特集 : 国別レポートが13,000件から検索可能になりました!

特集 : 海外市場の委託調査がセミカスタムベースでお手軽にできます

株式会社グローバルインフォメーション
TEL: 044-952-0102
表紙
市場調査レポート

バーチャルリアリティー市場:セグメント (消費者・企業・産業・政府)、機器 (ハードウェア・ソフトウェア・コンポーネント)、アプリケーション、ソリューション (2020-2025年)

Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, Components) Applications and Solutions 2020 - 2025

発行 Mind Commerce 商品コード 950707
出版日 ページ情報 英文 235 Pages
納期: 即日から翌営業日
価格
本日の銀行送金レート: 1USD=107.17円で換算しております。
バーチャルリアリティー市場:セグメント (消費者・企業・産業・政府)、機器 (ハードウェア・ソフトウェア・コンポーネント)、アプリケーション、ソリューション (2020-2025年) Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, Components) Applications and Solutions 2020 - 2025
出版日: 2020年07月22日 ページ情報: 英文 235 Pages
概要

以前は技術格差と消費者の準備の問題に悩まされていましたが、バーチャルリアリティ市場は実質的な世界の成長に備えており、サービスプロバイダー、コンテンツ開発者、エコシステムコンポーネントプロバイダーに豊富な機会を提供しています。VRの高成長フェーズは約2年以内に始まると予想されます。これは、ブロードバンドの全体的なコスト(有線およびワイヤレス接続)が大幅に低下すると同時に、消費者市場とビジネス市場の両方のセグメントでユーザーの受け入れが増えることと一致します。

当レポートでは、世界のバーチャルリアリティー市場について調査し、VRエコシステムとバリューチェーンパートナーの役割の分析、最近のVR特許申請と知的財産の評価、および現在の価格指標、VRデバイス、アプリ、コンテンツの分析を含む、バーチャルリアリティー市場の詳細な評価を提供しており、SWOT分析、新興ビジネスモデルの分析、VR収益化の進化、VRコンポーネント市場の分析(デバイス、ソフトウェア、ハードウェア、プラットフォーム)を使用した、主要なVR企業とソリューションの評価、VRの主要な成長要因、市場の課題、および新たな機会を提示しています。

目次

第1章 エグゼクティブサマリー

第2章 バーチャルリアリティ市場のセグメンテーション

  • VR市場セグメントとサブセグメント
  • 主要な調査結果

第3章 イントロダクション

  • 没入型技術
  • バーチャルリアリティ市場概要
    • バーチャルリアリティシステム
    • バーチャルリアリティの技術、システム、およびアーキテクチャー
  • バーチャルリアリティのエコシステム
    • バーチャルリアリティデバイス
    • バーチャルリアリティハードウェアコンポーネント
    • バーチャルリアリティソフトウェア市場
    • バーチャルリアリティサービス市場
    • バーチャルリアリティコンテンツ市場
  • バーチャルリアリティ市場の促進要因
    • 没入型ビジョンの人気の高まり
    • VRデバイスの採用を拡大するためのユーザビリティ
    • デバイス組込み型バーチャルリアリティ機能
    • トレーニングとシミュレーションのバーチャルリアリティー
    • デバイスとコンポーネントの入手しやすさが向上
    • 企業および産業環境におけるバーチャルリアリティ
  • バーチャルリアリティ市場の課題
    • ユーザーの健康への悪影響
    • 完全没入型バーチャルリアリティはコストがかかる
    • 設計・追跡における使いやすさの確保
    • 高エネルギー消費
  • バーチャルリアリティ市場の展望と機会
    • バーチャルリアリティの投資動向
    • バーチャルリアリティの合併と買収
    • バーチャルリアリティが複合現実 (MR) を補完
    • 防衛・国土安全保障におけるバーチャルリアリティー
    • バーチャルリアリティとテレプレゼンスアプリ
    • バーチャルリアリティと没入型ソーシャルプラットフォームの融合
    • ドローン操作とテレロボティクスのバーチャルリアリティ
    • ポルノとセックス産業におけるバーチャルリアリティー
    • バーチャルリアリティが3D TV・プリントを加速
    • 救命アプリケーションのバーチャルリアリティー
    • ネットワークオペレーターのバーチャルリアリティの機会
    • ハプティックバーチャルリアリティエクスペリエンスを主流にする5G

第4章 バーチャルリアリティのエコシステム分析

  • バーチャルリアリティのステークホルダー分析
    • バーチャルリアリティデバイスメーカー
    • バーチャルリアリティコンポーネントメーカー
    • バーチャルリアリティソフトウェアソリューションプロバイダー
    • VRサービススーツプロバイダー
    • バーチャルリアリティコンテンツプロバイダー
    • バーチャルリアリティのエンドユーザー
  • バーチャルリアリティのビジネスモデル
    • バーチャルリアリティサブスクリプションサービス
    • Pay-Per-Experienceバーチャルリアリティ
  • バーチャルリアリティの特許分析
  • バーチャルリアリティ技術
    • 非没入型バーチャルリアリティ技術
    • 半没入型バーチャルリアリティ技術
    • 完全没入型のバーチャルリアリティ技術
  • バーチャルリアリティプラットフォーム
  • バーチャルリアリティ市場のアプリケーション
    • 消費者向けバーチャルリアリティアプリケーション
    • エンタープライズバーチャルリアリティアプリケーション
    • 産業用アプリケーションのバーチャルリアリティ
  • 地域のバーチャルリアリティ市場
  • バーチャルリアリティと5G
  • バーチャルリアリティの収益への期待

