封面
市場調查報告書
商品編碼
1128758

全球虛擬現實 (VR) 市場 - 行業趨勢和預測(到 2029 年)

Global Virtual reality Market - Industry Trends and Forecast to 2029

出版日期: | 出版商: Data Bridge Market Research | 英文 365 Pages | 商品交期: 請詢問到貨日

價格

預計在 2022-2029 年的預測期內,全球虛擬現實 (VR) 市場規模的複合年增長率為 49.4%。

虛擬現實 (VR) 技術不斷進步以及虛擬現實 (VR) 優勢不斷增加等因素正在推動市場增長。

本報告審視了全球虛擬現實 (VR) 市場,並總結了市場概況、驅動和製約因素、機遇和挑戰、按細分市場和地區劃分的市場細分、競爭格局、主要參與者的概況等。

內容

第一章介紹

第 2 章市場細分

第 3 章執行摘要

第 4 章重要注意事項

第 5 章市場趨勢

第 6 章全球主要競爭對手列表

第 7 章法規和政策

第 8 章區域概覽

第 9 章市場概述

  • 驅動程序
    • 遊戲和娛樂行業對頭戴式顯示器 (HMD) 的需求不斷增長
    • 大力投資虛擬現實 (VR) 市場
    • 由於 COVID-19 流行,對虛擬現實 (VR) 技術的需求增加
    • 價格實惠的虛擬現實 (VR) 設備可用性
    • 主要科技公司的興趣日益濃厚
    • 智能手機和互聯網服務的普及率提高
  • 限制因素
    • 缺乏有效的用戶體驗設計
    • 用戶健康問題
    • 全球經濟放緩
  • 機會
    • 虛擬現實 (VR) 技術在航空航天和國防、建築和規劃領域的應用有所增加
    • 虛擬現實 (VR) 在醫療行業的滲透
    • 增加各種戰略決策,例如合作夥伴關係和收購
    • 開發高速處理硬件
  • 任務
    • 數據完整性面臨的新風險和威脅
    • 開發易於使用的虛擬現實 (VR) 系統

第 10 章全球虛擬現實 (VR) 市場:按組件分類

  • 概覽
  • 硬件
    • 顯示器和投影儀
    • 控制器和處理器
    • 位置跟蹤器
    • 相機
    • 其他
  • 軟件
    • 虛擬現實 (VR) 內容製作
    • 軟件開發工具包
    • 基於雲的服務

第 11 章全球虛擬現實 (VR) 市場:按設備類型劃分

  • 概覽
  • 頭戴式顯示器 (HMD)
  • 投影儀和展示牆
  • 手勢跟蹤設備

第 12 章全球虛擬現實 (VR) 市場:按技術分類

  • 概覽
  • 完全身臨其境
  • 非沉浸式
  • 半沉浸式

第 13 章全球虛擬現實 (VR) 市場:按行業分類

  • 概覽
  • 娛樂媒體
    • 娛樂媒體:按技術
    • 娛樂媒體:按用途
  • 醫療
    • 醫療:按類型
    • 醫療:按技術
  • 採礦
    • 完全身臨其境
    • 非沉浸式
    • 半沉浸式
  • 商業
    • 商業:按類型
    • 商業:按技術
  • 航空航天與國防
    • 半沉浸式
    • 完全身臨其境
    • 非沉浸式
  • 汽車
    • 半沉浸式
    • 完全身臨其境
    • 非沉浸式
  • 教育
    • 完全身臨其境
    • 非沉浸式
    • 半沉浸式
  • 其他

第 14 章全球虛擬現實 (VR) 市場:按地區劃分

  • 概覽
  • 亞太地區
    • 中國
    • 日本
    • 韓國
    • 印度
    • 澳大利亞
    • 新加坡
    • 泰國
    • 馬來西亞
    • 印度尼西亞
    • 菲律賓
    • 其他亞太地區
  • 中東和非洲
    • 以色列
    • 沙特阿拉伯
    • 阿拉伯聯合酋長國
    • 南非
    • 埃及
    • 其他中東/非洲
  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 意大利
    • 俄羅斯
    • 西班牙
    • 荷蘭
    • 比利時
    • 瑞士
    • 土耳其
    • 其他歐洲
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他南美洲

第 15 章全球虛擬現實 (VR) 市場:企業格局

  • 公司份額分析:全球
  • 公司份額分析:北美
  • 公司份額分析:歐洲
  • 公司份額分析:亞太地區

第 16 章 SWOT 分析

第 17 章公司簡介

  • SONY CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD.
  • NINTENDO
  • QUALCOMM TECHNOLOGIES, INC.
  • MICROSOFT
  • AUTODESK INC.
  • BARCO
  • BHAPTICS INC.
  • FIRSTHAND TECHNOLOGY INC.
  • FOVE, INC.
  • FXGEAR INC.
  • GOOGLE (ALPHABET INC.子公司)
  • HP DEVELOPMENT COMPANY, L.P.
  • HTC CORPORATION
  • INNOSIMULATION
  • LENOVO
  • LG ELECTRONICS

Global virtual reality market is projected to register a CAGR of 49.4% in the forecast period of 2022 to 2029. The new market report contains data for the historic year 2020, the base year of calculation is 2021, and the forecast period is 2022 to 2029.

