Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Virtual Reality-Ready Computers Market by Type (Laptop, Desktop), By Application (Professionals, Amateur) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Virtual Reality-Ready Computers Market by Type (Laptop, Desktop), By Application (Professionals, Amateur) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 272884 4200 Electronics & Semiconductor 377 179 Pages 4.9 (47)
                                          

Market Overview:


The global virtual reality-ready computers market is expected to grow at a CAGR of 16.5% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for virtual reality (VR) content and the growing popularity of VR headsets. Additionally, the increasing adoption of VR technology by businesses is also contributing to the growth of this market. Based on type, laptops are expected to account for a larger share of the global VR-ready computers market than desktops during the forecast period. This can be attributed to their portability and easy connectivity with other devices. Based on application, professionals are expected to account for a larger share of this market than amateurs during the forecast period.


Global Virtual Reality-Ready Computers Industry Outlook


Product Definition:


Virtual Reality-Ready Computers are computers that are specifically designed to be used with Virtual Reality headsets. They have powerful graphics cards and processors that allow them to create realistic 3D environments for the user to explore. They are also often equipped with motion sensors, which allow the user to interact with the virtual world by moving their head and body.


Laptop:


Laptop is a portable computer which can be used for personal or professional purposes. It has a display, one or more storage devices (such as hard drive), and one or more processor units (Central Processing Unit - CPU). Laptop can be used with external displays, headphones, speakers and other peripherals.


The global laptop shipment was estimated to be over 1 billion units in 2016.


Desktop:


Desktop is the primary component of a computer system. It is responsible for displaying information to the user and allows them to interact with the machine. The design of a desktop depends on its application such as commercial, residential or educational purposes. In case of commercial purposes, it has high storage space and multiple workstations so that several people can use it at a time without interfering with each other's work.


Application Insights:


Amateur application segment dominated the global market with a share of over 60% in 2017. The professionals category is expected to witness significant growth over the forecast period owing to increasing adoption of VR technology across various applications such as gaming, education, and healthcare. Furthermore, many companies are focusing on developing content for VR platforms, which will drive demand further. For instance, National Hockey League (NHL) has launched a new app-based game named ¢â‚¬Å“Virtual Reality Hockey¢â‚¬ in 2018 for Android and iOS devices which allows fans to experience ice hockey from their homes or offices. This game was developed specifically for mobile VR platforms and it is expected that more games/apparels based on virtual reality platform will boost demand globally among amateurs.


Regional Analysis:


North America dominated the global market in 2017. The growth of the regional market can be attributed to presence of a large number of technology companies, such as Dell, Hewlett Packard Enterprise, and Microsoft Corporation; which have been investing heavily in research & development activities for developing advanced technologies. Moreover, increasing adoption of high-end gaming laptops with GTX 1070 or better graphic cards is expected to drive demand for VR-ready computers over the forecast period.


Asia Pacific is anticipated to emerge as the fastest growing region over the next eight years owing to increasing disposable income levels and rapid developments in consumer electronics industry especially China’s VR Industry (Virtual Reality Industry). In addition, rising popularity and accessibility of video games are projected to fuel demand for high performance computer systems that support virtual reality applications during 2018 - 2030 period.


Growth Factors:


  • Increasing demand for Virtual Reality (VR) applications across different industry verticals is expected to drive the growth of VR-ready computers market over the forecast period.
  • Proliferation of next-generation virtual reality headsets, such as Oculus Rift, HTC Vive, and Sony PlayStation VR is anticipated to fuel the demand for VR-ready computers in near future.
  • Growing adoption of gaming consoles and PCs for playing VR games is another key factor that would propel the growth of this market during the forecast period.
  • Rising number of start-ups focused on developing innovative virtual reality applications is projected to create new opportunities for players operating in this market over the next few years.
  • Increasing investments by tech giants towards development of advanced virtual reality technologies is likely to boost the growth prospects of VR-ready computer market in forthcoming years

Scope Of The Report

Report Attributes

Report Details

Report Title

Virtual Reality-Ready Computers Market Research Report

By Type

Laptop, Desktop

By Application

Professionals, Amateur

By Companies

Alienware, HP, CyberPowerPC, iBUYPOWER, Razer, Asus, MSI, CybertronPC, Acer, Lenovo

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

179

Number of Tables & Figures

126

Customization Available

Yes, the report can be customized as per your need.