第5章 VR企業分析

  • Oculus VR, LLC
  • ソニー
  • Samsung Electronics Co. Ltd.
  • HTC Corporation
  • EON Reality Inc.
  • Google Inc.
  • Microsoft Corporation
  • Vuzix Corporation
  • Cyber Glove Systems
  • Sensics Inc.
  • Leap Motion Inc.
  • Sixense Entertainment Inc.
  • Avegant Corp.
  • FOVE Inc.
  • Open Source Virtual Reality (OSVR)
  • Zeiss VR One
  • Intel Corporation
  • Alcatel Mobile
  • ZTE Corporation
  • Unity Technologies
  • Magic Leap
  • Nvidia Corporation
  • BARCO
  • MYO
  • NGRAIN Corporation
  • WorldViz
  • Wevr
  • NextVR
  • Osterhout Design Group (ODG)
  • Niantic Inc.
  • Virtual Reality Company (VRC)
  • VIRTALIS
  • Facebook
  • Huawei Technologies
  • Qualcomm Inc.
  • SK Telecom
  • LG Corporation
  • Nokia StarGazing VR Application
  • VREAL
  • StreamVR
  • Analog Devices Inc.
  • Atmel Corporation
  • Cypress Semiconductor Corp
  • NXP
  • Integrated Device Technology Inc
  • Maxim Integrated
  • NKK Switches
  • Rohm Semiconductor
  • Semtech Corporation
  • Texas Instruments

第6章 バーチャルリアリティ市場分析および予測

  • 世界のバーチャルリアリティ市場
  • バーチャルリアリティ技術
  • バーチャルリアリティシステムセグメント
    • バーチャルリアリティデバイス
    • 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
    • バーチャルリアリティハードウェアコンポーネント
    • バーチャルリアリティソフトウェア
    • バーチャルリアリティソフトウェアコンポーネント
    • バーチャルリアリティサービス
    • バーチャルリアリティコンテンツ
  • バーチャルリアリティビジネスの収益
  • バーチャルリアリティアプリケーション
    • バーチャルリアリティコンシューマアプリケーション
    • バーチャルリアリティエンタープライズアプリケーション
    • バーチャルリアリティの産業用アプリケーション
    • バーチャルリアリティ政府アプリケーション
  • バーチャルリアリティソリューションの導入
  • バーチャルリアリティをサポートするネットワークインフラストラクチャ
    • マルチアクセスエッジコンピューティング対応VRインフラストラクチャ
    • マルチアクセスエッジコンピューティング対応VRハードウェア
  • 米国のバーチャルリアリティ市場
    • 米国のVRシステムセグメント
    • 米国のVRアプリケーション
    • 米国のVRソリューションの導入
  • カナダのバーチャルリアリティ市場
  • 英国のバーチャルリアリティ市場
  • ドイツのバーチャルリアリティ市場
  • フランスのバーチャルリアリティ市場
  • スウェーデンのバーチャルリアリティ市場
  • 中国バーチャルリアリティ市場
  • 日本のバーチャルリアリティ市場
  • 韓国のバーチャルリアリティ市場
目次

Overview:

This research provides an in-depth assessment of the virtual reality market including analysis of VR ecosystem and role of value chain partners, evaluation of recent VR patent filings and intellectual property, and analysis of current price metrics VR devices, apps, and content. The report also provides an assessment of key VR companies and solutions with SWOT analysis, analysis of emerging business models and evolution of VR monetization, analysis of VR component market: devices, software, hardware, platforms. The report also presents key VR growth drivers, market challenges, and emerging opportunities.

Previously encumbered by a combination of technology gaps and consumer readiness issues, the virtual reality market is poised for substantive global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. However, the high-growth phase for VR is anticipated to start within approximately two years, which is coincident with substantially lower broadband costs as a whole (wired and wireless connections) as well as greater user acceptance within both the consumer and business market segments.

It is important to note that the virtual reality market and other immersive technologies (such as the mixed reality market) will also be important to many industries for a variety of enterprise purposes including internal operations, managing supply chains, and supporting customers. Important industry verticals include commercial real estate management, automotive, public safety, education, and training. The leading sector is anticipated to be the instruction (education, training, and simulations).

For the consumer virtual reality market, we see entertainment and lifestyle enhancements leading the way with the former including VR enhanced gaming and the latter including a plethora of new apps such as virtual location experiences in which groups of people get together virtually in the cyber-world. Examples include everything from virtual alumni events to watching your favorite football team play in a virtual stadium with ultra-real sights, sounds, and even feelings and smells of game day. The advancement of AI embedded within the VR market will add to the realism by introducing random events that happen within a given experience.

For enterprise and industrial virtual reality market segments, the publisher sees simulations and training leading the way. We see everything from situational training (such as Verizon using Striver to train its employees how to better deal with robberies) to more traditional expectations such as VR enhanced simulations for flight and vehicle training. Businesses will also seek to use VR as a means to destress employees by offering them a virtual experience of their everyday work with random events thrown into the mix, both to add interest/amusement as well as to test and train them to see how they might react given a real-world experience such as how to best deal with a senile shoplifter.

This research provides an in-depth assessment of the VR market including the following:

  • Analysis of VR ecosystem and role of value chain partners
  • Evaluation of recent VR patent filings and intellectual property
  • Analysis of current price metrics VR devices, apps, and content
  • Assessment of key VR companies and solutions with SWOT analysis
  • Analysis of emerging business models and evolution of VR monetization
  • Analysis of VR component market: devices, software, hardware, platforms
  • Analysis of key VR growth drivers, market challenges, and emerging opportunities

Forecasts in Report:

  • Shipment forecasts in the report include:
  • Virtual Reality Market Globally, Regionally, and by Major Countries 2020 - 2025
  • Virtual Reality Consumer, Enterprise, Industrial, and Government Applications 2020 - 2025
  • Virtual Reality Hardware, Software, and Services 2020 - 2025
  • Virtual Reality Content and Commerce 2020 - 2025

All purchases of this publisher's reports include time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • Virtual reality companies
  • Electronics manufacturers
  • Network service providers
  • Regulatory and policy groups
  • Artificial intelligence providers
  • Application and content providers

