2023-2030 年全球虛擬實境市場規模研究與預測,按設備(頭戴式顯示器、手勢追蹤設備、投影機和顯示牆)、技術、組件、應用和區域分析
市場調查報告書
商品編碼
1381650

2023-2030 年全球虛擬實境市場規模研究與預測,按設備(頭戴式顯示器、手勢追蹤設備、投影機和顯示牆)、技術、組件、應用和區域分析

Global Virtual Reality Market Size Study & Forecast, by Device (Head-Mounted Display, Gesture-Tracking Device, Projectors & Display Wall ), by Technology, by Component, by Application, and Regional Analysis, 2023-2030

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 | 商品交期: 2-3個工作天內

價格

2022年全球虛擬實境(VR)市場價值約為599.6億美元,預計在2023-2030年預測期內將以超過27.5%的健康成長率成長。虛擬實境 (VR) 是電腦生成的3D世界模擬或娛樂,旨在進行互動和探索。使用者在體驗 VR 時通常會配戴顯示虛擬環境的頭戴式顯示器 (HMD),以及運動追蹤器和手動控制器等其他感測設備。隨著技術的進步、硬體的改進和內容的擴展,虛擬實境市場正在不斷發展。不同產業中HMD 的採用激增、VR 領域的投資不斷增加、數位化的快速發展以及虛擬實境(VR) 在教學培訓中的使用越來越多,再加上對增強用戶體驗的日益重視,這些都是推動VR 產業發展的最突出因素。全球市場需求。

此外,現場虛擬娛樂的興起趨勢正在對市場擴張產生積極影響。隨著人們傾向於使用科技在舒適的家中觀看現場表演和活動,現場虛擬娛樂的概念正在不斷擴展。由於科技有潛力讓消費者參與現實世界中,對體育比賽或音樂會等現場活動的需求正在顯著增加。例如,2022 年 4 月,搖滾樂團 Foo Fighters 在 Meta 虛擬舞台上進行了表演,使用 Meta Quest 耳機呈現 180 度直播片段。同樣,2021 年 3 月,3D-VR LiVE 提供了一個具有即時、個人參與和互動的虛擬活動平台。因此,預計對虛擬現場娛樂的需求不斷成長與虛擬實境技術相關,這將在估計期間促進市場成長。此外,頭戴式顯示器在醫療保健和建築應用中的快速滲透,以及虛擬實境在航空航太和國防領域用於訓練和模擬的日益普及,在預測的幾年裡帶來了各種利潤豐厚的機會。然而,與低解析度和缺乏運動相關的健康問題以及顯示延遲和能耗影響了 VR 設備的整體性能,並阻礙了 2023-2030 年預測期內的市場成長。

全球虛擬實境 (VR) 市場研究涵蓋的關鍵區域包括亞太地區、北美、歐洲、拉丁美洲以及中東和非洲。由於企業應用程式的採用率增加以及對增強用戶體驗的日益關注,亞太地區將在 2022 年佔據市場主導地位。此外,由於自動化的發展,該地區還有多家製造商和企業在各種營運中使用 VR。此外,亞太地區對攜帶式 VR 設備的需求不斷成長,預計將推動該地區市場的發展。然而,預計歐洲在預測年份將以最高的CAGR成長。 VR技術在各行各業的一系列應用中的廣泛使用,特別是在遊戲和汽車領域,正在促進區域市場的成長。此外,創新VR耳機的廣泛使用主要歸因於龐大的遊戲產業的存在。由於針對歐洲國家遊戲社群的強大 VR 技術的快速開發和傳播,該區域市場迅速擴大。

研究的目的是確定近年來不同細分市場和國家的市場規模,並預測未來幾年的價值。該報告旨在涵蓋參與研究的國家內該行業的定性和定量方面。

該報告還提供了有關促進因素和挑戰等關鍵方面的詳細資訊,這些因素將決定市場的未來成長。此外,它還涵蓋了利害關係人投資的微觀市場的潛在機會,以及對主要參與者的競爭格局和產品供應的詳細分析。

