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バーチャルリアリティ装置の世界市場レポート 2024年

Virtual Reality Devices Global Market Report 2024

出版日: 受注後更新 | 発行: The Business Research Company | ページ情報: 英文 175 Pages | 納期: 2~10営業日

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バーチャルリアリティ装置の世界市場レポート 2024年
出版日: 受注後更新
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
  • 全表示
  • 概要
  • 目次
概要

エンターテインメントおよびゲーム業界におけるバーチャルリアリティ装置需要の高まりが、バーチャルリアリティ装置市場成長の原動力になると予測されます。エンターテインメントとゲームの分野には、ビデオゲーム、モバイルゲーム、コンピュータゲーム、コンソールゲーム、オンラインゲーム、バーチャルリアリティ体験、拡大現実アプリケーション、映画、テレビ番組、音楽、ライブパフォーマンス、スポーツイベント、テーマパークなど、幅広い活動が含まれます。バーチャルリアリティ技術は、インタラクティブで没入感のある体験を提供することでユーザーとの関わりを強化し、バーチャルと現実世界の要素をシームレスに融合させて、新たな次元のエンターテインメントとゲームを提供します。ゲーム業界において、バーチャルリアリティは、参入企業を仮想環境に没入させ、リアルタイムのインタラクションを可能にすることで、ゲームプレイに革命をもたらしました。エンターテインメントやゲーム分野でのバーチャルリアリティに対する需要の高まりは、技術革新、研究開発への多額の投資、バーチャルリアリティ技術の広範な採用を促進しています。これがバーチャルリアリティ装置市場の拡大に拍車をかけています。例えば、2022年2月、米国を拠点とする技術企業Metaによると、VRとARセグメントを包括する同社のリアリティラボの2021年の収益は22億米ドルで、2020年の11億米ドルから大幅に増加しました。この成長は、Oculus装置の堅調な販売に起因しており、MetaのVRおよびARセグメントの全体的な収益拡大に寄与しています。このように、エンターテインメントやゲーム業界におけるバーチャルリアリティ装置の需要拡大が、バーチャルリアリティ装置市場成長の重要な促進要因となっています。

2023年のバーチャルリアリティ装置市場で最大の地域はアジア太平洋でした。西欧はバーチャルリアリティ装置市場分析で2番目に大きい地域でした。バーチャルリアリティ装置市場レポートの対象地域は、アジア太平洋、西欧、東欧、北米、南米、中東・アフリカです。

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装置市場の特徴

第3章 バーチャルリアリティ装置市場の動向と戦略

第4章 バーチャルリアリティ装置市場-マクロ経済シナリオ

  • 高インフレがバーチャルリアリティ装置市場に与える影響
  • ウクライナ・ロシア戦争がバーチャルリアリティ装置市場に与える影響
  • COVID-19によるバーチャルリアリティ装置市場への影響

第5章 世界のバーチャルリアリティ装置市場規模と成長

  • 世界のバーチャルリアリティ装置市場の促進要因と抑制要因
    • 市場の促進要因
    • 市場の抑制要因
  • 世界のバーチャルリアリティ装置の市場規模実績と成長、2018~2023年
  • 世界のバーチャルリアリティ装置市場規模と成長予測、2023~2028年、2033年

第6章 バーチャルリアリティ装置市場セグメンテーション

  • 世界のバーチャルリアリティ装置市場、タイプ別セグメンテーション、実績および予測、2018~2023年、2023~2028年、2033年
  • 携帯装置
  • ヘッドマウント装置
  • ジェスチャー制御装置
  • その他のタイプ
  • 世界のバーチャルリアリティ装置市場、技術別セグメンテーション、実績および予測、2018~2023年、2023~2028年、2033年
  • 半没入型および完全没入型
  • 非没入型
  • 世界のバーチャルリアリティ装置市場、用途別セグメンテーション、実績および予測、2018~2023年、2023~2028年、2033年
  • 医療と医療
  • 商用
  • 教育
  • 広告とマーケティング
  • 商業
  • エネルギーと公共事業
  • エンターテイメントとゲーム
  • 設計とエンジニアリング
  • ロジスティクス
  • その他の用途

第7章 バーチャルリアリティ装置市場の地域および国分析

  • 世界のバーチャルリアリティ装置市場、地域別、実績および予測、2018~2023年、2023~2028年、2033年
  • 世界のバーチャルリアリティ装置市場、国別、実績および予測、2018~2023年、2023~2028年、2033年