Report Benefits:

  • VR Forecasts 2020 - 2025
  • VR Future and Roadmap 2020 - 2025
  • Identify the impact of VR in major industries
  • Identify market drivers for VR commercialization
  • Understand AR and VR convergence and mixed reality
  • Recognize the impact of supporting tech such as 5G and MEC on VR

Companies in Report:

  • 3D Systems Simbionix
  • Analog Devices Inc.
  • Avegant Corp.
  • BARCO
  • Cyber Glove Systems
  • Cypress Semiconductor Corp
  • EON Reality Inc.
  • FOVE Inc.
  • Facebook
  • Google Inc.
  • HTC Corporation
  • Huawei Technologies
  • Integrated Device Technology Inc
  • Intel Corporation
  • LG Corporation
  • Leap Motion Inc.
  • Magic Leap
  • Maxim Integrated
  • Microsoft Corporation
  • NGRAIN Corporation (mCloud)
  • NXP
  • NextVR
  • Niantic Inc.
  • Nokia
  • Nvidia Corporation
  • Qualcomm Inc.
  • Rohm Semiconductor
  • SK Telecom
  • Samsung Electronics Co. Ltd.
  • Semtech Corporation
  • Sixense Entertainment Inc.
  • Sony Corporation
  • StreamVR
  • Texas Instruments
  • Unity Technologies
  • VIRTALIS
  • VREAL
  • Virtual Reality Company (VRC)
  • Vuzix Corporation
  • Wevr
  • WorldViz
  • ZTE Corporation
  • Zeiss VR One

Table of Contents

1.0 Executive Summary

2.0 Virtual Reality Market Segmentation

  • 2.1 VR Market Segments and Sub-Segments
  • 2.2 Key Report Findings

3.0 Introduction

  • 3.1 Immersive Technologies
  • 3.2 Virtual Reality Market Overview
    • 3.2.1 Virtual Reality Systems
    • 3.2.2 Virtual Reality Technologies, Systems, and Architectures
  • 3.3 Virtual Reality Ecosystem
    • 3.3.1 Virtual Reality Devices
      • 3.3.1.1 Head Mounted Displays
      • 3.3.1.2 Gesture Tracking Devices
        • 3.3.1.2.1 Haptic Gloves
        • 3.3.1.2.2 Haptic Suits
        • 3.3.1.2.3 Other VR Devices
      • 3.3.1.3 Projectors and Display Walls
      • 3.3.1.4 Heads-Up Displays
    • 3.3.2 Virtual Reality Hardware Components
      • 3.3.2.1 Sensors
        • 3.3.2.1.1 Accelerometers
        • 3.3.2.1.2 Proximity Sensor
        • 3.3.2.1.3 Magnetometers
        • 3.3.2.1.4 GPS System
        • 3.3.2.1.5 Gyroscopes
        • 3.3.2.1.6 3D Image Sensor
      • 3.3.2.2 Semiconductor Component
        • 3.3.2.2.1 Haptic Controller and Integrated Circuits
        • 3.3.2.2.2 Graphic Processing Units
        • 3.3.2.2.3 VR Displays
        • 3.3.2.2.4 Central Processing Units
        • 3.3.2.2.5 Memory
        • 3.3.2.2.6 Tracking System
        • 3.3.2.2.7 Process Acceleration Cards
        • 3.3.2.2.8 Input Devices
        • 3.3.2.2.9 USB Connector
      • 3.3.2.3 Audio Hardware
    • 3.3.3 Virtual Reality Software Market
      • 3.3.3.1 Virtual Reality Applications
      • 3.3.3.2 Software Component
        • 3.3.3.2.1 Reality Engine
        • 3.3.3.2.2 Software Development Kits
        • 3.3.3.2.3 3D Modeling
        • 3.3.3.2.4 2D Graphics
      • 3.3.3.2.5 Digital Sound Editing
    • 3.3.4 Virtual Reality Services Market
      • 3.3.4.1 Virtual Reality Simulation Services
      • 3.3.4.2 Virtual Reality Application Store Services
      • 3.3.4.3 Deployment and Management Service
    • 3.3.5 Virtual Reality Content Market
      • 3.3.5.1 Games and Entertainment
      • 3.3.5.2 VR, Video, and an Emphasis on Instructional Content
      • 3.3.5.3 VR Theme Park: An Immersive Experience
      • 3.3.5.4 VR Content Developer Engagement
  • 3.4 Virtual Reality Market Drivers
    • 3.4.1 Increasing Popularity of Immersive Vision
    • 3.4.2 Usability to Increase Adoption of VR Devices
    • 3.4.3 Virtual Reality Functions Embedded in Devices
    • 3.4.4 Virtual Reality in Training and Simulation
    • 3.4.5 Increasing Affordability of Devices and Components
    • 3.4.6 Virtual Reality in Enterprise and Industrial Settings
  • 3.5 Virtual Reality Market Challenges
    • 3.5.1 Adverse Impact on User Health
    • 3.5.2 Fully Immersive Virtual Reality is Costly
    • 3.5.3 Ensuring Usability in Design and Tracking
    • 3.5.4 High Energy Consumption
  • 3.6 Virtual Reality Market Outlook and Opportunities
    • 3.6.1 Virtual Reality Investment Trends
    • 3.6.2 Virtual Reality Mergers and Acquisitions
    • 3.6.3 Virtual Reality Complements Mixed Reality
    • 3.6.4 Virtual Reality in Defense and Homeland Security
    • 3.6.5 Virtual Reality and Telepresence Apps
    • 3.6.6 Virtual Reality meets Immersive Social Platforms
    • 3.6.7 Virtual Reality in Drone Operation and Telerobotics
    • 3.6.8 Virtual Reality in Pornography and Sex Industry
    • 3.6.9 Virtual Reality Accelerates 3D TV and Printing
    • 3.6.10 Virtual Reality in Life Saving Applications
    • 3.6.11 Virtual Reality Opportunities for Network Operators
    • 3.6.12 5G to take Haptic Virtual Reality Experience Mainstream