目錄

第 1 章:執行摘要

  • 市場概況
  • 2020-2030 年全球與細分市場估計與預測
    • 2020-2030 年虛擬實境 (VR) 市場(按地區)
    • 虛擬實境 (VR) 市場(按設備),2020-2030 年
    • 虛擬實境 (VR) 市場(按技術),2020-2030 年
    • 虛擬實境 (VR) 市場(按組成部分),2020-2030 年
    • 虛擬實境 (VR) 市場,按應用分類,2020-2030 年
  • 主要趨勢
  • 估算方法
  • 研究假設

第 2 章:全球虛擬實境 (VR) 市場定義與範圍

  • 研究目的
  • 市場定義和範圍
    • 產業演變
    • 研究範圍
  • 研究涵蓋的年份
  • 貨幣兌換率

第 3 章:全球虛擬實境 (VR) 市場動態

  • 虛擬實境 (VR) 市場影響分析(2020-2030)
    • 市場促進因素
      • 不同產業中 HMD 的採用激增
      • 現場虛擬娛樂的上升趨勢
    • 市場挑戰
      • 與低解析度和缺乏運動相關的健康問題
      • 顯示延遲和能耗影響 VR 裝置的整體效能
    • 市場機會
      • HMD 在醫療保健和建築應用中的快速滲透
      • 航空航太和國防領域擴大採用 VR 進行訓練和模擬

第 4 章:全球虛擬實境 (VR) 市場產業分析

  • 波特的五力模型
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭競爭
  • 波特的五力影響分析
  • PEST分析
    • 政治的
    • 經濟
    • 社會的
    • 技術性
    • 環境的
    • 合法的
  • 頂級投資機會
  • 最佳制勝策略
  • COVID-19 影響分析
  • 顛覆性趨勢
  • 產業專家視角
  • 分析師推薦與結論

第 5 章:全球虛擬實境 (VR) 市場(按裝置)

  • 市場概況
  • 全球虛擬實境 (VR) 市場(按設備、效能)- 潛力分析
  • 2020-2030 年按設備分類的全球虛擬實境 (VR) 市場估計和預測
  • 虛擬實境 (VR) 市場區隔分析
    • 頭戴式顯示器 (HMD)
    • 手勢追蹤設備 (GTD)
    • 投影機和顯示牆 (PDW)

第 6 章:按技術分類的全球虛擬實境 (VR) 市場

  • 市場概況
  • 全球虛擬實境 (VR) 市場(按技術、性能)-潛力分析
  • 2020-2030 年全球虛擬實境 (VR) 市場估計及技術預測
  • 虛擬實境 (VR) 市場區隔分析
    • 半沉浸式與全沉浸式
    • 非沉浸式

第 7 章:全球虛擬實境 (VR) 市場(按組成部分)

  • 市場概況
  • 全球虛擬實境 (VR) 市場(按組件、效能)- 潛力分析
  • 2020-2030 年全球虛擬實境 (VR) 市場按組件估計和預測
  • 虛擬實境 (VR) 市場區隔分析
    • 硬體
    • 軟體

第 8 章:虛擬實境 (VR) 市場(按應用)

  • 市場概況
  • 全球虛擬實境 (VR) 市場(按應用、效能)- 潛力分析
  • 2020-2030 年按應用分類的全球虛擬實境 (VR) 市場估計和預測
  • 虛擬實境 (VR) 市場區隔分析
    • 航太與國防
    • 消費者
    • 商業的
    • 企業
    • 衛生保健
    • 其他

第 9 章:全球虛擬實境 (VR) 市場、區域分析

  • 領先國家
  • 頂尖新興國家
  • 虛擬實境 (VR) 市場、區域市場概況
  • 北美洲
    • 美國
      • 2020-2030 年設備故障估計與預測
      • 2020-2030 年技術細分估計與預測
      • 2020-2030 年組件細分估計與預測
      • 2020-2030 年應用細分估計與預測
    • 加拿大
  • 歐洲虛擬實境 (VR) 市場概況
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 義大利
    • 歐洲其他地區
  • 亞太地區虛擬實境 (VR) 市場概況
    • 中國
    • 印度
    • 日本
    • 澳洲
    • 韓國
    • 亞太地區其他地區
  • 拉丁美洲虛擬實境 (VR) 市場概況
    • 巴西
    • 墨西哥
  • 中東和非洲
    • 沙烏地阿拉伯
    • 南非
    • 中東和非洲其他地區

