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市場調査レポート
商品コード
982027

バーチャルリアリティーの世界市場:コンポーネント・デバイス (ヘッドマウントディスプレイ・ジェスチャートラッキングデバイス・プロジェクター & ディスプレイウォール)・技術・エンドユーザー・地域別の業界分析と予測 (2020-2026年)

Global Virtual Reality Market By Component, By Device (Head-mounted Display, Gesture-tracking Device and Projectors & Display Wall ), By Technology, By End User, By Region, Industry Analysis and Forecast, 2020 - 2026

出版日: | 発行: KBV Research | ページ情報: 英文 272 Pages | 納期: 即納可能 即納可能とは

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=110.75円
バーチャルリアリティーの世界市場:コンポーネント・デバイス (ヘッドマウントディスプレイ・ジェスチャートラッキングデバイス・プロジェクター & ディスプレイウォール)・技術・エンドユーザー・地域別の業界分析と予測 (2020-2026年)
出版日: 2020年12月31日
発行: KBV Research
ページ情報: 英文 272 Pages
納期: 即納可能 即納可能とは
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界におけるバーチャルリアリティー(VR)の市場規模は、2026年までに312億米ドルに達すると予測され、予測期間中は20.3%のCAGRで拡大すると見込まれています。

バーチャルリアリティ(VR)は、私たちが周囲の環境やオブジェクトと対話する方法にパラダイムシフトをもたらしています。さまざまな分野でのVRの採用と利用の拡大は、VR市場の世界の需要を後押ししています。VR市場の成長は、360度の画像コンテンツの人気の高まりによっても後押しされています。

当レポートでは、世界におけるバーチャルリアリティー(VR)市場について調査し、市場の概要、競合分析、各セグメント・地域別の分析と予測、および主要企業のプロファイルなどを提供しています。

目次

第1章 市場範囲&調査手法

第2章 市場概要

  • イントロダクション
  • 市場に影響を与える主な要因

第3章 競合分析:世界

  • KBV Cardinal Matrix
  • 近年の業界全体の戦略的開発
  • 主な成功戦略

第4章 世界のバーチャルリアリティー市場:コンポーネント別

  • 世界のバーチャルリアリティハードウェア市場:地域別
  • 世界のバーチャルリアリティソフトウェア市場:地域別

第5章 世界のバーチャルリアリティー市場:デバイス別

  • 世界のバーチャルリアリティヘッドマウントディスプレイ(HMD)市場:地域別
  • 世界のバーチャルリアリティジェスチャートラッキングデバイス(GTD)市場:地域別
  • 世界のバーチャルリアリティプロジェクター & ディスプレイウォール(PDW)市場:地域別

第6章 世界のバーチャルリアリティー市場:技術別

  • 世界の半没入型バーチャルリアリティー市場:地域別
  • 世界の非没入型バーチャルリアリティー市場:地域別

第7章 世界のバーチャルリアリティー市場:エンドユーズ別

  • 世界の消費者向けバーチャルリアリティー市場:地域別
  • 世界の商業向けバーチャルリアリティー市場:地域別
  • 世界のヘルスケア向けバーチャルリアリティー市場:地域別
  • 世界のエンタープライズ向けバーチャルリアリティー市場:地域別
  • 世界の航空宇宙・防衛向けバーチャルリアリティー市場:地域別
  • 世界のその他のバーチャルリアリティー市場:地域別

第8章 世界のバーチャルリアリティー市場:地域別

  • 北米のバーチャルリアリティー市場
  • 欧州のバーチャルリアリティー市場
  • アジア太平洋のバーチャルリアリティー市場
  • LAMEAのバーチャルリアリティー市場

第9章 企業プロファイル

  • Google, Inc.
  • Microsoft Corporation
  • Facebook, Inc. (Oculus VR)
  • Sony Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Autodesk, Inc.
  • Dassault Systemes SE
  • Vuzix Corporation
  • Ultraleap Limited (Leap Motion, Inc.)
  • Eon Reality, Inc.
図表