4.0 Virtual Reality Ecosystem Analysis

  • 4.1 Virtual Reality Stakeholder Analysis
    • 4.1.1 Virtual Reality Device Manufacturers
    • 4.1.2 Virtual Reality Component Manufacturers
    • 4.1.3 Virtual Reality Software Solution Providers
    • 4.1.4 VR Service Suit Providers
    • 4.1.5 Virtual Reality Content Providers
    • 4.1.6 Virtual Reality End Users
  • 4.2 Virtual Reality Business Models
    • 4.2.1 Virtual Reality Subscription Services
    • 4.2.2 Pay-Per-Experience Virtual Reality
  • 4.3 Virtual Reality Patent Analysis
  • 4.4 Virtual Reality Technologies
    • 4.4.1 Non-Immersive Virtual Reality Technology
    • 4.4.2 Semi-Immersive Virtual Reality Technology
    • 4.4.3 Fully Immersive Virtual Reality Technology
  • 4.5 Virtual Reality Platforms
  • 4.6 Virtual Reality Market Applications
    • 4.6.1 Consumer Virtual Reality Applications
    • 4.6.2 Enterprise Virtual Reality Applications
    • 4.6.3 Virtual Reality in Industrial Applications
  • 4.7 Regional Virtual Reality Markets
  • 4.8 Virtual Reality and 5G
  • 4.9 Virtual Reality Revenue Expectations

5.0 VR Company Analysis

  • 5.1 Oculus VR, LLC
  • 5.2 Sony Corporation
  • 5.3 Samsung Electronics Co. Ltd.
  • 5.4 HTC Corporation
  • 5.5 EON Reality Inc.
  • 5.6 Google Inc.
  • 5.7 Microsoft Corporation
  • 5.8 Vuzix Corporation
  • 5.9 Cyber Glove Systems
  • 5.10 Sensics Inc.
  • 5.11 Leap Motion Inc.
  • 5.12 Sixense Entertainment Inc.
  • 5.13 Avegant Corp.
  • 5.14 FOVE Inc.
  • 5.15 Open Source Virtual Reality (OSVR)
  • 5.16 Zeiss VR One
  • 5.17 Intel Corporation
  • 5.18 Alcatel Mobile
  • 5.19 ZTE Corporation
  • 5.20 Unity Technologies
  • 5.21 Magic Leap
  • 5.22 Nvidia Corporation
  • 5.23 BARCO
  • 5.24 MYO
  • 5.25 NGRAIN Corporation
  • 5.26 WorldViz
  • 5.27 Wevr
  • 5.28 NextVR
  • 5.29 Osterhout Design Group (ODG)
  • 5.30 Niantic Inc.
  • 5.31 Virtual Reality Company (VRC)
  • 5.32 VIRTALIS
  • 5.33 Facebook
  • 5.34 Huawei Technologies
  • 5.35 Qualcomm Inc.
  • 5.36 SK Telecom
  • 5.37 LG Corporation
  • 5.38 Nokia StarGazing VR Application
  • 5.39 VREAL
  • 5.40 StreamVR
  • 5.41 Analog Devices Inc.
  • 5.42 Atmel Corporation
  • 5.43 Cypress Semiconductor Corp
  • 5.44 NXP
  • 5.45 Integrated Device Technology Inc
  • 5.46 Maxim Integrated
  • 5.47 NKK Switches
  • 5.48 Rohm Semiconductor
  • 5.49 Semtech Corporation
  • 5.50 Texas Instruments