第 10 章:競爭情報

  • 重點企業SWOT分析
    • 公司1
    • 公司2
    • 公司3
  • 頂級市場策略
  • 公司簡介
    • Alphabet Inc.
      • 關鍵訊息
      • 概述
      • 財務(視數據可用性而定)
      • 產品概要
      • 最近的發展
    • Barco NV
    • CyberGlove Systems, Inc.
    • Meta Platforms Inc.
    • HTC Corporation
    • Microsoft Corporation
    • Samsung Electronics Co., Ltd.
    • Sensics, Inc.
    • Sixense Enterprises, Inc. (Penumbra, Inc.)
    • Ultraleap Ltd.

第 11 章:研究過程

  • 研究過程
    • 資料探勘
    • 分析
    • 市場預測
    • 驗證
    • 出版
  • 研究屬性
  • 研究假設

Global Virtual Reality (VR) Market is valued at approximately USD 59.96 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 27.5% over the forecast period 2023-2030. Virtual Reality (VR) is a computer-generated simulation or recreation of a three-dimensional world that is designed for interaction and exploration. A head-mounted display (HMD) that shows the virtual environment, collectively with other sensory equipment such as motion trackers and hand controllers, is often worn by the user when engaging in VR. The Virtual Reality market is continuously evolving, with advancements in technology, improved hardware, and expanded content offerings. The surging adoption of HMDs in different industries, rising investments in the VR sector, rapid digitization, and increasing use of virtual reality (VR) in instructional training, coupled with a growing emphasis on enhanced user experiences are the most prominent factors that are propelling the market demand across the globe.

Moreover, the rising trend of live virtual entertainment is exhibiting a positive influence on the market expansion. The concept of live virtual entertainment is expanding as people are inclined towards watching live performances and events from the comfort of their own homes using technology. The demand for live events, such as sports games or music concerts, is significantly increasing as a result of the potential of technology to engage consumers in a real-world setting. For instance, in April 2022, the rock band Foo Fighters had their performance on the Meta virtual stage, presenting 180-degree live-streaming footage using the Meta Quest headset. Likewise, in March 2021, a virtual event platform with real-time, personal engagement and interaction was made available by 3D-VR LiVE. Therefore, it is anticipated that the growing demand for virtual live entertainment is associated with virtual reality technologies, which is augmenting the market growth during the estimated period. Furthermore, the rapid penetration of HMDs in healthcare and architectural applications, as well as the rising adoption of VR in aerospace & defense for training and simulation presents various lucrative opportunities over the forecast years. However, the health concerns relating to low resolution and lack of movement, along with display latency and energy consumption affect the overall performance of VR devices and are hindering the market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Virtual Reality (VR) Market study include Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. Asia Pacific dominated the market in 2022 owing to the increased adoption in enterprise applications, and rising focus on enhancing user experience. In addition, the region is home to several manufacturers and enterprises that use VR in a variety of operations as a result of the drive toward automation. Furthermore, the rising demand for portable VR devices in the Asia Pacific is anticipated to fuel the regional market development. Whereas, Europe is expected to grow at the highest CAGR over the forecast years. The extensive use of VR technology in a range of applications across a variety of industries, especially in the gaming and automotive sectors is contributing to the regional market growth. Also, the widespread use of innovative VR headsets is majorly attributed due to the presence of a huge gaming industry. The regional market has expanded rapidly as a result of the quick development and distribution of potent VR technology targeted at the gaming community in European nations.

Major market players included in this report are:

  • Alphabet Inc.
  • Barco NV
  • CyberGlove Systems, Inc.
  • Meta Platforms Inc.
  • HTC Corporation
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises, Inc. (Penumbra, Inc.)
  • Ultraleap Ltd.