LIST OF TABLES

  • TABLE 1 GLOBAL VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 2 GLOBAL VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 3 PARTNERSHIPS, COLLABORATIONS AND AGREEMENTS- VIRTUAL REALITY MARKET
  • TABLE 4 PRODUCT LAUNCHES AND PRODUCT EXPANSIONS- VIRTUAL REALITY MARKET
  • TABLE 5 GEOGRAPHICAL EXPANSIONS- VIRTUAL REALITY MARKET
  • TABLE 6 ACQUISITION AND MERGERS- VIRTUAL REALITY MARKET
  • TABLE 7 GLOBAL VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 8 GLOBAL VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 9 GLOBAL VIRTUAL REALITY HARDWARE MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 10 GLOBAL VIRTUAL REALITY HARDWARE MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 11 GLOBAL VIRTUAL REALITY SOFTWARE MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 12 GLOBAL VIRTUAL REALITY SOFTWARE MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 13 GLOBAL VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 14 GLOBAL VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 15 GLOBAL VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 16 GLOBAL VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 17 GLOBAL VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 18 GLOBAL VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 19 GLOBAL VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 20 GLOBAL VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 21 GLOBAL VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 22 GLOBAL VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 23 GLOBAL SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 24 GLOBAL SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 25 GLOBAL NON-IMMERSIVE VIRTUAL REALITY MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 26 GLOBAL NON-IMMERSIVE VIRTUAL REALITY MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 27 GLOBAL VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 28 GLOBAL VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 29 GLOBAL CONSUMER VIRTUAL REALITY MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 30 GLOBAL CONSUMER VIRTUAL REALITY MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 31 GLOBAL COMMERCIAL VIRTUAL REALITY MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 32 GLOBAL COMMERCIAL VIRTUAL REALITY MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 33 GLOBAL HEALTHCARE VIRTUAL REALITY MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 34 GLOBAL HEALTHCARE VIRTUAL REALITY MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 35 GLOBAL ENTERPRISE VIRTUAL REALITY MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 36 GLOBAL ENTERPRISE VIRTUAL REALITY MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 37 GLOBAL AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 38 GLOBAL AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 39 GLOBAL OTHERS VIRTUAL REALITY MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 40 GLOBAL OTHERS VIRTUAL REALITY MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 41 GLOBAL VIRTUAL REALITY MARKET BY REGION, 2016 - 2019, USD MILLION
  • TABLE 42 GLOBAL VIRTUAL REALITY MARKET BY REGION, 2020 - 2026, USD MILLION
  • TABLE 43 NORTH AMERICA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 44 NORTH AMERICA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 45 NORTH AMERICA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 46 NORTH AMERICA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 47 NORTH AMERICA VIRTUAL REALITY HARDWARE MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 48 NORTH AMERICA VIRTUAL REALITY HARDWARE MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 49 NORTH AMERICA VIRTUAL REALITY SOFTWARE MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 50 NORTH AMERICA VIRTUAL REALITY SOFTWARE MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 51 NORTH AMERICA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 52 NORTH AMERICA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 53 NORTH AMERICA VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 54 NORTH AMERICA VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 55 NORTH AMERICA VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 56 NORTH AMERICA VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 57 NORTH AMERICA VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 58 NORTH AMERICA VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 59 NORTH AMERICA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 60 NORTH AMERICA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 61 NORTH AMERICA SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 62 NORTH AMERICA SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 63 NORTH AMERICA NON-IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 64 NORTH AMERICA NON-IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 65 NORTH AMERICA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 66 NORTH AMERICA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 67 NORTH AMERICA CONSUMER VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 68 NORTH AMERICA CONSUMER VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 69 NORTH AMERICA COMMERCIAL VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 70 NORTH AMERICA COMMERCIAL VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 71 NORTH AMERICA HEALTHCARE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 72 NORTH AMERICA HEALTHCARE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 73 NORTH AMERICA ENTERPRISE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 74 NORTH AMERICA ENTERPRISE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 75 NORTH AMERICA AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 76 NORTH AMERICA AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 77 NORTH AMERICA OTHERS VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 78 NORTH AMERICA OTHERS VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 79 NORTH AMERICA VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 80 NORTH AMERICA VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 81 US VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 82 US VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 83 US VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 84 US VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 85 US VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 86 US VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 87 US VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 88 US VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 89 US VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 90 US VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 91 CANADA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 92 CANADA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 93 CANADA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 94 CANADA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 95 CANADA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 96 CANADA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 97 CANADA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 98 CANADA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 99 CANADA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 100 CANADA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 101 MEXICO VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 102 MEXICO VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 103 MEXICO VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 104 MEXICO VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 105 MEXICO VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 106 MEXICO VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 107 MEXICO VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 108 MEXICO VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 109 MEXICO VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 110 MEXICO VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 111 REST OF NORTH AMERICA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 112 REST OF NORTH AMERICA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 113 REST OF NORTH AMERICA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 114 REST OF NORTH AMERICA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 115 REST OF NORTH AMERICA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 116 REST OF NORTH AMERICA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 117 REST OF NORTH AMERICA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 118 REST OF NORTH AMERICA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 119 REST OF NORTH AMERICA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 120 REST OF NORTH AMERICA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 121 EUROPE VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 122 EUROPE VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 123 EUROPE VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 124 EUROPE VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 125 EUROPE VIRTUAL REALITY HARDWARE MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 126 EUROPE VIRTUAL REALITY HARDWARE MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 127 EUROPE VIRTUAL REALITY SOFTWARE MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 128 EUROPE VIRTUAL REALITY SOFTWARE MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 129 EUROPE VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 130 EUROPE VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 131 EUROPE VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 132 EUROPE VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 133 EUROPE VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 134 EUROPE VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 135 EUROPE VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 136 EUROPE VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 137 EUROPE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 138 EUROPE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 139 EUROPE SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 140 EUROPE SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 141 EUROPE NON-IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 142 EUROPE NON-IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 143 EUROPE VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 144 EUROPE VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 145 EUROPE CONSUMER VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 146 EUROPE CONSUMER VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 147 EUROPE COMMERCIAL VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 148 EUROPE COMMERCIAL VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 149 EUROPE HEALTHCARE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 150 EUROPE HEALTHCARE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 151 EUROPE ENTERPRISE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 152 EUROPE ENTERPRISE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 153 EUROPE AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 154 EUROPE AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 155 EUROPE OTHERS VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 156 EUROPE OTHERS VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 157 EUROPE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 158 EUROPE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 159 GERMANY VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 160 GERMANY VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 161 GERMANY VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 162 GERMANY VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 163 GERMANY VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 164 GERMANY VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 165 GERMANY VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 166 GERMANY VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 167 GERMANY VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 168 GERMANY VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 169 UK VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 170 UK VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 171 UK VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 172 UK VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 173 UK VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 174 UK VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 175 UK VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 176 UK VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 177 UK VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 178 UK VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 179 FRANCE VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 180 FRANCE VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 181 FRANCE VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 182 FRANCE VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 183 FRANCE VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 184 FRANCE VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 185 FRANCE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 186 FRANCE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 187 FRANCE VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 188 FRANCE VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 189 RUSSIA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 190 RUSSIA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 191 RUSSIA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 192 RUSSIA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 193 RUSSIA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 194 RUSSIA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 195 RUSSIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 196 RUSSIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 197 RUSSIA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 198 RUSSIA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 199 SPAIN VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 200 SPAIN VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 201 SPAIN VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 202 SPAIN VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 203 SPAIN VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 204 SPAIN VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 205 SPAIN VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 206 SPAIN VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 207 SPAIN VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 208 SPAIN VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 209 ITALY VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 210 ITALY VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 211 ITALY VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 212 ITALY VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 213 ITALY VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 214 ITALY VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 215 ITALY VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 216 ITALY VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 217 ITALY VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 218 ITALY VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 219 REST OF EUROPE VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 220 REST OF EUROPE VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 221 REST OF EUROPE VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 222 REST OF EUROPE VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 223 REST OF EUROPE VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 224 REST OF EUROPE VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 225 REST OF EUROPE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 226 REST