Market Segmentation:

Global Virtual Reality Market, By Component (Hardware and Software), Device Type (Head-Mounted Displays, Projectors & Display Walls, and Gesture-Tracking Devices), Technology (Fully Immersive, Non-Immersive and Semi Immersive), Vertical (Entertainment & Media, Healthcare, Industrial, Commercial, Aerospace & Defense, Automotive, Education, and Others), Country (U.S., Canada, Mexico, Germany, U.K., France, Switzerland, Italy, Spain, Netherlands, Russia, Belgium, Turkey, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, South Africa, UAE, Saudi Arabia, Israel, Egypt, Rest of the Middle East and Africa) Industry Trends and Forecast to 2029.

Some of the major factors contributing to the growth of the global virtual reality market are:

Growing technological advancements in virtual reality

Increasing benefits of virtual reality

Market Players

Some key market players in the global virtual reality market are listed below:

Sony Corporation

Lenovo

Autodesk Inc.

Nintendo

Novint

WorldViz, Inc.

Firsthand Technology Inc.

Sixense Enterprises Inc.

HTC Corporation

FOVE, Inc.

Ultraleap

StarVR Corp

Google (A Subsidiary of Alphabet Inc.)

Qualcomm Technologies, Inc.

Barco

HP Development Company, L.P.

Microsoft

SAMSUNG ELECTRONICS CO., LTD.

Virtuix

LG Electronics

SKONEC ENTERTAINMENT Co., Ltd.

bHaptics Inc.

FXGear Inc.

Innosimulation

PSICO SMART APPS, S.L.

TABLE OF CONTENTS

1 INTRODUCTION 41

  • 1.1 OBJECTIVES OF THE STUDY 41
  • 1.2 MARKET DEFINITION 41
  • 1.3 OVERVIEW OF THE GLOBAL VIRTUAL REALITY MARKET 41
  • 1.4 CURRENCY AND PRICING 43
  • 1.5 LIMITATIONS 43
  • 1.6 MARKETS COVERED 43

2 MARKET SEGMENTATION 48

  • 2.1 MARKETS COVERED 48
  • 2.2 GEOGRAPHICAL SCOPE 49
  • 2.3 YEARS CONSIDERED FOR THE STUDY 50
  • 2.4 DBMR TRIPOD DATA VALIDATION MODEL 51
  • 2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 54
  • 2.6 DBMR MARKET POSITION GRID 55
  • 2.7 VENDOR SHARE ANALYSIS 57
  • 2.8 MULTIVARIATE MODELING 58
  • 2.9 COMPONENT TIMELINE CURVE 58
  • 2.10 MARKET VERTICAL COVERAGE GRID 59
  • 2.11 SECONDARY SOURCES 60
  • 2.12 ASSUMPTIONS 60