Recent Developments in the Market:

  • In January 2023, HTC Corporation introduced the Vive XR Elite, a new virtual reality and augmented reality headset. according to the company, the device has a high-resolution display for an immersive experience. This latest innovation assists company to improve its market presence and acquire huge customer base.
  • In February 2023, Meta Platforms Inc. acquired Within Unlimited, Inc. for its VR expertise and popular virtual reality (VR) application called Supernatural. The objective of this acquisition is to expand the company's footprints.
  • In March 2022, Unity Software Inc. partnered with live music producer Insomniac Events to grow into the virtual environment from the physical world. Additionally, the companies focus on providing live entertainment to the prospective audience of the next generation.

Global Virtual Reality (VR) Market Report Scope:

  • Historical Data - 2020 - 2021
  • Base Year for Estimation - 2022
  • Forecast period - 2023-2030
  • Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Segments Covered - Device, Technology, Component, Application, Region
  • Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope - Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Device:

  • Head-Mounted Display (HMD)
  • Gesture-Tracking Device (GTD)
  • Projectors & Display Wall (PDW)

By Technology:

  • Semi & Fully Immersive
  • Non-immersive

By Component:

  • Hardware
  • Software

By Application:

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

By Region:

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Spain
    • Italy
    • ROE
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • RoAPAC
  • Latin America
    • Brazil
    • Mexico
  • Middle East & Africa
    • Saudi Arabia
    • South Africa
    • Rest of Middle East & Africa

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
    • 1.2.1. Virtual Reality (VR) Market, by Region, 2020-2030 (USD Billion)
    • 1.2.2. Virtual Reality (VR) Market, by Device, 2020-2030 (USD Billion)
    • 1.2.3. Virtual Reality (VR) Market, by Technology, 2020-2030 (USD Billion)
    • 1.2.4. Virtual Reality (VR) Market, by Component, 2020-2030 (USD Billion)
    • 1.2.5. Virtual Reality (VR) Market, by Application, 2020-2030 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Virtual Reality (VR) Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Industry Evolution
    • 2.2.2. Scope of the Study
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Virtual Reality (VR) Market Dynamics

  • 3.1. Virtual Reality (VR) Market Impact Analysis (2020-2030)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Surging adoption of HMDs in different industries
      • 3.1.1.2. Rising trend of live virtual entertainment
    • 3.1.2. Market Challenges
      • 3.1.2.1. Health concerns relating to low resolution and lack of movement
      • 3.1.2.2. Display latency and energy consumption affect overall performance of VR devices
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Rapid penetration of HMDs in healthcare and architectural applications
      • 3.1.3.2. Rising adoption of VR in aerospace & defense for training and simulation

Chapter 4. Global Virtual Reality (VR) Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Impact Analysis
  • 4.3. PEST Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top investment opportunity
  • 4.5. Top winning strategies
  • 4.6. COVID-19 Impact Analysis
  • 4.7. Disruptive Trends
  • 4.8. Industry Expert Perspective
  • 4.9. Analyst Recommendation & Conclusion

Chapter 5. Global Virtual Reality (VR) Market, by Device

  • 5.1. Market Snapshot
  • 5.2. Global Virtual Reality (VR) Market by Device, Performance - Potential Analysis
  • 5.3. Global Virtual Reality (VR) Market Estimates & Forecasts by Device 2020-2030 (USD Billion)
  • 5.4. Virtual Reality (VR) Market, Sub Segment Analysis
    • 5.4.1. Head-Mounted Display (HMD)
    • 5.4.2. Gesture-Tracking Device (GTD)
    • 5.4.3. Projectors & Display Wall (PDW)

Chapter 6. Global Virtual Reality (VR) Market, by Technology

  • 6.1. Market Snapshot
  • 6.2. Global Virtual Reality (VR) Market by Technology, Performance - Potential Analysis
  • 6.3. Global Virtual Reality (VR) Market Estimates & Forecasts by Technology 2020-2030 (USD Billion)
  • 6.4. Virtual Reality (VR) Market, Sub Segment Analysis
    • 6.4.1. Semi & Fully Immersive
    • 6.4.2. Non-immersive

