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NAICS Code 541512-08 - Computers-Virtual Reality
Marketing Level - NAICS 8-DigitBusiness Lists and Databases Available for Marketing and Research
Business List Pricing Tiers
Quantity of Records | Price Per Record | Estimated Total (Max in Tier) |
---|---|---|
0 - 1,000 | $0.25 | Up to $250 |
1,001 - 2,500 | $0.20 | Up to $500 |
2,501 - 10,000 | $0.15 | Up to $1,500 |
10,001 - 25,000 | $0.12 | Up to $3,000 |
25,001 - 50,000 | $0.09 | Up to $4,500 |
50,000+ | Contact Us for a Custom Quote |
What's Included in Every Standard Data Package
- Company Name
- Contact Name (where available)
- Job Title (where available)
- Full Business & Mailing Address
- Business Phone Number
- Industry Codes (Primary and Secondary SIC & NAICS Codes)
- Sales Volume
- Employee Count
- Website (where available)
- Years in Business
- Location Type (HQ, Branch, Subsidiary)
- Modeled Credit Rating
- Public / Private Status
- Latitude / Longitude
- ...and more (Inquire)
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NAICS Code 541512-08 Description (8-Digit)
Parent Code - Official US Census
Tools
Tools commonly used in the Computers-Virtual Reality industry for day-to-day tasks and operations.
- Unity
- Unreal Engine
- Blender
- Maya
- 3ds Max
- Oculus Rift
- HTC Vive
- Google Cardboard
- Samsung Gear VR
- Leap Motion
Industry Examples of Computers-Virtual Reality
Common products and services typical of NAICS Code 541512-08, illustrating the main business activities and contributions to the market.
- Virtual Reality Gaming
- Virtual Reality Training Simulations
- Virtual Reality Therapy
- Virtual Reality Product Demonstrations
- Virtual Reality Real Estate Tours
- Virtual Reality Education and Training
- Virtual Reality Art and Design
- Virtual Reality Film and Entertainment
- Virtual Reality Sports Training
- Virtual Reality Medical and Healthcare Applications
History
A concise historical narrative of NAICS Code 541512-08 covering global milestones and recent developments within the United States.
- The "Computers-Virtual Reality" industry has its roots in the 1960s, when Ivan Sutherland created the first head-mounted display (HMD) system. In the 1980s, the term "virtual reality" was coined, and the first VR arcade games were introduced. In the 1990s, the industry saw a surge in interest, with the release of the Virtual Boy console by Nintendo and the founding of companies such as VPL Research and Virtuality Group. In the early 2000s, the industry experienced a decline due to high costs and limited consumer interest. However, with the advent of more affordable and accessible VR technology in recent years, the industry has seen a resurgence, with companies such as Oculus VR, HTC, and Sony leading the way. In the United States, the recent history of the "Computers-Virtual Reality" industry has been marked by significant advancements in hardware and software. In 2012, Oculus VR was founded and released its first VR headset, the Oculus Rift, in 2016. In 2019, the company released the Oculus Quest, a standalone VR headset that does not require a PC or console to operate. Other notable advancements in the industry include the release of the HTC Vive and Valve Index headsets, as well as the development of VR content creation tools such as Unity and Unreal Engine. The COVID-19 pandemic has also led to increased interest in VR technology for remote work, education, and entertainment purposes.