3 EXECUTIVE SUMMARY 61

4 PREMIUM INSIGHTS 64

5 MARKET TRENDS 67

6 LIST OF TOP COMPETITORS ACROSS THE GLOBE 68

7 REGULATION AND POLICY 69

8 REGIONAL SUMMARY 70

9 MARKET OVERVIEW 71

  • 9.1 DRIVERS 73
    • 9.1.1 GROWING DEMAND FOR HMD IN THE GAMING AND ENTERTAINMENT INDUSTRY 73
    • 9.1.2 HIGH INVESTMENT IN VR MARKET 74
    • 9.1.3 INCREASING DEMAND FOR VR TECHNOLOGY DUE TO COVID-19 PANDEMIC 74
    • 9.1.4 AVAILABILITY OF AFFORDABLE VR DEVICES 75
    • 9.1.5 INCREASING INTEREST OF LARGE TECHNOLOGY CORPORATIONS 75
    • 9.1.6 INCREASE IN PENETRATION OF SMARTPHONES AND INTERNET SERVICES 76
  • 9.2 RESTRAINTS 76
    • 9.2.1 LACK OF EFFECTIVE IN-USER EXPERIENCE DESIGN 76
    • 9.2.2 HEALTH CONCERNS AMONG THE USERS 77
    • 9.2.3 GLOBAL ECONOMIC SLOWDOWN 78
  • 9.3 OPPORTUNITIES 78
    • 9.3.1 INCREASED DEPLOYMENT OF VR TECHNOLOGY IN AEROSPACE & DEFENSE AND ARCHITECTURE & PLANNING SECTOR 78
    • 9.3.2 INCREASED PENETRATION OF VR IN THE HEALTHCARE INDUSTRY 79
    • 9.3.3 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION 79
    • 9.3.4 DEVELOPMENT OF HARDWARE WITH FASTER PROCESSING SPEEDS 80
  • 9.4 CHALLENGES 80
    • 9.4.1 EMERGING RISKS AND THREATS TO DATA INTEGRITY 80
    • 9.4.2 DEVELOPING USER-FRIENDLY VR SYSTEM 81

10 GLOBAL VIRTUAL REALITY MARKET, BY COMPONENT 82

  • 10.1 OVERVIEW 83
  • 10.2 HARDWARE 84
    • 10.2.1 DISPLAYS AND PROJECTORS 85
    • 10.2.2 CONTROLLER AND PROCESSOR 85
    • 10.2.3 POSITION TRACKERS 85
    • 10.2.4 CAMERAS 85
    • 10.2.5 OTHERS 85
  • 10.3 SOFTWARE 85
    • 10.3.1 VR CONTENT CREATION 86
    • 10.3.2 SOFTWARE DEVELOPMENT KITS 87
    • 10.3.3 CLOUD BASED SERVICES 87

11 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE 88

  • 11.1 OVERVIEW 89
  • 11.2 HEAD-MOUNTED DISPLAYS 90
  • 11.3 PROJECTORS & DISPLAY WALLS 91
  • 11.4 GESTURE-TRACKING DEVICES 92

12 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY 93

  • 12.1 OVERVIEW 94
  • 12.2 FULLY IMMERSIVE 95
  • 12.3 NON-IMMERSIVE 96
  • 12.4 SEMI IMMERSIVE 97

13 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL 98

  • 13.1 OVERVIEW 99
  • 13.2 ENTERTAINMENT & MEDIA 100
    • 13.2.1 ENTERTAINMENT & MEDIA, BY TECHNOLOGY 101
      • 13.2.1.1 FULLY IMMERSIVE 101
      • 13.2.1.2 NON-IMMERSIVE 101
      • 13.2.1.3 SEMI IMMERSIVE 101
    • 13.2.2 ENTERTAINMENT & MEDIA, BY APPLICATION 101
      • 13.2.2.1 GAME 102
      • 13.2.2.2 BROADCAST 102
      • 13.2.2.3 ANIMATION 102
      • 13.2.2.4 CHARACTER 102
      • 13.2.2.5 CARTOON 102
      • 13.2.2.6 MUSIC 102
      • 13.2.2.7 FASHION 102
  • 13.3 HEALTHCARE 103
    • 13.3.1 HEALTHCARE, BY TYPE 103
      • 13.3.1.1 SURGERY 104
      • 13.3.1.2 PATIENT CARE MANAGEMENT 104
      • 13.3.1.3 FITNESS MANAGEMENT 104
      • 13.3.1.4 PHARMACY MANAGEMENT 104
    • 13.3.2 HEALTHCARE, BY TECHNOLOGY 104
      • 13.3.2.1 FULLY IMMERSIVE 104
      • 13.3.2.2 NON-IMMERSIVE 104
      • 13.3.2.3 SEMI IMMERSIVE 104
  • 13.4 INDUSTRIAL 105
    • 13.4.1 FULLY IMMERSIVE 106
    • 13.4.2 NON-IMMERSIVE 106
    • 13.4.3 SEMI IMMERSIVE 106
  • 13.5 COMMERCIAL 106
    • 13.5.1 COMMERCIAL, BY TYPE 107
      • 13.5.1.1 RETAIL AND E-COMMERCE 107
      • 13.5.1.2 TRAVEL AND TOURISM 107
      • 13.5.1.3 ADVERTISING 107
    • 13.5.2 COMMERCIAL, BY TECHNOLOGY 107
      • 13.5.2.1 FULLY IMMERSIVE 107
      • 13.5.2.2 NON-IMMERSIVE 107
      • 13.5.2.3 SEMI IMMERSIVE 108
  • 13.6 AEROSPACE & DEFENSE 108
    • 13.6.1 SEMI IMMERSIVE 109
    • 13.6.2 FULLY IMMERSIVE 109
    • 13.6.3 NON-IMMERSIVE 109
  • 13.7 AUTOMOTIVE 109
    • 13.7.1 SEMI IMMERSIVE 110
    • 13.7.2 FULLY IMMERSIVE 110
    • 13.7.3 NON-IMMERSIVE 110
  • 13.8 EDUCATION 110
    • 13.8.1 FULLY IMMERSIVE 111
    • 13.8.2 NON-IMMERSIVE 111
    • 13.8.3 SEMI IMMERSIVE 111
  • 13.9 OTHERS 112