第8章 アジア太平洋のバーチャルリアリティ装置市場

第9章 中国のバーチャルリアリティ装置市場

第10章 インドのバーチャルリアリティ装置市場

第11章 日本のバーチャルリアリティ装置市場

第12章 オーストラリアのバーチャルリアリティ装置市場

第13章 インドネシアのバーチャルリアリティ装置市場

第14章 韓国のバーチャルリアリティ装置市場

第15章 西欧のバーチャルリアリティ装置市場

第16章 英国のバーチャルリアリティ装置市場

第17章 ドイツのバーチャルリアリティ装置市場

第18章 フランスのバーチャルリアリティ装置市場

第19章 イタリアのバーチャルリアリティ装置市場

第20章 スペインのバーチャルリアリティ装置市場

第21章 東欧のバーチャルリアリティ装置市場

第22章 ロシアのバーチャルリアリティ装置市場

第23章 北米のバーチャルリアリティ装置市場

第24章 米国のバーチャルリアリティ装置市場

第25章 カナダのバーチャルリアリティ装置市場

第26章 南米のバーチャルリアリティ装置市場

第27章 ブラジルのバーチャルリアリティ装置市場

第28章 中東のバーチャルリアリティ装置市場

第29章 アフリカのバーチャルリアリティ装置市場

第30章 バーチャルリアリティ装置市場の競合情勢と企業プロファイル

  • バーチャルリアリティ装置市場の競合情勢
  • バーチャルリアリティ装置市場の企業プロファイル
    • Google
    • Sony Corporation
    • Samsung Electronics Co.Ltd
    • Oculus VR LLC
    • Marxent Labs

第31章 世界のバーチャルリアリティ装置市場の競合ベンチマーキング

第32章 世界のバーチャルリアリティ装置市場の競合ダッシュボード

第33章 バーチャルリアリティ装置市場における主要な合併と買収

第34章 バーチャルリアリティ装置市場の将来展望と可能性分析

第35章 付録

目次
Product Code: r9268

“Virtual Reality Devices Global Market Report 2024 ” from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual reality devices market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for virtual reality devices? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? “The virtual reality devices market global report ” from The Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

Scope

Markets Covered:

  • 1) By Type: Hand Held Devices; Head Mounted Devices; Gesture Controlled Devices; Other Types
  • 2) By Technology: Semi & Fully Immersive; Non-immersive
  • 3) By Application: Medical & Healthcare; Commercial; Education; Advertising & Marketing; Commerce; Energy & Utilities; Entertainment & Gaming; Designing & Engineering; Logistics; Other Applications
  • Companies Mentioned: Google; Sony Corporation; Samsung Electronics Co.Ltd; Oculus VR LLC; Marxent Labs
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Executive Summary

Virtual reality (VR) devices encompass technologies that leverage advanced computing to generate immersive simulated environments. These devices, including head-mounted displays (HMD), gesture tracking devices (GTD), projectors, and display walls (PDW), enable users to engage with 3D worlds and become fully immersed in simulated realities.

The primary types of virtual reality devices consist of handheld devices, head-mounted devices, gesture-controlled devices, and various others. Handheld VR devices allow users to freely navigate and explore virtual environments. VR technologies encompass semi and fully immersive, as well as non-immersive setups, and find applications across various sectors such as medical and healthcare, commercial, education, advertising and marketing, commerce, energy and utilities, entertainment, gaming, design and engineering, logistics, and more.

The virtual reality devices market research report is one of a series of new reports from The Business Research Company that provides virtual reality devices market statistics, including virtual reality devices industry global market size, regional shares, competitors with a virtual reality devices market share, detailed virtual reality devices market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality devices industry. This virtual reality devices market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The virtual reality devices market size has grown rapidly in recent years. It will grow from $13 billion in 2023 to $15.22 billion in 2024 at a compound annual growth rate (CAGR) of 17.1%. The historical growth of the market can be attributed to various factors, including the utilization of virtual reality in gaming and entertainment, training and simulation, healthcare and therapy, and education and training.

The virtual reality devices market size is expected to see rapid growth in the next few years. It will grow to $25.57 billion in 2028 at a compound annual growth rate (CAGR) of 13.8%. Looking ahead, the forecasted growth is expected to be driven by increased adoption of virtual reality in the enterprise sector, a growing focus on health and wellness applications, the rise of remote work and collaboration, advancements in mixed reality (MR) technologies, and the implementation of 5G connectivity. Several significant trends in the forecast period include the development of wireless and standalone VR devices, the emergence of social VR platforms, a heightened emphasis on health and user comfort, innovations in hand and body tracking, and a growing emphasis on content creation and user-generated content in the virtual reality industry.