6.0 Virtual Reality Market Analysis and Forecasts 2020 - 2025

  • 6.1 Global Virtual Reality Market 2020 - 2025
  • 6.2 Virtual Reality Technologies 2020 - 2025
  • 6.3 Virtual Reality System Segments 2020 - 2025
    • 6.3.1 Virtual Reality Devices 2020 - 2025
    • 6.3.2 Virtual Reality Gesture Tracking Devices 2020 - 2025
    • 6.3.3 Virtual Reality Hardware Components 2020 - 2025
      • 6.3.3.1 Virtual Reality Hardware Sensors 2020 - 2025
      • 6.3.3.2 Virtual Reality Hardware Semiconductor Components 2020 - 2025
    • 6.3.4 Virtual Reality Software 2020 - 2025
    • 6.3.5 Virtual Reality Software Components 2020 - 2025
    • 6.3.6 Virtual Reality Services 2020 - 2025
    • 6.3.7 Virtual Reality Content 2020 - 2025
  • 6.4 Virtual Reality Business Revenue 2020 - 2025
  • 6.5 Virtual Reality Applications 2020 - 2025
    • 6.5.1 Virtual Reality Consumer Applications 2020 - 2025
    • 6.5.2 Virtual Reality Enterprise Applications 2020 - 2025
    • 6.5.3 Virtual Reality Industrial Applications 2020 - 2025
    • 6.5.4 Virtual Reality Government Applications 2020 - 2025
  • 6.6 Virtual Reality Solutions Deployment 2020 - 2025
  • 6.7 Network Infrastructure Supporting Virtual Reality
    • 6.7.1 Multi-access Edge Computing Enabled VR Infrastructure 2020 - 2025
    • 6.7.2 Multi-access Edge Computing Enabled VR Hardware 2020 - 2025
  • 6.8 United States Virtual Reality Market 2020 - 2025
    • 6.8.1 USA VR System Segments 2020 - 2025
      • 6.8.1.1 USA VR Device 2020 - 2025
      • 6.8.1.2 USA VR Gesture Tracking Device 2020 - 2025
    • 6.8.2 USA VR Applications 2020 - 2025
      • 6.8.2.1 USA VR Consumer Applications 2020 - 2025
      • 6.8.2.2 USA VR Enterprise Applications 2020 - 2025
      • 6.8.2.3 USA VR Industrial Applications 2020 - 2025
      • 6.8.2.4 USA VR Government Applications 2020 - 2025
    • 6.8.3 USA VR Solutions Deployment 2020 - 2025
  • 6.9 Canada Virtual Reality Market 2020 - 2025
    • 6.9.1 Canada VR System Segments 2020 - 2025
      • 6.9.1.1 Canada VR Device 2020 - 2025
      • 6.9.1.2 Canada VR Gesture Tracking Device 2020 - 2025
    • 6.9.2 Canada VR Applications 2020 - 2025
      • 6.9.2.1 Canada VR Consumer Applications 2020 - 2025
      • 6.9.2.2 Canada VR Enterprise Applications 2020 - 2025
      • 6.9.2.3 Canada VR Industrial Applications 2020 - 2025
      • 6.9.2.4 Canada VR Government Applications 2020 - 2025
    • 6.9.3 Canada VR Solutions Deployment 2020 - 2025
  • 6.10 United Kingdom Virtual Reality Market 2020 - 2025
    • 6.10.1 UK VR System Segments 2020 - 2025
      • 6.10.1.1 UK VR Device 2020 - 2025
        • 6.10.1.1.1 UK VR Gesture Tracking Device 2020 - 2025
    • 6.10.2 UK VR Applications 2020 - 2025
      • 6.10.2.1 UK VR Consumer Applications 2020 - 2025
      • 6.10.2.2 UK VR Enterprise Applications 2020 - 2025
      • 6.10.2.3 UK VR Industrial Applications 2020 - 2025
      • 6.10.2.4 UK VR Government Applications 2020 - 2025
    • 6.10.3 UK VR Solutions Deployment 2020 - 2025
  • 6.11 Germany Virtual Reality Market 2020 - 2025
    • 6.11.1 Germany VR System Segments 2020 - 2025
      • 6.11.1.1 Germany VR Device 2020 - 2025
      • 6.11.1.2 Germany VR Gesture Tracking Device 2020 - 2025
    • 6.11.2 Germany VR Applications 2020 - 2025
      • 6.11.2.1 Germany VR Consumer Applications 2020 - 2025
      • 6.11.2.2 Germany VR Enterprise Applications 2020 - 2025
      • 6.11.2.3 Germany VR Industrial Applications 2020 - 2025
      • 6.11.2.4 Germany VR Government Applications 2020 - 2025
    • 6.11.3 Germany VR Solutions Deployment 2020 - 2025
  • 6.12 France Virtual Reality Market 2020 - 2025
    • 6.12.1 France VR System Segments 2020 - 2025
      • 6.12.1.1 France VR Device 2020 - 2025
      • 6.12.1.2 France VR Gesture Tracking Device 2020 - 2025
    • 6.12.2 France VR Applications 2020 - 2025
      • 6.12.2.1 France VR Consumer Applications 2020 - 2025
      • 6.12.2.2 France VR Enterprise Applications 2020 - 2025
      • 6.12.2.3 France VR Industrial Applications 2020 - 2025
      • 6.12.2.4 France VR Government Applications 2020 - 2025
    • 6.12.3 France VR Solutions Deployment 2020 - 2025
  • 6.13 Sweden Virtual Reality Market 2020 - 2025
    • 6.13.1 Sweden VR System Segments 2020 - 2025
      • 6.13.1.1 Sweden VR Device 2020 - 2025
      • 6.13.1.2 Sweden VR Gesture Tracking Device 2020 - 2025
    • 6.13.2 Sweden VR Applications 2020 - 2025
      • 6.13.2.1 Sweden VR Consumer Applications 2020 - 2025
      • 6.13.2.2 Sweden VR Enterprise Applications 2020 - 2025
      • 6.13.2.3 Sweden VR Industrial Applications 2020 - 2025
      • 6.13.2.4 Sweden VR Government Applications 2020 - 2025
    • 6.13.3 Sweden VR Solutions Deployment 2020 - 2025
  • 6.14 China Virtual Reality Market 2020 - 2025
    • 6.14.1 China VR System Segments 2020 - 2025
      • 6.14.1.1 China VR Device 2020 - 2025
      • 6.14.1.2 China VR Gesture Tracking Device 2020 - 2025
    • 6.14.2 China VR Applications 2020 - 2025
      • 6.14.2.1 China VR Consumer Applications 2020 - 2025
      • 6.14.2.2 China VR Enterprise Applications 2020 - 2025
      • 6.14.2.3 China VR Industrial Applications 2020 - 2025
      • 6.14.2.4 China VR Government Applications 2020 - 2025
    • 6.14.3 China VR Solutions Deployment 2020 - 2025
  • 6.15 Japan Virtual Reality Market 2020 - 2025
    • 6.15.1 Japan VR System Segments 2020 - 2025
      • 6.15.1.1 Japan VR Device 2020 - 2025
      • 6.15.1.2 Japan VR Gesture Tracking Device 2020 - 2025
    • 6.15.2 Japan VR Applications 2020 - 2025
      • 6.15.2.1 Japan VR Consumer Applications 2020 - 2025
      • 6.15.2.2 Japan VR Enterprise Applications 2020 - 2025
      • 6.15.2.3 Japan VR Industrial Applications 2020 - 2025
      • 6.15.2.4 Japan VR Government Applications 2020 - 2025
    • 6.15.3 Japan VR Solutions Deployment 2020 - 2025
  • 6.16 South Korea Virtual Reality Market 2020 - 2025
    • 6.16.1 South Korea VR System Segments 2020 - 2025
      • 6.16.1.1 South Korea VR Device 2020 - 2025
      • 6.16.1.2 South Korea VR Gesture Tracking Device 2020 - 2025
    • 6.16.2 South Korea VR Applications 2020 - 2025
      • 6.16.2.1 South Korea VR Consumer Applications 2020 - 2025
      • 6.16.2.2 South Korea VR Enterprise Applications 2020 - 2025
      • 6.16.2.3 South Korea VR Industrial Applications 2020 - 2025
      • 6.16.2.4 South Korea VR Government Applications 2020 - 2025
    • 6.16.3 South Korea VR Solutions Deployment 2020 - 2025

