or professional GPUs and other hardware.
4.3. Opportunities
4.3.1. Growing demand from the emerging economies.
4.3.2. Increasing collaborations between companies to develop advanced products at low costs.
4.3.3. Rising adoption in gaming, construction and entertainment industries.
Chapter 5 Global Virtual Reality Workstations Market: By Workstation Type
5.1. Mobile Workstations
5.2. Desktop Workstations
5.3. Rack Workstations
Chapter 6 Global Virtual Reality Workstations Market: By Device Type
6.1. Head Mounted Displays
6.2. Graphic Processor Units
Chapter 7 Global Virtual Reality Workstations Market: By Application
7.1. Architecture, Engineering & Construction (AEC)
7.2. Media & Entertainment
7.3. Graphics & Presentations
7.4. Others
Chapter 8 Global Virtual Reality Workstations Market: By Geography
8.1. Introduction
8.2. North America
8.2.1. U.S.
8.2.2. Canada
8.2.3. Mexico
8.3. South America
8.3.1. Brazil
8.3.2. Argentina
8.3.3. Others
8.4. Europe
8.4.1. U.K.
8.4.2. Germany
8.4.3. France
8.4.4. Italy
8.4.5. Spain
8.4.6. Others
8.5. APAC
8.5.1. China
8.5.2. Japan
8.5.3. India
8.5.4. South Korea
8.5.5. Australia & New Zealand
8.5.6. Others
8.6. Middle East & Africa
8.6.1. Middle East
8.6.2. Africa
Chapter 9 Competitive Landscape
9.1. Mergers & Acquisitions, Joint Ventures,
Collaborations and Agreements
9.2. Market Share Analysis
9.3. Strategies Adopted By Top Companies
Chapter 10 – Company Profiles
10.1. Fujitsu
10.1.1. Company Overview
10.1.2. Business Segments
10.1.3. Financials (Public Companies)
10.1.4. Developments
10.1.5. SWOT Analysis (Public Companies)
10.2. Advanced Micro Devices
10.3. Nvidia
10.4. Lenovo
10.5. Dell
10.6. Rave Computers Association Inc.
10.7. Hewlett-Packard
10.8. Velocity Technology Solutions
10.9. Google Inc.
10.10. EON Reality, Inc.
10.11. Samsung Electronics Co., Ltd
10.12. Oculus VR, LLC
10.13. Sony Corporation
10.14. HTC Corporation
Chapter 11 – Market Insights
11.1. Industry Experts Insights
11.2. Analyst Opinions
11.3. Investment Opportunities
Chapter 12 Appendix
12.1. List of Tables
12.2. List of Figures
- Competitive Analysis in marketing and strategic management is an assessment of the strengths and weaknesses of current and potential competitors.
- Monitoring the external and internal factors which affect the market dynamics with the aid of PESTLE analysis.
- The Regional and Global Variety is taken care of in the report.
- Year on Year basis generation of revenue is studied.
- Porter's Five Forces analyze the intensity of competition in an industry and its profitability level.
- The overview and the sustainability of the market are analyzed through SWOT.
- DROC (Drivers, Restraints, Opportunities and Challenges) is recognized in the current market scenario and see how its effect on market dynamics.
- The segment-level analysis in terms of type and technology.
- The value chain analysis, value that's created and captured by a company is the profit margin.
- Value Created and Captured – Cost of Creating that Value = Margin
- An executive summary consists of the whole report and the outcome is been given in the report to have brief knowledge about the report.
- Basis on the depth of the study we approach using analytical tools
- Expertise investment opportunities are given after analyzing the market to give the organization and the individual to have perfect knowledge about the market.
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