14 GLOBAL VIRTUAL REALITY MARKET, BY REGION 113

  • 14.1 OVERVIEW 114
  • 14.2 ASIA-PACIFIC 119
    • 14.2.1 CHINA 127
    • 14.2.2 JAPAN 132
    • 14.2.3 SOUTH KOREA 137
    • 14.2.4 INDIA 142
    • 14.2.5 AUSTRALIA 147
    • 14.2.6 SINGAPORE 152
    • 14.2.7 THAILAND 157
    • 14.2.8 MALAYSIA 162
    • 14.2.9 INDONESIA 167
    • 14.2.10 PHILIPPINES 172
    • 14.2.11 REST OF ASIA-PACIFIC 177
  • 14.3 MIDDLE EAST AND AFRICA 178
    • 14.3.1 ISRAEL 187
    • 14.3.2 SAUDI ARABIA 192
    • 14.3.3 U.A.E 197
    • 14.3.4 SOUTH AFRICA 202
    • 14.3.5 EGYPT 207
    • 14.3.6 REST OF MIDDLE EAST & AFRICA 212
  • 14.4 NORTH AMERICA 213
    • 14.4.1 U.S. 221
    • 14.4.2 CANADA 226
    • 14.4.3 MEXICO 231
  • 14.5 EUROPE 236
    • 14.5.1 GERMANY 244
    • 14.5.2 FRANCE 249
    • 14.5.3 U.K. 254
    • 14.5.4 ITALY 259
    • 14.5.5 RUSSIA 264
    • 14.5.6 SPAIN 269
    • 14.5.7 NETHERLANDS 274
    • 14.5.8 BELGIUM 279
    • 14.5.9 SWITZERLAND 284
    • 14.5.10 TURKEY 289
    • 14.5.11 REST OF EUROPE 294
  • 14.6 SOUTH AMERICA 295
    • 14.6.1 BRAZIL 303
    • 14.6.2 ARGENTINA 308
    • 14.6.3 REST OF SOUTH AMERICA 313

15 GLOBAL VIRTUAL REALITY MARKET, COMPANY LANDSCAPE 314

  • 15.1 COMPANY SHARE ANALYSIS: GLOBAL 314
  • 15.2 COMPANY SHARE ANALYSIS: NORTH AMERICA 315
  • 15.3 COMPANY SHARE ANALYSIS: EUROPE 316
  • 15.4 COMPANY SHARE ANALYSIS: ASIA-PACIFIC 317