Figures

  • Figure 1: Virtual Reality System Development Costs
  • Figure 2: Virtual Reality System Architecture
  • Figure 3: Virtual Reality Market Segments
  • Figure 4: Virtual Reality Sensory Displays
  • Figure 5: Virtual Reality Content Developer Engagement
  • Figure 6: Virtual Reality Investment Trends and Outlook
  • Figure 7: Virtual Reality Funding by Investor Type
  • Figure 8: Virtual Reality Technologies and Platforms
  • Figure 9: 5G Deployment
  • Figure 10: Virtual Reality and 5G
  • Figure 11: Virtual Reality ARPU 1
  • Figure 12: Global Virtual Reality Market 2020 - 2025
  • Figure 13: VR Technology 2020 - 2025
  • Figure 14: VR System Segments 2020 - 2025
  • Figure 15: VR Device 2020 - 2025
  • Figure 16: VR Gesture Tracking Device 2020 - 2025
  • Figure 17: VR Hardware Component 2020 - 2025
  • Figure 18: VR Hardware Sensors 2020 - 2025
  • Figure 19: VR Hardware Semiconductor Components 2020 - 2025
  • Figure 20: VR Software 2020 - 2025
  • Figure 21: VR Software Components 2020 - 2025
  • Figure 22: VR Service 2020 - 2025
  • Figure 23: VR Content 2020 - 2025
  • Figure 24: VR Business Revenue 2020 - 2025
  • Figure 25: VR Applications 2020 - 2025
  • Figure 26: VR Consumer Applications 2020 - 2025
  • Figure 27: VR Enterprise Applications 2020 - 2025
  • Figure 28: VR Industrial Applications 2020 - 2025
  • Figure 29: VR Government Applications 2020 - 2025
  • Figure 30: VR Solution Deployment 2020 - 2025
  • Figure 31: Multi-access Edge Computing Enabled VR Infrastructure 2020 - 2025
  • Figure 32: Multi-access Edge Computing Enabled VR Hardware 2020 - 2025
  • Figure 33: USA Virtual Reality 2020 - 2025
  • Figure 34: USA VR System Segments 2020 - 2025
  • Figure 35: USA VR Device 2020 - 2025
  • Figure 36: USA VR Gesture Tracking Device 2020 - 2025
  • Figure 37: USA VR Applications 2020 - 2025
  • Figure 38: USA VR Consumer Applications 2020 - 2025
  • Figure 39: USA VR Enterprise Applications 2020 - 2025
  • Figure 40: USA VR Industrial Applications 2020 - 2025
  • Figure 41: USA VR Government Applications 2020 - 2025
  • Figure 42: USA VR Solutions Deployment 2020 - 2025
  • Figure 43: Canada Virtual Reality 2020 - 2025
  • Figure 44: Canada VR System Segments 2020 - 2025
  • Figure 45: Canada VR Device 2020 - 2025
  • Figure 46: Canada VR Gesture Tracking Device 2020 - 2025
  • Figure 47: Canada VR Applications 2020 - 2025
  • Figure 48: Canada VR Consumer Applications 2020 - 2025
  • Figure 49: Canada VR Enterprise Applications 2020 - 2025
  • Figure 50: Canada VR Industrial Applications 2020 - 2025
  • Figure 51: Canada VR Government Applications 2020 - 2025
  • Figure 52: Canada VR Solutions Deployment 2020 - 2025
  • Figure 53: UK Virtual Reality 2020 - 2025
  • Figure 54: UK VR System Segments 2020 - 2025
  • Figure 55: UK VR Device 2020 - 2025
  • Figure 56: UK VR Gesture Tracking Device 2020 - 2025
  • Figure 57: UK VR Applications 2020 - 2025
  • Figure 58: UK VR Consumer Applications 2020 - 2025
  • Figure 59: UK VR Enterprise Applications 2020 - 2025
  • Figure 60: UK VR Industrial Applications 2020 - 2025
  • Figure 61: UK VR Government Applications 2020 - 2025
  • Figure 62: UK VR Solutions Deployment 2020 - 2025
  • Figure 63: Germany Virtual Reality 2020 - 2025
  • Figure 64: Germany VR System Segments 2020 - 2025
  • Figure 65: Germany VR Device 2020 - 2025
  • Figure 66: Germany VR Gesture Tracking Device 2020 - 2025
  • Figure 67: Germany VR Applications 2020 - 2025
  • Figure 68: Germany VR Consumer Applications 2020 - 2025
  • Figure 69: Germany VR Enterprise Applications 2020 - 2025
  • Figure 70: Germany VR Industrial Applications 2020 - 2025
  • Figure 71: Germany VR Government Applications 2020 - 2025
  • Figure 72: Germany VR Solutions Deployment 2020 - 2025
  • Figure 73: France Virtual Reality 2020 - 2025
  • Figure 74: France VR System Segments 2020 - 2025
  • Figure 75: France VR Device 2020 - 2025
  • Figure 76: France VR Gesture Tracking Device 2020 - 2025
  • Figure 77: France VR Applications 2020 - 2025
  • Figure 78: France VR Consumer Applications 2020 - 2025
  • Figure 79: France VR Enterprise Applications 2020 - 2025
  • Figure 80: France VR Industrial Applications 2020 - 2025
  • Figure 81: France VR Government Applications 2020 - 2025
  • Figure 82: France VR Solutions Deployment 2020 - 2025
  • Figure 83: Sweden Virtual Reality 2020 - 2025
  • Figure 84: Sweden VR System Segments 2020 - 2025
  • Figure 85: Sweden VR Device 2020 - 2025
  • Figure 86: Sweden VR Gesture Tracking Device 2020 - 2025
  • Figure 87: Sweden VR Applications 2020 - 2025
  • Figure 88: Sweden VR Consumer Applications 2020 - 2025
  • Figure 89: Sweden VR Enterprise Applications 2020 - 2025
  • Figure 90: Sweden VR Industrial Applications 2020 - 2025
  • Figure 91: Sweden VR Government Applications 2020 - 2025
  • Figure 92: Sweden VR Solutions Deployment 2020 - 2025
  • Figure 93: China Virtual Reality 2020 - 2025
  • Figure 94: China VR System Segments 2020 - 2025
  • Figure 95: China VR Device 2020 - 2025
  • Figure 96: China VR Gesture Tracking Device 2020 - 2025
  • Figure 97: China VR Applications 2020 - 2025
  • Figure 98: China VR Consumer Applications 2020 - 2025
  • Figure 99: China VR Enterprises Applications 2020 - 2025
  • Figure 100: China VR Industrial Applications 2020 - 2025
  • Figure 101: China VR Government Applications 2020 - 2025
  • Figure 102: China VR Solutions Deployment 2020 - 2025
  • Figure 103: Japan Virtual Reality 2020 - 2025
  • Figure 104: Japan VR System Segments 2020 - 2025
  • Figure 105: Japan VR Device 2020 - 2025
  • Figure 106: Japan VR Gesture Tracking Device 2020 - 2025
  • Figure 107: Japan VR Applications 2020 - 2025
  • Figure 108: Japan VR Consumer Applications 2020 - 2025
  • Figure 109: Japan VR Enterprise Applications 2020 - 2025
  • Figure 110: Japan VR Industrial Applications 2020 - 2025
  • Figure 111: Japan VR Government Applications 2020 - 2025
  • Figure 112: Japan VR Solutions Deployment 2020 - 2025
  • Figure 113: South Korea Virtual Reality 2020 - 2025
  • Figure 114: South Korea VR System Segments 2020 - 2025
  • Figure 115: South Korea VR Device 2020 - 2025
  • Figure 116: South Korea VR Gesture Tracking Device 2020 - 2025
  • Figure 117: South Korea VR Applications 2020 - 2025
  • Figure 118: South Korea VR Consumer Applications 2020 - 2025
  • Figure 119: South Korea VR Enterprise Applications 2020 - 2025
  • Figure 120: South Korea VR Industrial Applications 2020 - 2025
  • Figure 121: South Korea VR Government Applications 2020 - 2025
  • Figure 122: South Korea VR Solutions Deployment 2020 - 2025