Chapter 7. Global Virtual Reality (VR) Market, by Component

  • 7.1. Market Snapshot
  • 7.2. Global Virtual Reality (VR) Market by Component, Performance - Potential Analysis
  • 7.3. Global Virtual Reality (VR) Market Estimates & Forecasts by Component 2020-2030 (USD Billion)
  • 7.4. Virtual Reality (VR) Market, Sub Segment Analysis
    • 7.4.1. Hardware
    • 7.4.2. Software

Chapter 8. Virtual Reality (VR) Market, by Application

  • 8.1. Market Snapshot
  • 8.2. Global Virtual Reality (VR) Market by Application, Performance - Potential Analysis
  • 8.3. Global Virtual Reality (VR) Market Estimates & Forecasts by Application 2020-2030 (USD Billion)
  • 8.4. Virtual Reality (VR) Market, Sub Segment Analysis
    • 8.4.1. Aerospace & Defense
    • 8.4.2. Consumer
    • 8.4.3. Commercial
    • 8.4.4. Enterprise
    • 8.4.5. Healthcare
    • 8.4.6. Others

Chapter 9. Global Virtual Reality (VR) Market, Regional Analysis

  • 9.1. Top Leading Countries
  • 9.2. Top Emerging Countries
  • 9.3. Virtual Reality (VR) Market, Regional Market Snapshot
  • 9.4. North America Virtual Reality (VR) Market
    • 9.4.1. U.S. Virtual Reality (VR) Market
      • 9.4.1.1. Device breakdown estimates & forecasts, 2020-2030
      • 9.4.1.2. Technology breakdown estimates & forecasts, 2020-2030
      • 9.4.1.3. Component breakdown estimates & forecasts, 2020-2030
      • 9.4.1.4. Application breakdown estimates & forecasts, 2020-2030
    • 9.4.2. Canada Virtual Reality (VR) Market
  • 9.5. Europe Virtual Reality (VR) Market Snapshot
    • 9.5.1. U.K. Virtual Reality (VR) Market
    • 9.5.2. Germany Virtual Reality (VR) Market
    • 9.5.3. France Virtual Reality (VR) Market
    • 9.5.4. Spain Virtual Reality (VR) Market
    • 9.5.5. Italy Virtual Reality (VR) Market
    • 9.5.6. Rest of Europe Virtual Reality (VR) Market
  • 9.6. Asia-Pacific Virtual Reality (VR) Market Snapshot
    • 9.6.1. China Virtual Reality (VR) Market
    • 9.6.2. India Virtual Reality (VR) Market
    • 9.6.3. Japan Virtual Reality (VR) Market
    • 9.6.4. Australia Virtual Reality (VR) Market
    • 9.6.5. South Korea Virtual Reality (VR) Market
    • 9.6.6. Rest of Asia Pacific Virtual Reality (VR) Market
  • 9.7. Latin America Virtual Reality (VR) Market Snapshot
    • 9.7.1. Brazil Virtual Reality (VR) Market
    • 9.7.2. Mexico Virtual Reality (VR) Market
  • 9.8. Middle East & Africa Virtual Reality (VR) Market
    • 9.8.1. Saudi Arabia Virtual Reality (VR) Market
    • 9.8.2. South Africa Virtual Reality (VR) Market
    • 9.8.3. Rest of Middle East & Africa Virtual Reality (VR) Market

Chapter 10. Competitive Intelligence

  • 10.1. Key Company SWOT Analysis
    • 10.1.1. Company 1
    • 10.1.2. Company 2
    • 10.1.3. Company 3
  • 10.2. Top Market Strategies
  • 10.3. Company Profiles
    • 10.3.1. Alphabet Inc.
      • 10.3.1.1. Key Information
      • 10.3.1.2. Overview
      • 10.3.1.3. Financial (Subject to Data Availability)
      • 10.3.1.4. Product Summary
      • 10.3.1.5. Recent Developments
    • 10.3.2. Barco NV
    • 10.3.3. CyberGlove Systems, Inc.
    • 10.3.4. Meta Platforms Inc.
    • 10.3.5. HTC Corporation
    • 10.3.6. Microsoft Corporation
    • 10.3.7. Samsung Electronics Co., Ltd.
    • 10.3.8. Sensics, Inc.
    • 10.3.9. Sixense Enterprises, Inc. (Penumbra, Inc.)
    • 10.3.10. Ultraleap Ltd.