The increasing demand for virtual reality devices is revolutionizing traditional safety training methods for employees, driving the growth of the virtual reality devices market. Virtual reality offers an immersive and secure training environment for employees within organizations. Unlike conventional training methods, which often fail to replicate real-time crisis scenarios, VR training can recreate these situations, enabling individuals to respond as they would in actual emergencies. This approach provides effective and safe training for staff, resulting in fewer errors and improved information retention compared to traditional training methods. As an example, Ford utilizes virtual reality technology to simulate real-life situations, delivering more engaging and effective training for its staff compared to traditional theoretical training methods.

The rising demand for virtual reality devices in the entertainment and gaming industry is expected to be a driving force behind the growth of the virtual reality devices market. The entertainment and gaming sector encompasses a wide range of activities, including video games, mobile games, computer games, console games, online gaming, virtual reality experiences, augmented reality applications, movies, TV shows, music, live performances, sports events, theme parks, and more. Virtual reality technology enhances user engagement by offering interactive and immersive experiences, seamlessly merging virtual and real-world elements to provide a new dimension of entertainment and gaming. In the gaming industry, virtual reality has revolutionized gameplay by immersing players in virtual environments and enabling real-time interactions. The increasing demand for virtual reality in the entertainment and gaming sector is driving innovation, substantial investment in research and development, and the widespread adoption of virtual reality technologies. This, in turn, is fueling the expansion of the virtual reality devices market. For example, in February 2022, according to Meta, a US-based technology company, the company's reality labs, encompassing the VR and AR segments, generated $2.2 billion in revenue in 2021, a significant increase from the $1.1 billion generated in 2020. This growth can be attributed to robust sales of Oculus devices, contributing to the overall revenue expansion in Meta's VR and AR segments. Thus, the growing demand for virtual reality devices in the entertainment and gaming industry is a key driver of the virtual reality devices market's growth.

The COVID-19 lockdowns created significant disruptions in both the demand and supply chains, which are expected to serve as a major hindrance to the growth of the virtual reality market in 2020. According to the World Trade Organization (WTO), the COVID-19 outbreak led to unparalleled disruptions in global trade and the overall economy, resulting in reduced consumption and production on a worldwide scale. Furthermore, a report from Media Post published in March 2020 predicted that shipments of virtual reality headsets would experience a decline of approximately 17% during the same year due to disruptions in the supply chain caused by COVID-19 lockdown measures. As a result, these interruptions in both demand and supply chains are poised to be significant factors contributing to the decline in shipments of virtual reality devices in 2020.

The integration of 5K stereoscopic video into VR devices represents a prominent trend reshaping the virtual reality device market. This technology, offering 5K-resolution video, supersedes the earlier use of low-resolution 360 video technology in VR headsets. The incorporation of 5K stereoscopic video promises to deliver a comprehensive and highly detailed immersive experience for VR users. For example, Oculus VR, a US-based technology company, has developed the 'Guided Meditation VR' app, a virtual reality relaxation application that incorporates 5K stereoscopic video content in the version designed for the Oculus Go, a mobile VR headset.

Prominent companies in the virtual reality devices market are introducing innovative products, such as ultra-high-resolution displays, to maintain their competitive positions. Ultra-high-resolution displays, commonly referred to as 4K resolution, provide a higher pixel density and sharper image quality compared to standard high-definition (HD) displays. For example, in June 2023, Apple Inc., a US-based technology company, launched Apple Vision Pro. This spatial computer seamlessly integrates digital content with the physical world, featuring an ultra-high-resolution display system that responds to user input through their eyes, hands, and voice. The device operates on visionOS, a spatial operating system that supports multitasking and offers extensive screen real estate. Vision Pro delivers captivating entertainment experiences, spatial photography, immersive FaceTime communication, and industry-leading privacy and security features.

In May 2021, Snap Inc., a US-based camera and social media company, completed the acquisition of WaveOptics for $500 million. This strategic acquisition provided Snap with exclusive access to WaveOptics' augmented reality (AR) technology, which allowed Snap to enhance its Spectacles AR glasses and solidify its leadership in the social AR hardware sector. WaveOptics is a UK-based company specializing in the design and production of diffractive waveguides for wearable AR devices.

Major companies operating in the virtual reality devices market include Google, Sony Corporation, Samsung Electronics Co.Ltd, Oculus VR LLC, Marxent Labs, Microsoft Corporation, HTC Corporation, Lenovo Group Ltd, AMD, Cyberglove Systems Inc., Fove Inc., LG Electronics Inc., Eon Reality Inc., Leap Motion, Inc., Unity Technologiesn, Firsthand Technology, Wevr, Nvidia, Snap, Bricks & Goggles, Prenav, Virtuix, Apple, Qualcomm, Magic Leap, Unity Technologies, Vuzix, Pimax, Varjo, Ultraleap, Manus VR, WorldViz, Sixense, StarVR, Sensics, OSVR, InContext Solutions, Eonite Perception, Survios, Jaunt, NextVR, The Void, Dreamscape Immersive, Zero Latency