OF EUROPE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 227 REST OF EUROPE VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 228 REST OF EUROPE VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 229 ASIA PACIFIC VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 230 ASIA PACIFIC VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 231 ASIA PACIFIC VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 232 ASIA PACIFIC VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 233 ASIA PACIFIC VIRTUAL REALITY HARDWARE MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 234 ASIA PACIFIC VIRTUAL REALITY HARDWARE MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 235 ASIA PACIFIC VIRTUAL REALITY SOFTWARE MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 236 ASIA PACIFIC VIRTUAL REALITY SOFTWARE MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 237 ASIA PACIFIC VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 238 ASIA PACIFIC VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 239 ASIA PACIFIC VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 240 ASIA PACIFIC VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 241 ASIA PACIFIC VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 242 ASIA PACIFIC VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 243 ASIA PACIFIC VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 244 ASIA PACIFIC VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 245 ASIA PACIFIC VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 246 ASIA PACIFIC VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 247 ASIA PACIFIC SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 248 ASIA PACIFIC SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 249 ASIA PACIFIC NON-IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 250 ASIA PACIFIC NON-IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 251 ASIA PACIFIC VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 252 ASIA PACIFIC VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 253 ASIA PACIFIC CONSUMER VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 254 ASIA PACIFIC CONSUMER VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 255 ASIA PACIFIC COMMERCIAL VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 256 ASIA PACIFIC COMMERCIAL VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 257 ASIA PACIFIC HEALTHCARE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 258 ASIA PACIFIC HEALTHCARE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 259 ASIA PACIFIC ENTERPRISE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 260 ASIA PACIFIC ENTERPRISE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 261 ASIA PACIFIC AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 262 ASIA PACIFIC AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 263 ASIA PACIFIC OTHERS VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 264 ASIA PACIFIC OTHERS VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 265 ASIA PACIFIC VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 266 ASIA PACIFIC VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 267 CHINA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 268 CHINA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 269 CHINA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 270 CHINA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 271 CHINA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 272 CHINA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 273 CHINA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 274 CHINA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 275 CHINA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 276 CHINA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 277 JAPAN VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 278 JAPAN VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 279 JAPAN VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 280 JAPAN VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 281 JAPAN VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 282 JAPAN VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 283 JAPAN VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 284 JAPAN VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 285 JAPAN VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 286 JAPAN VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 287 INDIA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 288 INDIA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 289 INDIA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 290 INDIA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 291 INDIA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 292 INDIA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 293 INDIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 294 INDIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 295 INDIA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 296 INDIA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 297 SOUTH KOREA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 298 SOUTH KOREA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 299 SOUTH KOREA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 300 SOUTH KOREA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 301 SOUTH KOREA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 302 SOUTH KOREA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 303 SOUTH KOREA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 304 SOUTH KOREA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 305 SOUTH KOREA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 306 SOUTH KOREA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 307 SINGAPORE VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 308 SINGAPORE VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 309 SINGAPORE VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 310 SINGAPORE VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 311 SINGAPORE VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 312 SINGAPORE VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 313 SINGAPORE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 314 SINGAPORE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 315 SINGAPORE VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 316 SINGAPORE VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 317 MALAYSIA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 318 MALAYSIA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 319 MALAYSIA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 320 MALAYSIA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 321 MALAYSIA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 322 MALAYSIA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 323 MALAYSIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 324 MALAYSIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 325 MALAYSIA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 326 MALAYSIA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 327 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 328 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 329 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 330 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 331 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 332 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 333 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 334 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 335 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 336 REST OF ASIA PACIFIC VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 337 LAMEA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 338 LAMEA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 339 LAMEA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 340 LAMEA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 341 LAMEA VIRTUAL REALITY HARDWARE MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 342 LAMEA VIRTUAL REALITY HARDWARE MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 343 LAMEA VIRTUAL REALITY SOFTWARE MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 344 LAMEA VIRTUAL REALITY SOFTWARE MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 345 LAMEA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 346 LAMEA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 347 LAMEA VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 348 LAMEA VIRTUAL REALITY HEAD-MOUNTED DISPLAY (HMD) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 349 LAMEA VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 350 LAMEA VIRTUAL REALITY GESTURE-TRACKING DEVICE (GTD) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 351 LAMEA VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 352 LAMEA VIRTUAL REALITY PROJECTORS & DISPLAY WALL (PDW) MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 353 LAMEA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 354 LAMEA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 355 LAMEA SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 356 LAMEA SEMI & FULLY IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 357 LAMEA NON-IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 358 LAMEA NON-IMMERSIVE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 359 LAMEA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 360 LAMEA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 361 LAMEA CONSUMER VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 362 LAMEA CONSUMER VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 363 LAMEA COMMERCIAL VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 364 LAMEA COMMERCIAL VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 365 LAMEA HEALTHCARE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 366 LAMEA HEALTHCARE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 367 LAMEA ENTERPRISE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 368 LAMEA ENTERPRISE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 369 LAMEA AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 370 LAMEA AEROSPACE & DEFENSE VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 371 LAMEA OTHERS VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 372 LAMEA OTHERS VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 373 LAMEA VIRTUAL REALITY MARKET BY COUNTRY, 2016 - 2019, USD MILLION
  • TABLE 374 LAMEA VIRTUAL REALITY MARKET BY COUNTRY, 2020 - 2026, USD MILLION
  • TABLE 375 BRAZIL VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 376 BRAZIL VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 377 BRAZIL VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 378 BRAZIL VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 379 BRAZIL VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 380 BRAZIL VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 381 BRAZIL VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 382 BRAZIL VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 383 BRAZIL VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 384 BRAZIL VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 385 ARGENTINA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 386 ARGENTINA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 387 ARGENTINA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 388 ARGENTINA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 389 ARGENTINA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 390 ARGENTINA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 391 ARGENTINA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 392 ARGENTINA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 393 ARGENTINA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 394 ARGENTINA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 395 UAE VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 396 UAE VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 397 UAE VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 398 UAE VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 399 UAE VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 400 UAE VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 401 UAE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 402 UAE VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 403 UAE VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 404 UAE VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 405 SAUDI ARABIA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 406 SAUDI ARABIA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 407 SAUDI ARABIA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 408 SAUDI ARABIA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 409 SAUDI ARABIA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 410 SAUDI ARABIA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 411 SAUDI ARABIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 412 SAUDI ARABIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 413 SAUDI ARABIA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 414 SAUDI ARABIA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 415 SOUTH AFRICA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 416 SOUTH AFRICA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 417 SOUTH AFRICA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 418 SOUTH AFRICA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 419 SOUTH AFRICA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 420 SOUTH AFRICA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 421 SOUTH AFRICA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 422 SOUTH AFRICA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 423 SOUTH AFRICA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 424 SOUTH AFRICA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 425 NIGERIA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 426 NIGERIA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 427 NIGERIA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 428 NIGERIA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 429 NIGERIA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 430 NIGERIA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 431 NIGERIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 432 NIGERIA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 433 NIGERIA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 434 NIGERIA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 435 REST OF LAMEA VIRTUAL REALITY MARKET, 2016 - 2019, USD MILLION
  • TABLE 436 REST OF LAMEA VIRTUAL REALITY MARKET, 2020 - 2026, USD MILLION
  • TABLE 437 REST OF LAMEA VIRTUAL REALITY MARKET BY COMPONENT, 2016 - 2019, USD MILLION
  • TABLE 438 REST OF LAMEA VIRTUAL REALITY MARKET BY COMPONENT, 2020 - 2026, USD MILLION
  • TABLE 439 REST OF LAMEA VIRTUAL REALITY MARKET BY DEVICE, 2016 - 2019, USD MILLION
  • TABLE 440 REST OF LAMEA VIRTUAL REALITY MARKET BY DEVICE, 2020 - 2026, USD MILLION
  • TABLE 441 REST OF LAMEA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2016 - 2019, USD MILLION
  • TABLE 442 REST OF LAMEA VIRTUAL REALITY MARKET BY TECHNOLOGY, 2020 - 2026, USD MILLION
  • TABLE 443 REST OF LAMEA VIRTUAL REALITY MARKET BY END USE, 2016 - 2019, USD MILLION
  • TABLE 444 REST OF LAMEA VIRTUAL REALITY MARKET BY END USE, 2020 - 2026, USD MILLION
  • TABLE 445 KEY INFORMATION - GOOGLE, INC.
  • TABLE 446 KEY INFORMATION - MICROSOFT CORPORATION
  • TABLE 447 KEY INFORMATION - FACEBOOK, INC.
  • TABLE 448 KEY INFORMATION - SONY CORPORATION
  • TABLE 449 KEY INFORMATION -SAMSUNG ELECTRONICS CO., LTD.
  • TABLE 450 KEY INFORMATION - AUTODESK, INC.
  • TABLE 451 KEY INFORMATION - DASSAULT SYSTEMES SE
  • TABLE 452 KEY INFORMATION - VUZIX CORPORATION
  • TABLE 453 KEY INFORMATION - ULTRALEAP LIMITED
  • TABLE 454 KEY INFORMATION - EON REALITY, INC.

