DUBLIN, April 10, 2013 /PRNewswire/ -- Research and Markets has announced the addition of the " Global Head-mounted Display Market 2012-2016" report to their offering. (Logo: http://photos.prnewswire.com/prnh/20130307/600769 ) This new report, Global Head-mounted Display Market 2012-2016, is based on an in-depth analysis covering the Americas, and the EMEA and APAC regions. The report aims to aid decision makers' understanding of the present and future landscape of the market. Commenting on the report, an analyst from TechNavio's Hardware team said: "Head-mounted displays are finding several applications in various sectors. They are currently being used in sectors such as Defense and Aviation. In the Consumer Electronics sector, these displays are mainly used for gaming and entertainment purposes. In the Healthcare sector, they are used for telerobotic surgeries and for the treatment of psychological phobias. They are also being used for simulation and training, in firefighting, and in sports. It is expected that head-mounted displays will find numerous applications across domains including automotive prototyping, digital printing, and data storage applications. These factors are expected to foster growth in the market." According to the report, the Consumer Electronics sector has emerged as one of the major customer segments for head-mounted displays. The major application driving the demand in this sector is gaming. Gaming with head-mounted displays is emerging as the next-generation technology and this has influenced the growth of the Global Head-mounted Display market. Another major application which is expected to increase the adoption of head-mounted displays in the Consumer Electronics sector is entertainment. Head-mounted displays could also be used for viewing movies and videos. Thus, the increase in the number of applications can boost the adoption rate of head-mounted displays in the Consumer Electronics sector and foster market growth. Further, the report reveals that the high cost of head-mounted displays may lead to slow adoption, adversely affecting the growth prospects of the market.