Tables

  • Table 1: Head Mounted Display Manufacturers
  • Table 2: VR Gloves Manufacturers
  • Table 3: VR Haptic Suit Manufacturers
  • Table 4: GTD Product Manufacturers
  • Table 5: Projectors and Display Wall Manufacturers
  • Table 6: HUD Manufacturers
  • Table 7: MEMS Accelerometers Manufacturers
  • Table 8 Proximity Sensor Manufacturers
  • Table 9: Magnetometers Manufactures
  • Table 10: GPS System Manufactures
  • Table 11: MEMS Gyroscopes Manufactures
  • Table 12: 3D Image Sensor Manufacturers
  • Table 13: Capacitive Sensing Controller and ICs Manufacturers
  • Table 14: Virtual Reality GPU Manufacturers
  • Table 15: Virtual Reality Display Manufacturers
  • Table 16: Virtual Reality CPU Manufacturers
  • Table 17: Memory Chip Manufacturers
  • Table 18: Virtual Reality Tracking System Manufacturers
  • Table 19: Process Acceleration Cards Manufacturers
  • Table 20: Virtual Reality Input Device Manufacturers
  • Table 21: USB Connector Manufacturers
  • Table 22: Virtual Reality 3D Audio Device Manufacturers
  • Table 23: Virtual Reality Software and Component Provider
  • Table 24: HMD Pricing
  • Table 25: Virtual Reality Content Price
  • Table 26: Virtual Reality Mergers and Acquisitions
  • Table 27: Virtual Reality Patents
  • Table 28: Global Virtual Reality Market 2020 - 2025
  • Table 29: Virtual Reality Technology 2020 - 2025
  • Table 30: Virtual Reality System Segments 2020 - 2025
  • Table 31: Virtual Reality Devices 2020 - 2025
  • Table 32: Virtual Reality Gesture Tracking Device 2020 - 2025
  • Table 33: Virtual Reality Hardware Components 2020 - 2025
  • Table 34: VR Hardware Sensors 2020 - 2025
  • Table 35: VR Hardware Semiconductor Components 2020 - 2025
  • Table 36: VR Software 2020 - 2025
  • Table 37: VR Software Components 2020 - 2025
  • Table 38: VR Services 2020 - 2025
  • Table 39: VR Content 2020 - 2025
  • Table 40: VR Business Revenue 2020 - 2025
  • Table 41: VR Applications 2020 - 2025
  • Table 42: VR Consumer Applications 2020 - 2025
  • Table 43: VR Enterprise Applications 2020 - 2025
  • Table 44: VR Industrial Applications 2020 - 2025
  • Table 45: VR Government Applications 2020 - 2025
  • Table 46: VR Solutions Deployment 2020 - 2025
  • Table 47: Multi-access Edge Computing Enabled VR Infrastructure 2020 - 2025
  • Table 48: Multi-access Edge Computing Enabled VR Hardware 2020 - 2025
  • Table 49: USA Virtual Reality 2020 - 2025
  • Table 50: USA VR System Segments 2020 - 2025
  • Table 51: USA VR Device 2020 - 2025
  • Table 52: USA VR Gesture Tracking Device 2020 - 2025
  • Table 53: USA VR Applications 2020 - 2025
  • Table 54: USA VR Consumer Applications 2020 - 2025
  • Table 55: USA VR Enterprise Applications 2020 - 2025
  • Table 56: USA VR Industrial Applications 2020 - 2025
  • Table 57: USA VR Government Applications 2020 - 2025
  • Table 58: USA VR Solutions Deployment 2020 - 2025
  • Table 59: Canada Virtual Reality 2020 - 2025
  • Table 60: Canada VR System Segments 2020 - 2025
  • Table 61: Canada VR Device 2020 - 2025
  • Table 62: Canada VR Gesture Tracking Device 2020 - 2025
  • Table 63: Canada VR Applications 2020 - 2025
  • Table 64: Canada VR Consumer Applications 2020 - 2025
  • Table 65: Canada VR Enterprise Applications 2020 - 2025
  • Table 66: Canada VR Industrial Applications 2020 - 2025
  • Table 67: Canada VR Government Applications 2020 - 2025
  • Table 68: Canada VR Solutions Deployment 2020 - 2025
  • Table 69: UK Virtual Reality 2020 - 2025
  • Table 70: UK VR System Segments 2020 - 2025
  • Table 71: UK VR Device 2020 - 2025
  • Table 72: UK VR Gesture Tracking Device 2020 - 2025
  • Table 73: UK VR Applications 2020 - 2025