LIST OF FIGURES

  • FIG 1 METHODOLOGY FOR THE RESEARCH
  • FIG 2 KBV CARDINAL MATRIX
  • FIG 3 KEY LEADING STRATEGIES: PERCENTAGE DISTRIBUTION (2016-2020)
  • FIG 4 KEY STRATEGIC MOVE: (PARTNERSHIPS, COLLABORATIONS, AND AGREEMENTS : 2016, MAR - 2020, DEC) LEADING PLAYERS
  • FIG 5 RECENT STRATEGIES AND DEVELOPMENTS: GOOGLE, INC.
  • FIG 6 SWOT ANALYSIS: ALPHABET INC. (GOOGLE INC.)
  • FIG 7 RECENT STRATEGIES AND DEVELOPMENTS: MICROSOFT CORPORATION
  • FIG 8 SWOT ANALYSIS: MICROSOFT CORPORATION
  • FIG 9 RECENT STRATEGIES AND DEVELOPMENTS: FACEBOOK, INC.
  • FIG 10 SWOT ANALYSIS: FACEBOOK, INC.
  • FIG 11 SWOT ANALYSIS: SONY CORPORATION
  • FIG 12 RECENT STRATEGIES AND DEVELOPMENTS: SAMSUNG ELECTRONICS CO., LTD.
  • FIG 13 SWOT ANALYSIS: SAMSUNG ELECTRONICS CO. LTD.
  • FIG 14 SWOT ANALYSIS: AUTODESK, INC.
  • FIG 15 SWOT ANALYSIS: DASSAULT SYSTEMES SE
  • FIG 16 RECENT STRATEGIES AND DEVELOPMENTS: EON REALITY, INC.
目次

The Global Virtual Reality Market size is expected to reach $31.2 billion by 2026, rising at a market growth of 20.3% CAGR during the forecast period. Virtual Reality (VR) is bringing a paradigm shift in the manner we interact with the environment and objects around us. Growing adoption and utilization of virtual reality in different sectors is boosting the global demand of the virtual reality market. A person can explore a 3D computer generated environment which is presented by virtual. With the help of this, a person feels himself to be part of the near-reality world. Virtual reality has been rising to prominence across different sectors such as real estate, healthcare, entertainment, and education, etc. Moreover, VR is consistently being used to give training to employees and doctors to prevent any errors. With the help of VR technology, conference and meetings in real-time are becoming possible. Virtual reality makes it more convenient for engineers to assess designs and check how the structure will appear in real.

The adoption of VR is boosted by the rising affordability of 360-degree cameras because these cameras are becoming independent accessories in smartphones. These cameras, integrated in smartphones and mobile apps, are well-versed in capturing 360-degree videos. As a result, network sites such as Facebook and YouTube are adopting and promoting such videos. Manufacturers of smartphones are planning to develop operating systems incorporated with pre-installed camera apps with 360-degree photo capacities. The growth of the VR market is boosted by the rising popularity of 360-degree picture content.

By Component

Based on Component, the market is segmented into Hardware and Software. The hardware segment held the significant revenue market of the global virtual reality market in 2019. Demand for HMDs combined with the reducing prices of the display will boost the growth of the segment in the next few years. Consumer-ready headsets to experience VR can accelerate the segment growth during the forecast years.

By Device

Based on Device, the market is segmented into Head-mounted Display (HMD), Gesture-tracking Device (GTD) and Projectors & Display Wall (PDW). The HMD segment held a significant revenue share of the global market in 2019. The segment is anticipated to keep up its dominance over the forecast years. The gesture tracking devices segment is expected to gain popularity because of its application in the design, defense, and architecture sectors.

By Technology

Based on Technology, the market is segmented into Semi & Fully Immersive and Non-immersive. The fully immersive segment holds a major market share. This segment is anticipated to increase further and display a major CAGR during the forecast years. Numerous companies are researching haptic gloves and other wearables. In 2018, Microsoft Corporation introduced Microsoft Layout which is a mobile application for VR headsets. This application allows users to virtually move 3D objects on a floor plan, making it convenient for architects to observe their designs.

By End User

Based on End User, the market is segmented into Consumer, Commercial, Healthcare, Enterprise, Aerospace & Defense and Others. The virtual reality market will be dominated by consumer applications in the next few years. Consumer sectors include gaming and entertainment applications, accounted for the highest revenue share of the market. This is credited to the high penetration of this sector in the gaming industry. The immersive technology accompanied with VR in gaming and entertainment lets a user experience a completely new virtual world. The virtual reality market will be led by consumer applications during the forecast years.

By Region

Based on Regions, the market is segmented into North America, Europe, Asia Pacific, and Latin America, Middle East & Africa. In 2019, the market was dominated by North America. This is owing to the high adoption of new technologies by the common people and the presence of numerous virtual reality companies. The U.S. is a leading contributor to the development of the virtual reality market in North America. However, Asia-Pacific is anticipated to witness the biggest development rate during the forecast years. This is credited to the increase in adoption of technologically advanced solutions, a rise in penetration of smartphones in developing countries such as India and China, and increase in application areas among end-use industries.

