Global Virtual Reality Devices Market Research Report: Ken Research REQUEST FOR SAMPLE REPORT Buy Now Request For sample Report × Report Title Name Email Designation Phone No Comapny Name Comapny URL Country -- Please Select Your Country -- Afganistan Africa Albania Algeria Andorra Angola Anguilla Antigua and Barbuda Argentina Armenia Aruba Asia Australasia Australia Austria Azerbaijan Bahamas Bahrain Bangladesh Barbados Belarus Belgium Belize Benin Bermuda Bhutan Bolivia Bonaire Bosnia Herzegovina Botswana Brazil BRICS British Virgin Islands Brunei Darussalam Bulgaria Burkina Faso Cambodia Cameroon Canada Cape Verde Cayman Islands Central African Republic Central and South America Chad Chile China Colombia Comoros Congo Costa Rica Cote d'Ivoire Croatia Cuba Curacao Cyprus Czech Republic Denmark Djibouti Dominica Dominican Republic Ecuador Egypt El Salvador Equatorial Guinea Eritrea Estonia Ethiopia Europe European Union Falkland Islands Faroe Islands Fiji Finland France French Guiana French Polynesia Gabon Gambia Georgia Germany Ghana Gibraltar Global Great Britain Greece Greenland Grenada Guadeloupe Guam Guatemala Guerney & Alderney Guinea Guinea-Bissau Guyana Haiti Honduras Hong Kong Hungary Iceland India Indonesia Iran Iraq Ireland Isle of Man Israel Italy Ivory Coast Jamaica Japan Jersey Jordan Kazakhstan Kenya Kiribati Kosovo Kuwait Kyrgyzstan Laos Latvia Lebanon Lesotho Liberia Libyan Arab Jamahiriya Liechtenstein Lithuania Luxembourg Macao Macau Macedonia Madagascar Malawi Malaysia Maldives Mali Malta Man (Island of) Marshall Islands Martinique Mauritania Mauritius Mayotte Mexico Micronesia Middle East Minnesota Moldova Monaco Mongolia Monserrat Montenegro Morocco Morroco Mozambique Myanmar Namibia Nepal Netherlands New Caledonia New Zealand Nicaragua Niger Nigeria Niue North America North Korea Norway Oman Pakistan Palau Palestine Panama Papua New Guinea Paraguay Peru Philippines Poland Portugal Puerto Rico Qatar Reunion Romania Russia Rwanda Saint Helena Saint Lucia Saint Martin Saint Pierre and Miquelon Saint Vincent and the Grenadines Samoa Samoa (American) San Marino Sao Tome and Principe Saudi Arabia Scandinavia Senegal Serbia Seychelles Sierra Leone Singapore Sint Maarten Slovakia Slovenia Solomon (Islands) Somalia South Africa South Korea South Sudan Spain Sri Lanka Sudan Suriname Svalbard and Jan Mayen Islands Swaziland Sweden Switzerland Syria Taiwan Tajikistan Tanzania Thailand Timor Leste Togo Tonga Trinidad and Tobago Tunisia Turkey Turkmenistan Turks and Caicos Islands Uganda Ukraine United Arab Emirates United Kingdom United States Uruguay Uzbekistan Vanuatu Vatican City Venezuela Vietnam Virgin Islands Western Sahara Yemen Zambia Zimbabwe Requirement Submit Major players in the virtual reality devices market are Google, Sony Corporation, Samsung Electronics Co., Ltd., Oculus VR LLC, and Marxent Labs. The global virtual reality devices market is expected to decline from USD 4.76 billion in 2019 to USD 3.99 billion in 2020 at a compound annual growth rate (CAGR) of -16.0%. The decline is mainly due to economic slowdown across countries owing to the COVID-19 outbreak and the measures to contain it. The market is then expected to recover and reach USD 1087 billion in 2023 at CAGR of 39.62%. The virtual reality devices market consists of sales of virtual reality devices and related services. The VR devices use advanced computer technology called virtual reality to create a simulated environment. The VR devices such as head mounted display (HMD) devices, Gesture Tracking devices (GTD), Projectors and display walls (PDW) enable the users to get immersed in a real environment and interact with 3D worlds. Some of the virtual reality devices include Oculus Rift-VR headset, HTC Vive-VR, Sony-PSVR, Samsung Gear VR-mobile VR headset with controller, and Google Cardboard-mobile VR headset by Google. Integration of 5K stereoscopic video in VR devices is one of the growing trends that is changing the landscape of virtual reality device market. 