16 SWOT ANALYSIS 318

17 COMPANY PROFILE 319

  • 17.1 SONY CORPORATION 319
    • 17.1.1 COMPANY PROFILE 319
    • 17.1.2 REVENUE ANALYSIS 319
    • 17.1.3 COMPANY SHARE ANALYSIS 320
    • 17.1.4 PRODUCT PORTFOLIO 320
    • 17.1.5 RECENT DEVELOPMENTS 320
  • 17.2 SAMSUNG ELECTRONICS CO., LTD. 321
    • 17.2.1 COMPANY PROFILE 321
    • 17.2.2 REVENUE ANALYSIS 321
    • 17.2.3 COMPANY SHARE ANALYSIS 322
    • 17.2.4 PRODUCT PORTFOLIO 322
    • 17.2.5 RECENT DEVELOPMENTS 322
  • 17.3 NINTENDO 323
    • 17.3.1 COMPANY PROFILE 323
    • 17.3.2 REVENUE ANALYSIS 323
    • 17.3.3 COMPANY SHARE ANALYSIS 324
    • 17.3.4 PRODUCT PORTFOLIO 324
    • 17.3.5 RECENT DEVELOPMENTS 324
  • 17.4 QUALCOMM TECHNOLOGIES, INC. 325
    • 17.4.1 COMPANY PROFILE 325
    • 17.4.2 REVENUE ANALYSIS 325
    • 17.4.3 COMPANY SHARE ANALYSIS 326
    • 17.4.4 PRODUCT PORTFOLIO 326
    • 17.4.5 RECENT DEVELOPMENT 326
  • 17.5 MICROSOFT 327
    • 17.5.1 COMPANY PROFILE 327
    • 17.5.2 REVENUE ANALYSIS 327
    • 17.5.3 COMPANY SHARE ANALYSIS 328
    • 17.5.4 PRODUCT PORTFOLIO 328
    • 17.5.5 RECENT DEVELOPMENTS 328
  • 17.6 AUTODESK INC. 329
    • 17.6.1 COMPANY PROFILE 329
    • 17.6.2 REVENUE ANALYSIS 329
    • 17.6.3 PRODUCT PORTFOLIO 330
    • 17.6.4 RECENT DEVELOPMENTS 330
  • 17.7 BARCO 331
    • 17.7.1 COMPANY PROFILE 331
    • 17.7.2 REVENUE ANALYSIS 331
    • 17.7.3 PRODUCT PORTFOLIO 332
    • 17.7.4 RECENT DEVELOPMENTS 333
  • 17.8 BHAPTICS INC. 334
    • 17.8.1 COMPANY PROFILE 334
    • 17.8.2 PRODUCT PORTFOLIO 334
    • 17.8.3 RECENT DEVELOPMENT 334
  • 17.9 FIRSTHAND TECHNOLOGY INC. 335
    • 17.9.1 COMPANY PROFILE 335
    • 17.9.2 PRODUCT PORTFOLIO 335
    • 17.9.3 RECENT DEVELOPMENTS 335
  • 17.10 FOVE, INC. 336
    • 17.10.1 COMPANY PROFILE 336
    • 17.10.2 PRODUCT PORTFOLIO 336
    • 17.10.3 RECENT DEVELOPMENTS 336
  • 17.11 FXGEAR INC. 337
    • 17.11.1 COMPANY PROFILE 337
    • 17.11.2 PRODUCT PORTFOLIO 337
    • 17.11.3 RECENT DEVELOPMENT 337
  • 17.12 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 338
    • 17.12.1 COMPANY PROFILE 338
    • 17.12.2 REVENUE ANALYSIS 338
    • 17.12.3 PRODUCT PORTFOLIO 339
    • 17.12.4 RECENT DEVELOPMENT 339
  • 17.13 HP DEVELOPMENT COMPANY, L.P. 340
    • 17.13.1 COMPANY PROFILE 340
    • 17.13.2 REVENUE ANALYSIS 340
    • 17.13.3 PRODUCT PORTFOLIO 341
    • 17.13.4 RECENT DEVELOPMENTS 341
  • 17.14 HTC CORPORATION 342
    • 17.14.1 COMPANY PROFILE 342
    • 17.14.2 REVENUE ANALYSIS 342
    • 17.14.3 PRODUCT PORTFOLIO 343
    • 17.14.4 RECENT DEVELOPMENTS 343
  • 17.15 INNOSIMULATION 344
    • 17.15.1 COMPANY PROFILE 344
    • 17.15.2 PRODUCT PORTFOLIO 344
    • 17.15.3 RECENT DEVELOPMENT 344
  • 17.16 LENOVO 345
    • 17.16.1 COMPANY PROFILE 345
    • 17.16.2 REVENUE ANALYSIS 345
    • 17.16.3 PRODUCT PORTFOLIO 346
    • 17.16.4 RECENT DEVELOPMENT 346
  • 17.17 LG ELECTRONICS 347
    • 17.17.1 COMPANY PROFILE 347
    • 17.17.2 REVENUE ANALYSIS 347
    • 17.17.3 PRODUCT PORTFOLIO 348
    • 17.17.4 RECENT DEVELOPMENTS 348
  • 17.18 NOVINT 349
    • 17.18.1 COMPANY PROFILE 349
    • 17.18.2 PRODUCT PORTFOLIO 349
    • 17.18.3 RECENT DEVELOPMENT 349
  • 17.19 PSICO SMART APPS, S.L. 350
    • 17.19.1 COMPANY PROFILE 350
    • 17.19.2 PRODUCT PORTFOLIO 350
    • 17.19.3 RECENT DEVELOPMENTS 350
  • 17.20 SIXENSE ENTERPRISES INC. 351
    • 17.20.1 COMPANY PROFILE 351
    • 17.20.2 PRODUCT PORTFOLIO 351
    • 17.20.3 RECENT DEVELOPMENTS 352
  • 17.21 SKONEC ENTERTAINMENT CO., LTD. 353
    • 17.21.1 COMPANY PROFILE 353
    • 17.21.2 PRODUCT PORTFOLIO 353
    • 17.21.3 RECENT DEVELOPMENTS 354
  • 17.22 STARVR CORP 355
    • 17.22.1 COMPANY PROFILE 355
    • 17.22.2 PRODUCT PORTFOLIO 355
    • 17.22.3 RECENT DEVELOPMENTS 356
  • 17.23 ULTRALEAP LIMITED 357
    • 17.23.1 COMPANY PROFILE 357
    • 17.23.2 PRODUCT PORTFOLIO 357
    • 17.23.3 RECENT DEVELOPMENTS 358
  • 17.24 VIRTUIX 359
    • 17.24.1 COMPANY PROFILE 359
    • 17.24.2 PRODUCT PORTFOLIO 359
    • 17.24.3 RECENT DEVELOPMENT 359
  • 17.25 WORLDVIZ, INC. 360
    • 17.25.1 COMPANY PROFILE 360
    • 17.25.2 PRODUCT PORTFOLIO 360
    • 17.25.3 RECENT DEVELOPMENTS 361