The major strategies followed by the market participants are Product Launches and Partnerships. Based on the Analysis presented in the Cardinal matrix; Microsoft Corporation, Google, Inc., Facebook, Inc., and Samsung Electronics Co., Ltd. are the forerunners in the Virtual Reality Market. Companies such as Eon Reality, Inc., Dassault Systemes SE, Ultraleap Limited, Sony Corporation, and Autodesk, Inc. are some of the key innovators in the market.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Google, Inc., Microsoft Corporation, Facebook, Inc., Sony Corporation, Samsung Electronics Co., Ltd. (Samsung Group), Autodesk, Inc., Dassault Systemes SE, Vuzix Corporation, Ultraleap Limited (Leap Motion, Inc.) and Eon Reality, Inc.

Recent strategies deployed in Virtual Reality Market

Partnerships, Collaborations, and Agreements:

Dec-2020: Eon Reality signed a partnership agreement with Mississippi Gulf Coast Community College. The partnership focused on providing augmented (AR), virtual (VR), and extended (XR) reality technology to improve remote skills-based learning and to provide training for students in the new Simulation and Game Design Technology program.

Oct-2020: Eon came into partnership with King Mongkut's Institute of Technology Ladkrabang (KMITL). Under this partnership, they established an Interactive Digital Center that allowed KMITL to continue its growth as one of the top universities in Thailand and added a new section like a VR Innovation Academy and educator certification programs.

Sep-2020: Eon Reality came into partnership with the National Company for Educational Services and Training (NEST) in Kuwait. This partnership aimed to bring an AR and VR center to the region, which provides excellence in the region for lifelong learning dissemination of AR and VR-based knowledge transfer solutions.

Jul-2020: Eon entered into a partnership with Dell. This partnership aimed to promote AR and VR solutions for academic and industrial facilities across the globe, particularly by using Dell's potentially unmatched reach and ability to bring EON-XR to new potential users.

Mar-2020: Eon Reality partnered with Assam Electronics Development Corporation Limited, a machinery company. The partnership aimed to establish the first Augmented and Virtual Reality Center in India. This center offers effective AR and VR enterprise and academic solutions to provide training for the next generation of students and upskill workers within the area's significant oil and gas industry.

Jul-2019: Sony signed a partnership agreement with Oculus, a brand of Facebook Technologies. In this partnership, Oculus extended the olive branch and shared VR games with Sony's popular Playstation VR platform.

Feb-2019: Dassault signed a partnership agreement with ABB, a pioneering technology leader. Under this partnership agreement, the companies offered customers in digital industries, a unique software solutions portfolio ranging from product life cycle management to asset health solutions.

Acquisition and Mergers:

Jun-2020: Facebook took over Ready at Dawn, an American video game developer. The acquired company developed the Lone Echo games for the Oculus series of Facebook and afterward joined the Oculus series of Facebook.

Feb-2020: Facebook took over Sanzaru Games, the maker of the VR adventure title Asgard's Wrath. This acquisition helped Facebook to pursue a future of rich, immersive, and original VR game content.

2017-Oct: Microsoft took over AltSpaceVR, a software startup company. This acquisition aimed to launch Windows Mixed Reality and the Windows 10 Fall Creators update.

Oct-2016: Google acquired Eyefluence, the first eye-interaction technology for AR, VR, and MR devices. The acquisition focused on the launch of the Pixel phone line with VR capabilities enabled by the Daydream VR headset.

Product Launches and Product Expansions:

Sep-2020: Facebook unveiled the Oculus Quest 2, its next-generation virtual reality headset. The VR headsets comprise new Touch controllers with optimized controller tracking to increase their efficiency.

Jul-2020: Microsoft introduced new features in Microsoft Teams. These features make virtual interactions highly organic and engaging that support the global shift of a more hybrid model of work, learning, and life.

May-2020: Eon Reality introduced EON-XR for Magic Leap. It focused on bringing the intuitive and flexible nature of EON-XR to a device that offers the ultimate freedom in movement and environmental awareness.

Sep-2019: Facebook launched Facebook Horizon, a platform where people can interact with others as digital avatars. The users can even add the elements of the world to the platform.

Geographical Expansions:

Nov-2020: Samsung opened the AR-VR Innovation Lab at IIT-Jodhpur. This lab helps in providing training to students on new technologies like Augmented Reality and Virtual Reality and helps them in learning industry-relevant skills and making them job-read

Scope of the Study

Market Segments covered in the Report:

By Component

  • Hardware
  • Software

By Device

  • Head-mounted Display (HMD)
  • Gesture-tracking Device (GTD)
  • Projectors & Display Wall (PDW)

By Technology

  • Semi & Fully Immersive
  • Non-immersive

By End User

  • Consumer
  • Commercial
  • Healthcare
  • Enterprise
  • Aerospace & Defense
  • Others

By Geography

  • North America

US

Canada

Mexico

Rest of North America

  • Europe

Germany

UK

France

Russia

Spain

Italy

Rest of Europe

  • Asia Pacific

China

Japan

India

South Korea

Singapore

Malaysia

Rest of Asia Pacific

  • LAMEA

Brazil

Argentina

UAE

Saudi Arabia

South Africa

Nigeria

Rest of LAMEA

Companies Profiled

  • Google, Inc.
  • Microsoft Corporation
  • Facebook, Inc.
  • Sony Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Autodesk, Inc.
  • Dassault Systemes SE
  • Vuzix Corporation
  • Ultraleap Limited (Leap Motion, Inc.)
  • Eon Reality, Inc.

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Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Global Virtual Reality Market, by Component
    • 1.4.2 Global Virtual Reality Market, by Device
    • 1.4.3 Global Virtual Reality Market, by Technology
    • 1.4.4 Global Virtual Reality Market, by End User
    • 1.4.5 Global Virtual Reality Market, by Geography
  • 1.5 Methodology for the research

Chapter 2. Market Overview

  • 2.1 Introduction
    • 2.1.1 Overview
    • 2.1.2 Executive Summary
    • 2.1.3 Market Composition and Scenario
  • 2.2 Key Factors Impacting the Market
    • 2.2.1 Market Drivers
    • 2.2.2 Market Restraints

Chapter 3. Competition Analysis - Global

  • 3.1 KBV Cardinal Matrix
  • 3.2 Recent Industry Wide Strategic Developments
    • 3.2.1 Partnerships, Collaborations and Agreements
    • 3.2.2 Product Launches and Product Expansions
    • 3.2.3 Geographical Expansions
    • 3.2.4 Acquisition and Mergers
  • 3.3 Top Winning Strategies
    • 3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
    • 3.3.2 Key Strategic Move: (Partnerships, Collaborations, and Agreements : 2016, Mar - 2020, Dec) Leading Players

Chapter 4. Global Virtual Reality Market by Component

  • 4.1 Global Virtual Reality Hardware Market by Region
  • 4.2 Global Virtual Reality Software Market by Region

