The article cited AMA's "Global Virtual Reality Market Study" explored substantial growth in North America and CAGR of %. According to the report, Highly Enhanced Augmented Reality as well as Virtual Reality Solutions with Artificial Intelligence
is one of the primary growth factors for the market. Proliferation of Virtual Reality in Entertainment and Gaming Sector
is also expected to contribute significantly to the Virtual Reality market. Overall, Aerospace & Defense
applications of Virtual Reality, and the growing awareness of them, is what makes this segment of the industry important to its overall growth. The Offerings, such as Hardware, is boosting the Virtual Reality market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
AMAs Analyst on the Global Virtual Reality market identified that the demand is rising in many different parts of the world as "Growing Adoption of Virtual Reality in Architectural and Healthcare Applications
". Furthermore, some recent industry insights like "On January 7th, 2019, Sony Corporation has introduced all-new “360 Reality Audio” music system which has attracted consumers in a Three-Dimensional Sound Field Powered by Object-Based Spatial Audio Technology. Moreover, the company has been working with major music labels, music distribution services, and other such music organizations to provide the technology for building a musical ecosystem around 360 Reality Audio." is constantly making the industry dynamic.
The report provides an in-depth analysis and forecast about the industry covering the following key features: o Industry outlook including current and future market trends, drivers, restraints, and emerging technologies o Analyses the Global Virtual Reality market according to Type, Application, and regions o Analyzes the top 10 players in terms of market reach, business strategy, and business focus o Provides stakeholders insights and key drivers & trends of the market
**The market is valued based on weighted average selling price (WASP) and includes any applicable taxes on manufacturers. All currency conversions used in the creation of this report have been calculated using constant annual average 2018 currency rates.
Market Size Estimation In market engineering method, both top-down and bottom-up approaches have been used, along with various data triangulation process, to predict and validate the market size of the Virtual Reality market and other related sub-markets covered in the study.
o Key & emerging players in the market have been observed through secondary research. o The industrys supply chain and overall market size, in terms of value, have been derived through primary and secondary research processes. o All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.
Data Triangulation The overall Virtual Reality market size is calculated using market estimation process, the Virtual Reality market was further split into various segments and sub-segments. To complete the overall market engineering and arriving at the exact statistics for all segments and sub-segments, the market breakdown and data triangulation procedures have been utilized, wherever applicable. The data have been triangulated by studying various influencing factors and trends identified from both demand and supply sides of various applications involved in the study. Along with this, the Global Virtual Reality market size has been validated using both top-down and bottom-up approaches.