18 QUESTIONNAIRE 362

19 RELATED REPORTS 365

LIST OF TABLES

  • TABLE 1 GLOBAL VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 84
  • TABLE 2 GLOBAL HARDWARE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 84
  • TABLE 3 GLOBAL HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 85
  • TABLE 4 GLOBAL SOFTWARE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 86
  • TABLE 5 GLOBAL SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 86
  • TABLE 6 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 90
  • TABLE 7 GLOBAL HEAD-MOUNTED DISPLAYS IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 90
  • TABLE 8 GLOBAL PROJECTORS & DISPLAY WALLS IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 91
  • TABLE 9 GLOBAL GESTURE-TRACKING DEVICES IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 92
  • TABLE 10 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 95
  • TABLE 11 GLOBAL FULLY IMMERSIVE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 95
  • TABLE 12 GLOBAL NON-IMMERSIVE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 96
  • TABLE 13 GLOBAL SEMI IMMERSIVE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 97
  • TABLE 14 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 100
  • TABLE 15 GLOBAL ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 100
  • TABLE 16 GLOBAL ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 101
  • TABLE 17 GLOBAL ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 102
  • TABLE 18 GLOBAL HEALTHCARE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 103
  • TABLE 19 GLOBAL HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 103
  • TABLE 20 GLOBAL HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 104
  • TABLE 21 GLOBAL INDUSTRIAL IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 105
  • TABLE 22 GLOBAL INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 105
  • TABLE 23 GLOBAL COMMERCIAL IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 106
  • TABLE 24 GLOBAL COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 107
  • TABLE 25 GLOBAL COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 107
  • TABLE 26 GLOBAL AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 108
  • TABLE 27 GLOBAL AEROSPACE AND DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 108
  • TABLE 28 GLOBAL AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 109
  • TABLE 29 GLOBAL AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 110
  • TABLE 30 GLOBAL EDUCATION IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 111
  • TABLE 31 GLOBAL EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 111
  • TABLE 32 GLOBAL OTHERS IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 112
  • TABLE 33 GLOBAL VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION) 118
  • TABLE 34 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2029 (USD MILLION) 122
  • TABLE 35 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 122
  • TABLE 36 ASIA-PACIFIC HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 122
  • TABLE 37 ASIA-PACIFIC SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 123
  • TABLE 38 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 123
  • TABLE 39 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 123
  • TABLE 40 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 124
  • TABLE 41 ASIA-PACIFIC ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 124
  • TABLE 42 ASIA-PACIFIC ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 124
  • TABLE 43 ASIA-PACIFIC HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 125
  • TABLE 44 ASIA-PACIFIC HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 125
  • TABLE 45 ASIA-PACIFIC INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 125
  • TABLE 46 ASIA-PACIFIC COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 125
  • TABLE 47 ASIA-PACIFIC COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 126
  • TABLE 48 ASIA-PACIFIC AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 126
  • TABLE 49 ASIA-PACIFIC AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 126
  • TABLE 50 ASIA-PACIFIC EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 126
  • TABLE 51 CHINA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 127
  • TABLE 52 CHINA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 127
  • TABLE 53 CHINA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 127
  • TABLE 54 CHINA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 127
  • TABLE 55 CHINA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 128
  • TABLE 56 CHINA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 128
  • TABLE 57 CHINA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 128
  • TABLE 58 CHINA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 129
  • TABLE 59 CHINA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 129
  • TABLE 60 CHINA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 129
  • TABLE 61 CHINA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 130
  • TABLE 62 CHINA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 130
  • TABLE 63 CHINA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 130
  • TABLE 64 CHINA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 130
  • TABLE 65 CHINA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 131
  • TABLE 66 CHINA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 131
  • TABLE 67 JAPAN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 132
  • TABLE 68 JAPAN HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 132
  • TABLE 69 JAPAN SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 132
  • TABLE 70 JAPAN VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 133
  • TABLE 71 JAPAN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 133
  • TABLE 72 JAPAN VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 133
  • TABLE 73 JAPAN ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 133
  • TABLE 74 JAPAN ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 134
  • TABLE 75 JAPAN HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 134
  • TABLE 76 JAPAN HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 134
  • TABLE 77 JAPAN INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 135
  • TABLE 78 JAPAN COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 135
  • TABLE 79 JAPAN COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 135
  • TABLE 80 JAPAN AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 135
  • TABLE 81 JAPAN AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 136
  • TABLE 82 JAPAN EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 136
