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Virtual Reality Markets
OverviewJuniper Research’s latest Virtual Reality research provides in-depth analysis of the VR industry across the whole value chain, covering both software and hardware. It identifies the key trends and opportunities in the space for a range of players, and gives extensive market forecasts highlighting the key opportunities in the sector, split by:
  • PC-based VR
  • Console-based VR
  • Smartphone-based VR
  • Standalone VR
  • VR Peripherals
  • 360˚ Cameras

Key Features

  • Trend Appraisal: Strategic review of the most important trends and opportunities, with discussion of the future evolution of VR hardware and software markets.
  • Business Models: Discussion of the emerging business models and where there remain gaps to be exploited, informed by interviews with key players:
    • Advir
    • Cognisess
    • Google
    • Microsoft
    • Sixense
  • Key player capability and capacity assessment, together with vendor market positioning Leaderboards, covering both hardware and software markets.
  • Benchmark industry forecasts for the following key VR sectors:
    • VR HMD (Head Mounted Display) Hardware
    • VR User Accessories
    • 360˚ Cameras
  • Benchmark industry forecasts for the revenue opportunity across following key content markets:
    • VR Games
    • VR Multimedia
    • VR Gambling

Key Questions

  1. How is VR developing for different use cases, and where is it being deployed?
  2. What needs to happen to make this technology truly mainstream?
  3. Where are the opportunities in this expanding ecosystem?
  4. What forms of content will prevail in this new market?
  5. Who are the main players in VR and what are their strategies?

Companies Referenced

Interviewed: Advir, Cognisess, Google, Microsoft, NVIDIA, Sixense.
Profiled: Alibaba, AMD (Advanced Micro Devices), DPVR, Epic Games, FOVE, Google, HTC, Microsoft, nDreams, NVIDIA, Oculus, Samsung, SIE (Sony Interactive Entertainment), THE VOID, Unity Technologies.
Case Studied: Advir, Cinemur, Cognisess, Google, LiveLike, Matterport, Navitaire, roOomy Reality.
87870, 13th Lab, ABAC (APEC Business Advisory Council), Adobe, Alienware, Alphabet, Amazon, American Museum of Natural History, ASUS, Bethesda Softworks, Carbon Design Group, CCP, Cineplex, Climax Studios, Cmoar, Dassault Systèmes, DDH (Digital Domain Holdings), Dell, EA Games, eMagin, Eyefluence, Facebook, Global Virtual Reality Association, GLOBALFOUNDRIES, Hewlett-Packard, HistoryView, Houghton Mifflin Harcourt, Huawei, IMAX, InfiniLED, Instagram, Intel, Khronos Group, Kickstarter, Lenovo, Manus, Marriot, Marvel, MinorityVR, Motorola, NASA, NetEase Games, Nimble VR, Nitero, Nokia, OSVR, Otherside Entertainment, Owlchemy Labs, PBS, Pebbles Interfaces, Pico, Pimax, Planetary Society, Radeon Technologies Group, RakNet, Razer, Resolution, Rocksteady Studios, Seven West Media, Shunwang, Six Flags Entertainment, Softkinetic, Surreal Vision, Taobao, TechnoBlood, Tencent Holdings, The Eye Tribe, Trickster Games, TSMC (Taiwan Semiconductor Manufacturing Company), Turbo Button, Ubisoft, Valve, VIA Technologies, Vuzix, Warner Bros, Weta Digital, World Economic Forum, Xiaomi, YI Technology, Youku Tudou, YouTube, ZTE.

Data & Interactive Forecast

Juniper’s latest VR Market Strategies forecast suite includes:
  • Hardware, software and accessories market data splits for 8 key global regions, and 7 countries including:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • VR data forecasts, split by:
    • Tethered VR
    • Untethered VR
  • Interactive Scenario tool allowing user the ability to manipulate Juniper’s data for 38 different metrics.
  • Access to the full set of forecast data of 79 tables and over 8,000 datapoints.
Juniper Research’s highly granular interactive excels enable clients to manipulate Juniper’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

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Virtual Reality Markets: Deep Dive Strategy & Competition 2017-2022

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Our ‘Deep Dive Strategy & Competition ' provides a strong future roadmap for VR, as well as providing clients with a guide to the current players, their strategies and future prospects.

The research report analyses the whole ecosystem and value chain to deliver a complete assessment of the market - from value proposition to strategies and opportunities, supported by interviews with key players across the VR industry.

The research includes:
  • In-depth discussion of the VR ecosystem and emerging business models
  • Outline of key macro trends affecting the whole industry
  • Key use cases discussion across a range of industries
  • Detailed discussion of hardware and software development and capabilities, and outlook for each segment
  • Player profiles and strategic assessments
  • Juniper Leaderboard
  • Industry ‘Movers & Shakers’ review
Offered in PDF format.

Please download the table of contents below for greater detail.

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Analyst support is provided for the following areas:
  • Research related queries
  • Clarifying methodologies, forecast assumptions and forecast outputs
  • Identification of key market trends and opportunities

Research Details

James Moar, Tony Crabtree
Innovation & Disruption
8 Key Regions - includes North America, Latin America, West Europe, Central & East Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East
Canada, China, Germany, Japan, South Korea, UK, USA

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