Global Virtual Reality for Enterprise and Industrial Market 2017-2022

Press Release   •   Aug 14, 2017 04:48 EDT

“Global Virtual Reality for Enterprise and Industrial Market ".

This report studies the global Virtual Reality for Enterprise and Industrial market, analyzes and researches the Virtual Reality for Enterprise and Industrial development status and forecast in United States, EU, Japan, China, India and Southeast Asia. This report focuses on the top players in global market, like




TRIVISIO Prototyping

Facebook (Oculus)

Vicon Motion Systems

Leap Motion




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Leveraging highly customized and expensive equipment, enterprise use of virtual reality (VR) has existed and improved for a number of years, particularly for military training, civil flight training and simulation, and some industrial 3D modeling. But now, thanks primarily to recent exponential advances in graphics component technology, cheaper, mass-produced consumer-grade VR is coming to market, with ramifications for both consumer and enterprise markets. Most of the world's leading technology companies, including Facebook, Google, and Microsoft, are staking out positions to become key players in what many see as the next significant computing platform.

This cheaper, more readily accessible consumer-grade VR equipment is opening up new enterprise use cases, some of which have vast addressable markets. This report estimates that the addressable market for the five largest areas where enterprise VR will grow will be worth over $1 trillion in 2017. A broad range of players, both new and established, are aggressively working to develop applications leveraging this new consumer-grade VR ecosystem, aiming squarely at the enterprise market.

This report provides global market forecasts for the period from 2017 through 2022 for annual unit shipments and associated revenues for VR hardware and content in the enterprise and industrial sectors. The analysis covers HMDs, along with other VR equipment such as motion capture cameras, displays and projectors, and hand tracking devices, as well as software applications and content creation tools. Data is segmented by five major world regions and five different application markets including training and simulation, education, virtual prototyping/3D modelling, attractions, and medical therapy. The report also includes in-depth profiles of 22 key industry players in the enterprise VR market.

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