  • TABLE 83 SOUTH KOREA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 137
  • TABLE 84 SOUTH KOREA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 137
  • TABLE 85 SOUTH KOREA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 137
  • TABLE 86 SOUTH KOREA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 138
  • TABLE 87 SOUTH KOREA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 138
  • TABLE 88 SOUTH KOREA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 138
  • TABLE 89 SOUTH KOREA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 138
  • TABLE 90 SOUTH KOREA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 139
  • TABLE 91 SOUTH KOREA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 139
  • TABLE 92 SOUTH KOREA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 139
  • TABLE 93 SOUTH KOREA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 140
  • TABLE 94 SOUTH KOREA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 140
  • TABLE 95 SOUTH KOREA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 140
  • TABLE 96 SOUTH KOREA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 140
  • TABLE 97 SOUTH KOREA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 141
  • TABLE 98 SOUTH KOREA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 141
  • TABLE 99 INDIA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 142
  • TABLE 100 INDIA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 142
  • TABLE 101 INDIA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 142
  • TABLE 102 INDIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 143
  • TABLE 103 INDIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 143
  • TABLE 104 INDIA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 143
  • TABLE 105 INDIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 143
  • TABLE 106 INDIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 144
  • TABLE 107 INDIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 144
  • TABLE 108 INDIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 144
  • TABLE 109 INDIA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 145
  • TABLE 110 INDIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 145
  • TABLE 111 INDIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 145
  • TABLE 112 INDIA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 145
  • TABLE 113 INDIA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 146
  • TABLE 114 INDIA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 146
  • TABLE 115 AUSTRALIA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 147
  • TABLE 116 AUSTRALIA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 147
  • TABLE 117 AUSTRALIA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 147
  • TABLE 118 AUSTRALIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 148
  • TABLE 119 AUSTRALIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 148
  • TABLE 120 AUSTRALIA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 148
  • TABLE 121 AUSTRALIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 148
  • TABLE 122 AUSTRALIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 149
  • TABLE 123 AUSTRALIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 149
  • TABLE 124 AUSTRALIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 149
  • TABLE 125 AUSTRALIA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 150
  • TABLE 126 AUSTRALIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 150
  • TABLE 127 AUSTRALIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 150
  • TABLE 128 AUSTRALIA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 150
  • TABLE 129 AUSTRALIA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 151
  • TABLE 130 AUSTRALIA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 151
  • TABLE 131 SINGAPORE VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 152
  • TABLE 132 SINGAPORE HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 152
  • TABLE 133 SINGAPORE SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 152
  • TABLE 134 SINGAPORE VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 153
  • TABLE 135 SINGAPORE VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 153
  • TABLE 136 SINGAPORE VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 153
  • TABLE 137 SINGAPORE ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 153
  • TABLE 138 SINGAPORE ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 154
  • TABLE 139 SINGAPORE HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 154
  • TABLE 140 SINGAPORE HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 154
  • TABLE 141 SINGAPORE INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 155
  • TABLE 142 SINGAPORE COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 155
  • TABLE 143 SINGAPORE COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 155
  • TABLE 144 SINGAPORE AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 155
  • TABLE 145 SINGAPORE AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 156
  • TABLE 146 SINGAPORE EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 156
  • TABLE 147 THAILAND VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 157
  • TABLE 148 THAILAND HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 157
  • TABLE 149 THAILAND SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 157
  • TABLE 150 THAILAND VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 158
  • TABLE 151 THAILAND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 158
  • TABLE 152 THAILAND VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 158
  • TABLE 153 THAILAND ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 158
  • TABLE 154 THAILAND ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 159
  • TABLE 155 THAILAND HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 159
  • TABLE 156 THAILAND HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 159
  • TABLE 157 THAILAND INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 160
  • TABLE 158 THAILAND COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 160
  • TABLE 159 THAILAND COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 160
  • TABLE 160 THAILAND AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 160
  • TABLE 161 THAILAND AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 161
  • TABLE 162 THAILAND EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 161
  • TABLE 163 MALAYSIA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 162
  • TABLE 164 MALAYSIA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 162
  • TABLE 165 MALAYSIA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 162