Chapter 11. Research Process

  • 11.1. Research Process
    • 11.1.1. Data Mining
    • 11.1.2. Analysis
    • 11.1.3. Market Estimation
    • 11.1.4. Validation
    • 11.1.5. Publishing
  • 11.2. Research Attributes
  • 11.3. Research Assumption

LIST OF TABLES

  • TABLE 1. Global Virtual Reality (VR) Market, report scope
  • TABLE 2. Global Virtual Reality (VR) Market estimates & forecasts by Region 2020-2030 (USD Billion)
  • TABLE 3. Global Virtual Reality (VR) Market estimates & forecasts by Device 2020-2030 (USD Billion)
  • TABLE 4. Global Virtual Reality (VR) Market estimates & forecasts by Technology 2020-2030 (USD Billion)
  • TABLE 5. Global Virtual Reality (VR) Market estimates & forecasts by Component 2020-2030 (USD Billion)
  • TABLE 6. Global Virtual Reality (VR) Market estimates & forecasts by Application 2020-2030 (USD Billion)
  • TABLE 7. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 8. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 9. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 10. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 11. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 12. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 13. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 14. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 15. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 16. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 17. U.S. Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 18. U.S. Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 19. U.S. Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 20. Canada Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 21. Canada Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 22. Canada Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 23. UK Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 24. UK Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 25. UK Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 26. Germany Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 27. Germany Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 28. Germany Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 29. France Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 30. France Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 31. France Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 32. Italy Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 33. Italy Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 34. Italy Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 35. Spain Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 36. Spain Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 37. Spain Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 38. RoE Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 39. RoE Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 40. RoE Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 41. China Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 42. China Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 43. China Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 44. India Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 45. India Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 46. India Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 47. Japan Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 48. Japan Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 49. Japan Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 50. South Korea Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 51. South Korea Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 52. South Korea Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 53. Australia Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 54. Australia Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 55. Australia Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 56. RoAPAC Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 57. RoAPAC Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 58. RoAPAC Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 59. Brazil Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 60. Brazil Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 61. Brazil Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 62. Mexico Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 63. Mexico Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 64. Mexico Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 65. RoLA Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 66. RoLA Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 67. RoLA Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 68. Saudi Arabia Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 69. South Africa Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 70. RoMEA Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 71. List of secondary sources, used in the study of global Virtual Reality (VR) Market
  • TABLE 72. List of primary sources, used in the study of global Virtual Reality (VR) Market
  • TABLE 73. Years considered for the study
  • TABLE 74. Exchange rates considered

List of tables and figures and dummy in nature, final lists may vary in the final deliverable

LIST OF FIGURES

  • FIG 1. Global Virtual Reality (VR) Market, research methodology
  • FIG 2. Global Virtual Reality (VR) Market, Market estimation techniques
  • FIG 3. Global Market size estimates & forecast methods
  • FIG 4. Global Virtual Reality (VR) Market, key trends 2022
  • FIG 5. Global Virtual Reality (VR) Market, growth prospects 2023-2030
  • FIG 6. Global Virtual Reality (VR) Market, porters 5 force model
  • FIG 7. Global Virtual Reality (VR) Market, pest analysis
  • FIG 8. Global Virtual Reality (VR) Market, value chain analysis
  • FIG 9. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 10. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 11. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 12. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 13. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 14. Global Virtual Reality (VR) Market, regional snapshot 2020 & 2030
  • FIG 15. North America Virtual Reality (VR) Market 2020 & 2030 (USD Billion)
  • FIG 16. Europe Virtual Reality (VR) Market 2020 & 2030 (USD Billion)
  • FIG 17. Asia pacific Virtual Reality (VR) Market 2020 & 2030 (USD Billion)
  • FIG 18. Latin America Virtual Reality (VR) Market 2020 & 2030 (USD Billion)
  • FIG 19. Middle East & Africa Virtual Reality (VR) Market 2020 & 2030 (USD Billion)

List of tables and figures and dummy in nature, final lists may vary in the final deliverable