Chapter 5. Global Virtual Reality Market by Device

  • 5.1 Global Virtual Reality Head-mounted Display (HMD) Market by Region
  • 5.2 Global Virtual Reality Gesture-tracking Device (GTD) market by Region
  • 5.3 Global Virtual Reality Projectors & Display Wall (PDW) market by Region

Chapter 6. Global Virtual Reality Market by Technology

  • 6.1 Global Semi & Fully Immersive Virtual Reality Market by Region
  • 6.2 Global Non-immersive Virtual Reality Market by Region

Chapter 7. Global Virtual Reality Market by End Use

  • 7.1 Global Consumer Virtual Reality Market by Region
  • 7.2 Global Commercial Virtual Reality Market by Region
  • 7.3 Global Healthcare Virtual Reality Market by Region
  • 7.4 Global Enterprise Virtual Reality Market by Region
  • 7.5 Global Aerospace & Defense Virtual Reality Market by Region
  • 7.6 Global Others Virtual Reality Market by Region

Chapter 8. Global Virtual Reality Market by Region

  • 8.1 North America Virtual Reality Market
    • 8.1.1 North America Virtual Reality Market by Component
      • 8.1.1.1 North America Virtual Reality Hardware Market by Country
      • 8.1.1.2 North America Virtual Reality Software Market by Country
    • 8.1.2 North America Virtual Reality Market by Device
      • 8.1.2.1 North America Virtual Reality Head-mounted Display (HMD) Market by Country
      • 8.1.2.2 North America Virtual Reality Gesture-tracking Device (GTD) market by Country
      • 8.1.2.3 North America Virtual Reality Projectors & Display Wall (PDW) market by Country
    • 8.1.3 North America Virtual Reality Market by Technology
      • 8.1.3.1 North America Semi & Fully Immersive Virtual Reality Market by Country
      • 8.1.3.2 North America Non-immersive Virtual Reality Market by Country
    • 8.1.4 North America Virtual Reality Market by End Use
      • 8.1.4.1 North America Consumer Virtual Reality Market by Country
      • 8.1.4.2 North America Commercial Virtual Reality Market by Country
      • 8.1.4.3 North America Healthcare Virtual Reality Market by Country
      • 8.1.4.4 North America Enterprise Virtual Reality Market by Country
      • 8.1.4.5 North America Aerospace & Defense Virtual Reality Market by Country
      • 8.1.4.6 North America Others Virtual Reality Market by Country
    • 8.1.5 North America Virtual Reality Market by Country
      • 8.1.5.1 US Virtual Reality Market
        • 8.1.5.1.1 US Virtual Reality Market by Component
        • 8.1.5.1.2 US Virtual Reality Market by Device
        • 8.1.5.1.3 US Virtual Reality Market by Technology
        • 8.1.5.1.4 US Virtual Reality Market by End Use
      • 8.1.5.2 Canada Virtual Reality Market
        • 8.1.5.2.1 Canada Virtual Reality Market by Component
        • 8.1.5.2.2 Canada Virtual Reality Market by Device
        • 8.1.5.2.3 Canada Virtual Reality Market by Technology
        • 8.1.5.2.4 Canada Virtual Reality Market by End Use
      • 8.1.5.3 Mexico Virtual Reality Market
        • 8.1.5.3.1 Mexico Virtual Reality Market by Component
        • 8.1.5.3.2 Mexico Virtual Reality Market by Device
        • 8.1.5.3.3 Mexico Virtual Reality Market by Technology
        • 8.1.5.3.4 Mexico Virtual Reality Market by End Use
      • 8.1.5.4 Rest of North America Virtual Reality Market
        • 8.1.5.4.1 Rest of North America Virtual Reality Market by Component
        • 8.1.5.4.2 Rest of North America Virtual Reality Market by Device
        • 8.1.5.4.3 Rest of North America Virtual Reality Market by Technology
        • 8.1.5.4.4 Rest of North America Virtual Reality Market by End Use
  • 8.2 Europe Virtual Reality Market
    • 8.2.1 Europe Virtual Reality Market by Component
      • 8.2.1.1 Europe Virtual Reality Hardware Market by Country
      • 8.2.1.2 Europe Virtual Reality Software Market by Country
    • 8.2.2 Europe Virtual Reality Market by Device
      • 8.2.2.1 Europe Virtual Reality Head-mounted Display (HMD) Market by Country
      • 8.2.2.2 Europe Virtual Reality Gesture-tracking Device (GTD) market by Country
      • 8.2.2.3 Europe Virtual Reality Projectors & Display Wall (PDW) market by Country
    • 8.2.3 Europe Virtual Reality Market by Technology
      • 8.2.3.1 Europe Semi & Fully Immersive Virtual Reality Market by Country
      • 8.2.3.2 Europe Non-immersive Virtual Reality Market by Country
    • 8.2.4 Europe Virtual Reality Market by End Use
      • 8.2.4.1 Europe Consumer Virtual Reality Market by Country
      • 8.2.4.2 Europe Commercial Virtual Reality Market by Country
      • 8.2.4.3 Europe Healthcare Virtual Reality Market by Country
      • 8.2.4.4 Europe Enterprise Virtual Reality Market by Country
      • 8.2.4.5 Europe Aerospace & Defense Virtual Reality Market by Country
      • 8.2.4.6 Europe Others Virtual Reality Market by Country
    • 8.2.5 Europe Virtual Reality Market by Country
      • 8.2.5.1 Germany Virtual Reality Market
        • 8.2.5.1.1 Germany Virtual Reality Market by Component
        • 8.2.5.1.2 Germany Virtual Reality Market by Device
        • 8.2.5.1.3 Germany Virtual Reality Market by Technology
        • 8.2.5.1.4 Germany Virtual Reality Market by End Use
      • 8.2.5.2 UK Virtual Reality Market
        • 8.2.5.2.1 UK Virtual Reality Market by Component
        • 8.2.5.2.2 UK Virtual Reality Market by Device
        • 8.2.5.2.3 UK Virtual Reality Market by Technology
        • 8.2.5.2.4 UK Virtual Reality Market by End Use
      • 8.2.5.3 France Virtual Reality Market
        • 8.2.5.3.1 France Virtual Reality Market by Component
        • 8.2.5.3.2 France Virtual Reality Market by Device
        • 8.2.5.3.3 France Virtual Reality Market by Technology
        • 8.2.5.3.4 France Virtual Reality Market by End Use
      • 8.2.5.4 Russia Virtual Reality Market
        • 8.2.5.4.1 Russia Virtual Reality Market by Component
        • 8.2.5.4.2 Russia Virtual Reality Market by Device
        • 8.2.5.4.3 Russia Virtual Reality Market by Technology
        • 8.2.5.4.4 Russia Virtual Reality Market by End Use
      • 8.2.5.5 Spain Virtual Reality Market
        • 8.2.5.5.1 Spain Virtual Reality Market by Component
        • 8.2.5.5.2 Spain Virtual Reality Market by Device
        • 8.2.5.5.3 Spain Virtual Reality Market by Technology
        • 8.2.5.5.4 Spain Virtual Reality Market by End Use
      • 8.2.5.6 Italy Virtual Reality Market
        • 8.2.5.6.1 Italy Virtual Reality Market by Component
        • 8.2.5.6.2 Italy Virtual Reality Market by Device
        • 8.2.5.6.3 Italy Virtual Reality Market by Technology
        • 8.2.5.6.4 Italy Virtual Reality Market by End Use
      • 8.2.5.7 Rest of Europe Virtual Reality Market
        • 8.2.5.7.1 Rest of Europe Virtual Reality Market by Component
        • 8.2.5.7.2 Rest of Europe Virtual Reality Market by Device
        • 8.2.5.7.3 Rest of Europe Virtual Reality Market by Technology
        • 8.2.5.7.4 Rest of Europe Virtual Reality Market by End Use