5k stereoscopic video is a 5k-resolution video technology which replaces the previous 360 video low resolution technology used in VR headsets. This 5K stereoscopic video would provide a complete and detailed VR immersion experience for the viewers. For instance, Oculus VR, an American technology company, developed Guided Meditation VR which is virtual reality relaxation app that runs 5K stereoscopic video content on the Oculus Go (mobile headsets) version of the app. The interferences in demand and supply chains caused by COVID19 lockdown are to act as major restraint hampering the growth of the virtual reality market during 2020. According to the World Trade Organization (WTO), the coronavirus represents unprecedented disruptions to the world trade and global economy, as consumption and production are scaled backed worldwide. Moreover, according to Media Post’s news published in March 2020, the shipments for virtual reality headsets are expected to record a decline of approximately 17% during 2020, owing to disruptions in the supply chain caused by COVID19 lockdowns. Hence, the disturbances in demand and supply chain are to act as a major factor to contribute to the declining shipments for virtual reality devices during 2020. In September 2019, Verizon announced the acquisition of Jaunt XR, a California-based company’s software, technology, and certain assets for an undisclosed amount. Through this acquisition, Verizon plans to develop and built new leading-edge software combining with Jaunt XR. Jaunt XR was founded in 2013 and deals in developing hardware, virtual technology, software, apps, and tools that enable consumers and brands to make high-quality virtual reality (VR) content. Jaunt XR is focusing on developing volumetric video capturing of human for supply on social media channels and mobile devices. Rising demand for virtual reality devices in changing the traditional way of imparting safety trainings to employees is expected to drive the virtual reality devices market. Virtual Reality provides an effective and safe training environment for the employees in an organization. Traditional training method fail to recreate real time crisis scenarios while VR trainings create the real time crisis scenarios which helps a person to respond in a similar way to that of real time situations, thus providing effective and safe training to staff. It has resulted in fewer mistakes and better information recall than traditional trainings. For example, Ford uses virtual reality which simulates real-life situations to train its staff in a more receptive and effective way than training theoretically. For More Information, Click on the Link Below:- Global Virtual Reality Devices Market Related Report:- Global Virtual Reality Market, Component (Hardware, Software), Device Type (Head Mounted Displays, Gesture Tracking Devices), Technology (Semi-Immersive, Full-Immersive), Industry Vertical (Consumer Electronics, Aerospace & Defense) – Forecast till 2027 Contact Us:- Ken Research Ankur Gupta, Head Marketing & Communications Ankur@kenresearch.com +91-9015378249 Tags: Asia-Pacific Virtual Reality Devices Market, Australia Virtual Reality Devices Market, China Virtual Reality Devices Market, Covid-19 Impact Global Virtual Reality Devices Industry, Covid-19 Impact Global Virtual Reality Devices Market, Germany Virtual Reality Devices Market, Gesture Controlled Devices Market, Global Virtual Reality Devices Industry, Global Virtual Reality Devices Industry Research Report, Global Virtual Reality Devices Market, Global Virtual Reality Devices Market Future Outlook, Global Virtual Reality Devices Market Growth, Global Virtual Reality Devices Market Overview, Global Virtual Reality Devices Market Research Report, Global Virtual Reality Devices Market Revenue, Global Virtual Reality Devices Market Share, Global Virtual Reality Devices Market Size, Global Virtual Reality Devices Market Trends, Hand Held Devices Market, Head Mounted Devices Market, HTC Corporation Virtual Reality Devices Market Revenue, India Virtual Reality Devices Market, Japan Virtual Reality Devices Market, Microsoft Corporation Virtual Reality Devices Market Share, North America Virtual Reality Devices Market, Sony Corporation Virtual Reality Devices Market Revenue, Unity Technologies Virtual Reality Devices Market Share, Virtual Reality Devices Market, Virtual Reality Devices Market Competitive Landscape, Virtual Reality Devices Market Segmentation