Global Virtual Reality-Ready Computers Market Report Segments:

The global Virtual Reality-Ready Computers market is segmented on the basis of:

Types

Laptop, Desktop

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Professionals, Amateur

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Alienware
  2. HP
  3. CyberPowerPC
  4. iBUYPOWER
  5. Razer
  6. Asus
  7. MSI
  8. CybertronPC
  9. Acer
  10. Lenovo

Global Virtual Reality-Ready Computers Market Overview


Highlights of The Virtual Reality-Ready Computers Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Laptop
    2. Desktop
  1. By Application:

    1. Professionals
    2. Amateur
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Virtual Reality-Ready Computers Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Virtual Reality-Ready Computers Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Virtual Reality-Ready Computers are computers that have been designed to work with virtual reality headsets. This means that they have been specifically optimized for use with these devices, and they may include features like high-resolution displays and fast processors.

Some of the key players operating in the virtual reality-ready computers market are Alienware, HP, CyberPowerPC, iBUYPOWER, Razer, Asus, MSI, CybertronPC, Acer, Lenovo.

The virtual reality-ready computers market is expected to register a CAGR of 16.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Virtual Reality-Ready Computers Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Virtual Reality-Ready Computers Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Virtual Reality-Ready Computers Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Virtual Reality-Ready Computers Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Virtual Reality-Ready Computers Market Size & Forecast, 2018-2028       4.5.1 Virtual Reality-Ready Computers Market Size and Y-o-Y Growth       4.5.2 Virtual Reality-Ready Computers Market Absolute $ Opportunity

Chapter 5 Global Virtual Reality-Ready Computers Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Virtual Reality-Ready Computers Market Size Forecast by Type
      5.2.1 Laptop
      5.2.2 Desktop
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Virtual Reality-Ready Computers Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Virtual Reality-Ready Computers Market Size Forecast by Applications
      6.2.1 Professionals
      6.2.2 Amateur
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Virtual Reality-Ready Computers Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Virtual Reality-Ready Computers Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Virtual Reality-Ready Computers Analysis and Forecast
   9.1 Introduction
   9.2 North America Virtual Reality-Ready Computers Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Virtual Reality-Ready Computers Market Size Forecast by Type
      9.6.1 Laptop
      9.6.2 Desktop
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Virtual Reality-Ready Computers Market Size Forecast by Applications
      9.10.1 Professionals
      9.10.2 Amateur
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Virtual Reality-Ready Computers Analysis and Forecast
   10.1 Introduction
   10.2 Europe Virtual Reality-Ready Computers Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Virtual Reality-Ready Computers Market Size Forecast by Type
      10.6.1 Laptop
      10.6.2 Desktop
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Virtual Reality-Ready Computers Market Size Forecast by Applications
      10.10.1 Professionals
      10.10.2 Amateur
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Virtual Reality-Ready Computers Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Virtual Reality-Ready Computers Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Virtual Reality-Ready Computers Market Size Forecast by Type
      11.6.1 Laptop
      11.6.2 Desktop
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Virtual Reality-Ready Computers Market Size Forecast by Applications
      11.10.1 Professionals
      11.10.2 Amateur
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Virtual Reality-Ready Computers Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Virtual Reality-Ready Computers Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Virtual Reality-Ready Computers Market Size Forecast by Type
      12.6.1 Laptop
      12.6.2 Desktop
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Virtual Reality-Ready Computers Market Size Forecast by Applications
      12.10.1 Professionals
      12.10.2 Amateur
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Virtual Reality-Ready Computers Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Virtual Reality-Ready Computers Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Virtual Reality-Ready Computers Market Size Forecast by Type
      13.6.1 Laptop
      13.6.2 Desktop
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Virtual Reality-Ready Computers Market Size Forecast by Applications
      13.10.1 Professionals
      13.10.2 Amateur
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Virtual Reality-Ready Computers Market: Competitive Dashboard
   14.2 Global Virtual Reality-Ready Computers Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Alienware
      14.3.2 HP
      14.3.3 CyberPowerPC
      14.3.4 iBUYPOWER
      14.3.5 Razer
      14.3.6 Asus
      14.3.7 MSI
      14.3.8 CybertronPC
      14.3.9 Acer
      14.3.10 Lenovo

Our Trusted Clients

Contact Us