  • 8.3 Asia Pacific Virtual Reality Market
    • 8.3.1 Asia Pacific Virtual Reality Market by Component
      • 8.3.1.1 Asia Pacific Virtual Reality Hardware Market by Country
      • 8.3.1.2 Asia Pacific Virtual Reality Software Market by Country
    • 8.3.2 Asia Pacific Virtual Reality Market by Device
      • 8.3.2.1 Asia Pacific Virtual Reality Head-mounted Display (HMD) Market by Country
      • 8.3.2.2 Asia Pacific Virtual Reality Gesture-tracking Device (GTD) market by Country
      • 8.3.2.3 Asia Pacific Virtual Reality Projectors & Display Wall (PDW) market by Country
    • 8.3.3 Asia Pacific Virtual Reality Market by Technology
      • 8.3.3.1 Asia Pacific Semi & Fully Immersive Virtual Reality Market by Country
      • 8.3.3.2 Asia Pacific Non-immersive Virtual Reality Market by Country
    • 8.3.4 Asia Pacific Virtual Reality Market by End Use
      • 8.3.4.1 Asia Pacific Consumer Virtual Reality Market by Country
      • 8.3.4.2 Asia Pacific Commercial Virtual Reality Market by Country
      • 8.3.4.3 Asia Pacific Healthcare Virtual Reality Market by Country
      • 8.3.4.4 Asia Pacific Enterprise Virtual Reality Market by Country
      • 8.3.4.5 Asia Pacific Aerospace & Defense Virtual Reality Market by Country
      • 8.3.4.6 Asia Pacific Others Virtual Reality Market by Country
    • 8.3.5 Asia Pacific Virtual Reality Market by Country
      • 8.3.5.1 China Virtual Reality Market
        • 8.3.5.1.1 China Virtual Reality Market by Component
        • 8.3.5.1.2 China Virtual Reality Market by Device
        • 8.3.5.1.3 China Virtual Reality Market by Technology
        • 8.3.5.1.4 China Virtual Reality Market by End Use
      • 8.3.5.2 Japan Virtual Reality Market
        • 8.3.5.2.1 Japan Virtual Reality Market by Component
        • 8.3.5.2.2 Japan Virtual Reality Market by Device
        • 8.3.5.2.3 Japan Virtual Reality Market by Technology
        • 8.3.5.2.4 Japan Virtual Reality Market by End Use
      • 8.3.5.3 India Virtual Reality Market
        • 8.3.5.3.1 India Virtual Reality Market by Component
        • 8.3.5.3.2 India Virtual Reality Market by Device
        • 8.3.5.3.3 India Virtual Reality Market by Technology
        • 8.3.5.3.4 India Virtual Reality Market by End Use
      • 8.3.5.4 South Korea Virtual Reality Market
        • 8.3.5.4.1 South Korea Virtual Reality Market by Component
        • 8.3.5.4.2 South Korea Virtual Reality Market by Device
        • 8.3.5.4.3 South Korea Virtual Reality Market by Technology
        • 8.3.5.4.4 South Korea Virtual Reality Market by End Use
      • 8.3.5.5 Singapore Virtual Reality Market
        • 8.3.5.5.1 Singapore Virtual Reality Market by Component
        • 8.3.5.5.2 Singapore Virtual Reality Market by Device
        • 8.3.5.5.3 Singapore Virtual Reality Market by Technology
        • 8.3.5.5.4 Singapore Virtual Reality Market by End Use
      • 8.3.5.6 Malaysia Virtual Reality Market
        • 8.3.5.6.1 Malaysia Virtual Reality Market by Component
        • 8.3.5.6.2 Malaysia Virtual Reality Market by Device
        • 8.3.5.6.3 Malaysia Virtual Reality Market by Technology
        • 8.3.5.6.4 Malaysia Virtual Reality Market by End Use
      • 8.3.5.7 Rest of Asia Pacific Virtual Reality Market
        • 8.3.5.7.1 Rest of Asia Pacific Virtual Reality Market by Component
        • 8.3.5.7.2 Rest of Asia Pacific Virtual Reality Market by Device
        • 8.3.5.7.3 Rest of Asia Pacific Virtual Reality Market by Technology
        • 8.3.5.7.4 Rest of Asia Pacific Virtual Reality Market by End Use
  • 8.4 LAMEA Virtual Reality Market
    • 8.4.1 LAMEA Virtual Reality Market by Component
      • 8.4.1.1 LAMEA Virtual Reality Hardware Market by Country
      • 8.4.1.2 LAMEA Virtual Reality Software Market by Country
    • 8.4.2 LAMEA Virtual Reality Market by Device
      • 8.4.2.1 LAMEA Virtual Reality Head-mounted Display (HMD) Market by Country
      • 8.4.2.2 LAMEA Virtual Reality Gesture-tracking Device (GTD) market by Country
      • 8.4.2.3 LAMEA Virtual Reality Projectors & Display Wall (PDW) market by Country
    • 8.4.3 LAMEA Virtual Reality Market by Technology
      • 8.4.3.1 LAMEA Semi & Fully Immersive Virtual Reality Market by Country
      • 8.4.3.2 LAMEA Non-immersive Virtual Reality Market by Country
    • 8.4.4 LAMEA Virtual Reality Market by End Use
      • 8.4.4.1 LAMEA Consumer Virtual Reality Market by Country
      • 8.4.4.2 LAMEA Commercial Virtual Reality Market by Country
      • 8.4.4.3 LAMEA Healthcare Virtual Reality Market by Country
      • 8.4.4.4 LAMEA Enterprise Virtual Reality Market by Country
      • 8.4.4.5 LAMEA Aerospace & Defense Virtual Reality Market by Country
      • 8.4.4.6 LAMEA Others Virtual Reality Market by Country
    • 8.4.5 LAMEA Virtual Reality Market by Country
      • 8.4.5.1 Brazil Virtual Reality Market
        • 8.4.5.1.1 Brazil Virtual Reality Market by Component
        • 8.4.5.1.2 Brazil Virtual Reality Market by Device
        • 8.4.5.1.3 Brazil Virtual Reality Market by Technology
        • 8.4.5.1.4 Brazil Virtual Reality Market by End Use
      • 8.4.5.2 Argentina Virtual Reality Market
        • 8.4.5.2.1 Argentina Virtual Reality Market by Component
        • 8.4.5.2.2 Argentina Virtual Reality Market by Device
        • 8.4.5.2.3 Argentina Virtual Reality Market by Technology
        • 8.4.5.2.4 Argentina Virtual Reality Market by End Use
      • 8.4.5.3 UAE Virtual Reality Market
        • 8.4.5.3.1 UAE Virtual Reality Market by Component
        • 8.4.5.3.2 UAE Virtual Reality Market by Device
        • 8.4.5.3.3 UAE Virtual Reality Market by Technology
        • 8.4.5.3.4 UAE Virtual Reality Market by End Use
      • 8.4.5.4 Saudi Arabia Virtual Reality Market
        • 8.4.5.4.1 Saudi Arabia Virtual Reality Market by Component
        • 8.4.5.4.2 Saudi Arabia Virtual Reality Market by Device
        • 8.4.5.4.3 Saudi Arabia Virtual Reality Market by Technology
        • 8.4.5.4.4 Saudi Arabia Virtual Reality Market by End Use
      • 8.4.5.5 South Africa Virtual Reality Market
        • 8.4.5.5.1 South Africa Virtual Reality Market by Component
        • 8.4.5.5.2 South Africa Virtual Reality Market by Device
        • 8.4.5.5.3 South Africa Virtual Reality Market by Technology
        • 8.4.5.5.4 South Africa Virtual Reality Market by End Use
      • 8.4.5.6 Nigeria Virtual Reality Market
        • 8.4.5.6.1 Nigeria Virtual Reality Market by Component
        • 8.4.5.6.2 Nigeria Virtual Reality Market by Device
        • 8.4.5.6.3 Nigeria Virtual Reality Market by Technology
        • 8.4.5.6.4 Nigeria Virtual Reality Market by End Use
      • 8.4.5.7 Rest of LAMEA Virtual Reality Market
        • 8.4.5.7.1 Rest of LAMEA Virtual Reality Market by Component
        • 8.4.5.7.2 Rest of LAMEA Virtual Reality Market by Device
        • 8.4.5.7.3 Rest of LAMEA Virtual Reality Market by Technology
        • 8.4.5.7.4 Rest of LAMEA Virtual Reality Market by End Use