  • Table 74: UK VR Consumer Applications 2020 - 2025
  • Table 75: UK VR Enterprise Applications 2020 - 2025
  • Table 76: UK VR Industrial Applications 2020 - 2025
  • Table 77: UK VR Government Applications 2020 - 2025
  • Table 78: UK VR Solutions Deployment 2020 - 2025
  • Table 79: Germany Virtual Reality 2020 - 2025
  • Table 80: Germany VR System Segments 2020 - 2025
  • Table 81: Germany VR Device 2020 - 2025
  • Table 82: Germany VR Gesture Tracking Device 2020 - 2025
  • Table 83: Germany VR Applications 2020 - 2025
  • Table 84: Germany VR Consumer Applications 2020 - 2025
  • Table 85: Germany VR Enterprise Applications 2020 - 2025
  • Table 86: Germany VR Industrial Applications 2020 - 2025
  • Table 87: Germany VR Government Applications 2020 - 2025
  • Table 88: Germany VR Solutions Deployment 2020 - 2025
  • Table 89: France Virtual Reality 2020 - 2025
  • Table 90: France VR System Segments 2020 - 2025
  • Table 91: France VR Device 2020 - 2025
  • Table 92: France VR Gesture Tracking Device 2020 - 2025
  • Table 93: France VR Applications 2020 - 2025
  • Table 94: France VR Consumer Applications 2020 - 2025
  • Table 95: France VR Enterprise Applications 2020 - 2025
  • Table 96: France VR Industrial Applications 2020 - 2025
  • Table 97: France VR Government Applications 2020 - 2025
  • Table 98: France VR Solutions Deployment 2020 - 2025
  • Table 99: Sweden Virtual Reality 2020 - 2025
  • Table 100: Sweden VR System Segments 2020 - 2025
  • Table 101: Sweden VR Device 2020 - 2025
  • Table 102: Sweden VR Gesture Tracking Device 2020 - 2025
  • Table 103: Sweden VR Applications 2020 - 2025
  • Table 104: Sweden VR Consumer Applications 2020 - 2025
  • Table 105: Sweden VR Enterprise Applications 2020 - 2025
  • Table 106: Sweden VR Industrial Applications 2020 - 2025
  • Table 107: Sweden VR Government Applications 2020 - 2025
  • Table 108: Sweden VR Solutions Deployment 2020 - 2025
  • Table 109: China Virtual Reality 2020 - 2025
  • Table 110: China VR System Segments 2020 - 2025
  • Table 111: China VR Device 2020 - 2025
  • Table 112: China VR Gesture Tracking Device 2020 - 2025
  • Table 113: China VR Applications 2020 - 2025
  • Table 114: China VR Consumer Applications 2020 - 2025
  • Table 115: China VR Enterprise Applications 2020 - 2025
  • Table 116: China VR Industrial Applications 2020 - 2025
  • Table 117: China VR Government Applications 2020 - 2025
  • Table 118: China VR Solutions Deployment 2020 - 2025
  • Table 119: Japan Virtual Reality 2020 - 2025
  • Table 120: Japan VR System Segments 2020 - 2025
  • Table 121: Japan VR Device 2020 - 2025
  • Table 122: Japan VR Gesture Tracking Device 2020 - 2025
  • Table 123: Japan VR Applications 2020 - 2025
  • Table 124: Japan VR Consumer Applications 2020 - 2025
  • Table 125: Japan VR Enterprise Applications 2020 - 2025
  • Table 126: Japan VR Industrial Applications 2020 - 2025
  • Table 127: Japan VR Government Applications 2020 - 2025
  • Table 128: Japan VR Solutions Deployment 2020 - 2025
  • Table 129: South Korea Virtual Reality 2020 - 2025
  • Table 130: South Korea VR System Segments 2020 - 2025
  • Table 131: South Korea VR Device 2020 - 2025
  • Table 132: South Korea VR Gesture Tracking Device 2020 - 2025
  • Table 133: South Korea VR Applications 2020 - 2025
  • Table 134: South Korea VR Consumer Applications 2020 - 2025
  • Table 135: South Korea VR Enterprise Applications 2020 - 2025
  • Table 136: South Korea VR Industrial Applications 2020 - 2025
  • Table 137: South Korea VR Government Applications 2020 - 2025
  • Table 138: South Korea VR Solutions Deployment 2020 - 2025