Monday 22 January 2018

Demand for Virtual Reality to Lift Market for Google Cardboard 2.0

Qyresearchreports include new market research report Global Google Cardboard 2.0 Consumption 2016 Market Research Report to its huge collection of research reports.
QYResearchReports.com has announced the addition of a new intelligence report to its market research reports repository. The report is titled “Global Google Cardboard 2.0 Consumption 2016 Market Research Report.”
The report presents an overview of the historical growth trail along with the present situation and future progress of Google Cardboard 2.0. It further estimates the volume and revenue growth of the global market. The study also evaluates the key competitors in the market and their shares, strategies, and products. To offer a clear understanding of the global Google Cardboard 2.0 market, the study thoroughly analyzes the competitive landscape.
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The demand for virtual reality headsets is at its peak owing to the rising disposable income of consumers across the globe. Virtual reality is turning into reality due to technological developments in the smartphone, gaming, and IT industry. To support gaming consoles, virtual reality games are being developed, accompanied with virtual reality headsets. Virtual reality headsets simulate everything from movies to space exploration. The consumer wearing the headset can venture into a virtual world and explore every direction. On the other hand, physical controllers help the wearer summon objects.
Google developed the cheaper substitute of the expensive Android virtual reality headsets, Google Cardboard. Google Cardboard is made using cardboard, which has to be folded together. However, Google itself never registers Cardboard viewers. Viewers automatically get approved by Google once the Google Cardboard badge is displayed on their head set. The smartphones using iOS, Android, and Windows are compatible with Google Cardboard. The phone needs to fit the viewer for a better experience.
Google Cardboard 2.0 is an advanced version of the original virtual reality headset. In comparison to the earlier version, Google Cardboard 2.0 can accommodate screens with six-inch diagonals. The device also has a modified single control accompanied with a pushbutton. Google Cardboard 2.0 has significantly large lenses as compared to the previous version.
The first section of the research report defines the product and presents its various classifications. The several applications of Google Cardboard 2.0 have been further discussed in this section. The status of the key regions along with the industry chain structure and industry policies have been highlighted here. The second chapter offers an outlook of the manufacturing cost structure, key raw material suppliers, price of raw materials, equipment suppliers, and cost of labor. The prime regions covered in this report are the United States, European Union, Japan, Korea, Taiwan, and China. The study covers the consumption of Google Cardboard 2.0 in these regions in terms of volume and value and offers an analysis based on end users, sales, and application.
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