  • TABLE 166 MALAYSIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 163
  • TABLE 167 MALAYSIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 163
  • TABLE 168 MALAYSIA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 163
  • TABLE 169 MALAYSIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 163
  • TABLE 170 MALAYSIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 164
  • TABLE 171 MALAYSIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 164
  • TABLE 172 MALAYSIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 164
  • TABLE 173 MALAYSIA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 165
  • TABLE 174 MALAYSIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 165
  • TABLE 175 MALAYSIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 165
  • TABLE 176 MALAYSIA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 165
  • TABLE 177 MALAYSIA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 166
  • TABLE 178 MALAYSIA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 166
  • TABLE 179 INDONESIA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 167
  • TABLE 180 INDONESIA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 167
  • TABLE 181 INDONESIA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 167
  • TABLE 182 INDONESIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 168
  • TABLE 183 INDONESIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 168
  • TABLE 184 INDONESIA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 168
  • TABLE 185 INDONESIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 168
  • TABLE 186 INDONESIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 169
  • TABLE 187 INDONESIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 169
  • TABLE 188 INDONESIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 169
  • TABLE 189 INDONESIA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 170
  • TABLE 190 INDONESIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 170
  • TABLE 191 INDONESIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 170
  • TABLE 192 INDONESIA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 170
  • TABLE 193 INDONESIA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 171
  • TABLE 194 INDONESIA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 171
  • TABLE 195 PHILIPPINES VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 172
  • TABLE 196 PHILIPPINES HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 172
  • TABLE 197 PHILIPPINES SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 172
  • TABLE 198 PHILIPPINES VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 173
  • TABLE 199 PHILIPPINES VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 173
  • TABLE 200 PHILIPPINES VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 173
  • TABLE 201 PHILIPPINES ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 173
  • TABLE 202 PHILIPPINES ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 174
  • TABLE 203 PHILIPPINES HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 174
  • TABLE 204 PHILIPPINES HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 174
  • TABLE 205 PHILIPPINES INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 175
  • TABLE 206 PHILIPPINES COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 175
  • TABLE 207 PHILIPPINES COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 175
  • TABLE 208 PHILIPPINES AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 175
  • TABLE 209 PHILIPPINES AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 176
  • TABLE 210 PHILIPPINES EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 176
  • TABLE 211 REST OF ASIA-PACIFIC VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 177
  • TABLE 212 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2029 (USD MILLION) 181
  • TABLE 213 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 182
  • TABLE 214 MIDDLE EAST & AFRICA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 182
  • TABLE 215 MIDDLE EAST & AFRICA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 182
  • TABLE 216 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 182
  • TABLE 217 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 183
  • TABLE 218 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 183
  • TABLE 219 MIDDLE EAST & AFRICA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 183
  • TABLE 220 MIDDLE EAST & AFRICA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 184
  • TABLE 221 MIDDLE EAST & AFRICA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 184
  • TABLE 222 MIDDLE EAST & AFRICA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 184
  • TABLE 223 MIDDLE EAST & AFRICA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 185
  • TABLE 224 MIDDLE EAST & AFRICA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 185
  • TABLE 225 MIDDLE EAST & AFRICA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 185
  • TABLE 226 MIDDLE EAST & AFRICA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 185
  • TABLE 227 MIDDLE EAST & AFRICA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 186
  • TABLE 228 MIDDLE EAST & AFRICA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 186
  • TABLE 229 ISRAEL VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 187
  • TABLE 230 ISRAEL HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 187
  • TABLE 231 ISRAEL SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 187
  • TABLE 232 ISRAEL VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION) 188
  • TABLE 233 ISRAEL VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 188
  • TABLE 234 ISRAEL VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION) 188
  • TABLE 235 ISRAEL ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION) 189
  • TABLE 236 ISRAEL ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 189
  • TABLE 237 ISRAEL HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 189
  • TABLE 238 ISRAEL HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 190
  • TABLE 239 ISRAEL INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 190
  • TABLE 240 ISRAEL COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION) 190
  • TABLE 241 ISRAEL COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION) 190
  • TABLE 242 ISRAEL AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 191
  • TABLE 243 ISRAEL AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 191
  • TABLE 244 ISRAEL EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION) 191
  • TABLE 245 SAUDI ARABIA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 192
  • TABLE 246 SAUDI ARABIA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION) 192