Chapter 9. Company Profiles

  • 9.1 Google, Inc.
    • 9.1.1 Company Overview
    • 9.1.2 Financial Analysis
    • 9.1.3 Segmental and Regional Analysis
    • 9.1.4 Research & Development Expense
    • 9.1.5 Recent strategies and developments:
      • 9.1.5.1 Partnerships, Collaborations, and Agreements:
      • 9.1.5.2 Acquisition and Mergers:
      • 9.1.5.3 Product Launches and Product Expansions:
    • 9.1.6 SWOT Analysis
  • 9.2 Microsoft Corporation
    • 9.2.1 Company Overview
    • 9.2.2 Financial Analysis
    • 9.2.3 Segmental and Regional Analysis
    • 9.2.4 Research & Development Expenses
    • 9.2.1 Recent strategies and developments:
      • 9.2.1.1 Acquisition and Mergers:
      • 9.2.1.2 Product Launches and Product Expansions:
    • 9.2.2 SWOT Analysis
  • 9.3 Facebook, Inc. (Oculus VR)
    • 9.3.1 Company Overview
    • 9.3.2 Financial Analysis
    • 9.3.3 Regional Analysis
    • 9.3.4 Research & Development Expense
    • 9.3.5 Recent strategies and developments:
      • 9.3.5.1 Acquisition and Mergers:
      • 9.3.5.2 Product Launches and Product Expansions:
    • 9.3.6 SWOT Analysis
  • 9.4 Sony Corporation
    • 9.4.1 Company Overview
    • 9.4.2 Financial Analysis
    • 9.4.3 Segmental and Regional Analysis
    • 9.4.4 Research and Development Expense
    • 9.4.5 Recent strategies and developments:
      • 9.4.5.1 Partnerships, Collaborations, and Agreements:
    • 9.4.6 SWOT Analysis
  • 9.5 Samsung Electronics Co., Ltd. (Samsung Group)
    • 9.5.1 Company Overview
    • 9.5.2 Financial Analysis
    • 9.5.3 Segmental and Regional Analysis
    • 9.5.4 Research & Development Expense
    • 9.5.5 Recent strategies and developments:
      • 9.5.5.1 Partnerships, Collaborations, and Agreements:
      • 9.5.5.2 Geographical Expansions:
    • 9.5.6 SWOT Analysis
  • 9.6 Autodesk, Inc.
    • 9.6.1 Company Overview
    • 9.6.2 Financial Analysis
    • 9.6.3 Regional Analysis
    • 9.6.4 Research & Development Expenses
    • 9.6.5 SWOT Analysis
  • 9.7 Dassault Systemes SE
    • 9.7.1 Company Overview
    • 9.7.2 Financial Analysis
    • 9.7.3 Regional Analysis
    • 9.7.4 Research & Development Expense
    • 9.7.5 Recent strategies and developments:
      • 9.7.5.1 Partnerships, Collaborations, and Agreements:
    • 9.7.6 SWOT Analysis
  • 9.8 Vuzix Corporation
    • 9.8.1 Company Overview
    • 9.8.2 Financial Analysis
    • 9.8.3 Regional Analysis
    • 9.8.4 Research & Development Expenses
  • 9.9 Ultraleap Limited (Leap Motion, Inc.)
    • 9.9.1 Company Overview
    • 9.9.2 Recent strategies and developments:
      • 9.9.2.1 Partnerships, Collaborations, and Agreements:
  • 9.10. Eon Reality, Inc.
    • 9.10.1 Company Overview
    • 9.10.2 Recent strategies and developments:
      • 9.10.2.1 Partnerships, Collaborations, and Agreements:
      • 9.10.2.2 Product Launches and Product Expansions:
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