Asia-Pacific was the largest region in the virtual reality devices market in 2023. Western Europe was the second-largest region in the virtual reality devices market analysis. The regions covered in the virtual reality devices market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the virtual reality devices market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Spain, Canada

The virtual reality devices market consists of sales of head mounted display (HMD) devices, gesture tracking devices (GTD), projectors and display walls (PDW), and other virtual reality devices. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Table of Contents

1. Executive Summary

2. Virtual Reality Devices Market Characteristics

3. Virtual Reality Devices Market Trends And Strategies

4. Virtual Reality Devices Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Virtual Reality Devices Market Size and Growth

  • 5.1. Global Virtual Reality Devices Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Virtual Reality Devices Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Virtual Reality Devices Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Virtual Reality Devices Market Segmentation

  • 6.1. Global Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Hand Held Devices
  • Head Mounted Devices
  • Gesture Controlled Devices
  • Other Types
  • 6.2. Global Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Semi And Fully Immersive
  • Non-Immersive
  • 6.3. Global Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Medical And Healthcare
  • Commercial
  • Education
  • Advertising And Marketing
  • Commerce
  • Energy And Utilities
  • Entertainment And Gaming
  • Designing And Engineering
  • Logistics
  • Other Applications

7. Virtual Reality Devices Market Regional And Country Analysis

  • 7.1. Global Virtual Reality Devices Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Virtual Reality Devices Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Virtual Reality Devices Market

  • 8.1. Asia-Pacific Virtual Reality Devices Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Virtual Reality Devices Market

  • 9.1. China Virtual Reality Devices Market Overview
  • 9.2. China Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Virtual Reality Devices Market

  • 10.1. India Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Virtual Reality Devices Market

  • 11.1. Japan Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.2. Japan Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Virtual Reality Devices Market

  • 12.1. Australia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Virtual Reality Devices Market

  • 13.1. Indonesia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Virtual Reality Devices Market

  • 14.1. South Korea Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.2. South Korea Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Virtual Reality Devices Market

  • 15.1. Western Europe Virtual Reality Devices Market Overview
  • 15.2. Western Europe Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Virtual Reality Devices Market

  • 16.1. UK Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Virtual Reality Devices Market

  • 17.1. Germany Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Virtual Reality Devices Market

  • 18.5. France Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.6. France Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.7. France Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Virtual Reality Devices Market

  • 19.9. Italy Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.10. Italy Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.11. Italy Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Virtual Reality Devices Market

  • 20.13. Spain Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.14. Spain Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.15. Spain Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Virtual Reality Devices Market

  • 21.1. Eastern Europe Virtual Reality Devices Market Overview
  • 21.2. Eastern Europe Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Virtual Reality Devices Market

  • 22.1. Russia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Virtual Reality Devices Market

  • 23.1. North America Virtual Reality Devices Market Overview
  • 23.2. North America Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Virtual Reality Devices Market

  • 24.1. USA Virtual Reality Devices Market Overview
  • 24.2. USA Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Virtual Reality Devices Market

  • 25.1. Canada Virtual Reality Devices Market Overview
  • 25.2. Canada Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Virtual Reality Devices Market

  • 26.1. South America Virtual Reality Devices Market Overview
  • 26.2. South America Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Virtual Reality Devices Market

  • 27.1. Brazil Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Virtual Reality Devices Market

  • 28.1. Middle East Virtual Reality Devices Market Overview
  • 28.2. Middle East Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Virtual Reality Devices Market

  • 29.1. Africa Virtual Reality Devices Market Overview
  • 29.2. Africa Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Virtual Reality Devices Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality Devices Market Competitive Landscape
  • 30.2. Virtual Reality Devices Market Company Profiles
    • 30.2.1. Google
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Sony Corporation
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Samsung Electronics Co.Ltd
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Oculus VR LLC
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Marxent Labs
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Global Virtual Reality Devices Market Competitive Benchmarking

32. Global Virtual Reality Devices Market Competitive Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality Devices Market

34. Virtual Reality Devices Market Future Outlook and Potential Analysis

  • 34.1 Virtual Reality Devices Market In 2028 - Countries Offering Most New Opportunities
  • 34.2 Virtual Reality Devices Market In 2028 - Segments Offering Most New Opportunities
  • 34.3 Virtual Reality Devices Market In 2028 - Growth Strategies
  • 34.3.1 Market Trend Based Strategies
  • 34.3.2 Competitor Strategies

35. Appendix

  • 35.1. Abbreviations
  • 35.2. Currencies
  • 35.3. Historic And Forecast Inflation Rates
  • 35.4. Research Inquiries
  • 35.5. The Business Research Company
  • 35.6. Copyright And Disclaimer