市場調查報告書

虛擬現實(VR)全球市場:到2027年的行業趨勢和預測

Global Virtual Reality Market - Industry Trends and Forecast to 2027

出版商 Data Bridge Market Research Private Limited 商品編碼 953463
出版日期 內容資訊 英文 342 Pages
商品交期: 最快1-2個工作天內
價格
虛擬現實(VR)全球市場:到2027年的行業趨勢和預測 Global Virtual Reality Market - Industry Trends and Forecast to 2027
出版日期: 2020年07月01日內容資訊: 英文 342 Pages
簡介

預計在2020-2027年預測期間,全球虛擬現實(VR)市場將以48.8%的複合年增長率增長。該市場的主要增長因素是技術進步和收益增加。

該報告調查了全球虛擬現實(VR)市場,包括市場增長和限制,挑戰與機遇,按產品分類的市場分析,設備類型,技術,行業和地區,競爭格局,我們提供諸如主要公司簡介之類的信息。

目錄

第1章簡介

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章市場概述

  • 生長因子
    • 先進技術和數字化的發展
    • 遊戲和娛樂業的增長
    • 增加智能手機和互聯網服務的普及率
    • 價格適中的VR設備的可用性
    • 在主題公園中使用
  • 抑制因子
    • 缺乏有效的用戶體驗設計
    • 對用戶健康問題的擔憂
    • 新興國家增長緩慢
  • 市場機會
    • 在醫療保健行業中越來越多地使用VR
    • 在航空航天和國防領域使用VR進行培訓和模擬
    • 技術供應商的高投資
    • 5G和VR集成
  • 挑戰
    • 開髮用戶友好的VR系統
    • 網絡安全問題

第6章COVID-19的影響分析

  • 簡介
  • 大流行之後的COVID-19政府倡議
  • COVID-19之後製造商的戰略決策
  • 按需投放
  • 對供應鏈的影響
  • 結論

第7章市場分析:按報價

  • 概述
  • 硬件
    • 顯示器和投影儀
    • 控制器處理器
    • 位置跟蹤器
    • 相機
    • 其他
  • 軟件
    • 創建VR內容
    • 軟件開發套件
    • 基於雲的服務

第8章市場分析:按設備類型

  • 概述 頭戴式顯示器
  • 投影儀展示牆
  • 手勢跟蹤裝置

第9章市場分析:按技術

  • 概述
  • 完全沉浸式
  • 非沉浸式
  • 半沉浸式

第10章按行業進行的市場分析

  • 概述
  • 娛樂和媒體
  • 醫療保健
  • 工業
  • 商業
  • 航空航天/國防 汽車
  • 教育
  • 其他

第11章按地區進行的市場分析

  • 概述
  • 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
  • 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
  • 中東/非洲
    • 以色列
    • 沙特阿拉伯
    • 阿拉伯聯合酋長國
    • 南非
    • 埃及
    • 其他
  • 南美洲
    • 巴西
    • 阿根廷
    • 南美洲

第12章世界市場和公司狀況

  • 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13章SWOT

第14章公司簡介

  • SONY株式會社
  • FACEBOOK TECHNOLOGIES, LLC. (A SUBSIDIARY OF FACEBOOK INC.)
  • SAMSUNG ELECTRONICS CO., LTD.
  • 任天堂株式會社
  • QUALCOMM TECHNOLOGIES, INC.
  • MICROSOFT
  • AUTODESK INC.
  • BARCO
  • FOVE, INC.
  • FIRSTHAND TECHNOLOGY INC.
  • GOOGLE (A SUBSIDIARY OF ALPHABET INC.)
  • HP DEVELOPMENT COMPANY, L.P.
  • HTC CORPORATION
  • LENOVO
  • PSIOUS
  • SIXENSE ENTERPRISES INC.
  • STARVR CORP
  • ULTRALEAP LIMITED
  • VIRTUIX
  • WORLDVIZ, INC.

第15章問卷調查

第16章相關報告

目錄

Global virtual reality market is projected to register a CAGR of 48.8% in the forecast period of 2020 to 2027. The new market report contains data for historic year 2018, the base year of calculation is 2019 and the forecast period is 2020 to 2027.

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, Brazil, Argentina, Rest of South America, South Africa, UAE, Saudi Arabia, Israel, Egypt, Rest of Middle East and Africa), Industry Trends and Forecast to 2027

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

The key market players for global virtual reality market are listed below:

Sony Corporation

Lenovo

Autodesk Inc.

Nintendo

Psious

WorldViz, Inc.

Firsthand Technology Inc.

Sixense Enterprises Inc.

HTC Corporation

FOVE, Inc.

Ultraleap Limited

StarVR Corp

Google (A Subsidiary of Alphabet Inc.)

Qualcomm Technologies, Inc.

Barco

HP Development Company, L.P.

Microsoft

SAMSUNG ELECTRONICS CO., LTD.

Facebook Technologies, LLC. (A subsidiary of Facebook Inc.)

Virtuix

TABLE OF CONTENTS

1 INTRODUCTION 38

  • 1.1 OBJECTIVES OF THE STUDY 38
  • 1.2 MARKET DEFINITION 38
  • 1.3 OVERVIEW OF GLOBAL VIRTUAL REALITY MARKET 38
  • 1.4 CURRENCY AND PRICING 40
  • 1.5 LIMITATIONS 40
  • 1.6 MARKETS COVERED 41

2 MARKET SEGMENTATION 45

  • 2.1 MARKETS COVERED 45
  • 2.2 GEOGRAPHICAL SCOPE 46
  • 2.3 YEARS CONSIDERED FOR THE STUDY 47
  • 2.4 DBMR TRIPOD DATA VALIDATION MODEL 48
  • 2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 51
  • 2.6 DBMR MARKET POSITION GRID 52
  • 2.7 VENDOR SHARE ANALYSIS 54
  • 2.8 MULTIVARIATE MODELING 55
  • 2.9 COMPONENT TIMELINE CURVE 55
  • 2.10 SECONDARY SOURCES 56
  • 2.11 ASSUMPTIONS 56

3 EXECUTIVE SUMMARY 57

4 PREMIUM INSIGHTS 59

5 MARKET OVERVIEW 62

  • 5.1 DRIVERS 64
    • 5.1.1 INCREASING GROWTH IN ADVANCED TECHNOLOGIES AND DIGITIZATION 64
    • 5.1.2 INCREASING GROWTH IN GAMING AND ENTERTAINMENT INDUSTRY 64
    • 5.1.3 INCREASE IN PENETRATION OF SMARTPHONES & INTERNET SERVICES 64
    • 5.1.4 AVAILABILITY OF AFFORDABLE VR DEVICES 65
    • 5.1.5 VIRTUAL REALITY BEING USED IN THEME PARKS 65
  • 5.2 RESTRAINTS 66
    • 5.2.1 LACK OF EFFECTIVE USER EXPERIENCE DESIGN 66
    • 5.2.2 CONCERN OF HEALTH ISSUES AMONG THE USERS 66
    • 5.2.3 SLOW GROWTH AMONG UNDERDEVELOPED COUNTRIES 66
  • 5.3 OPPORTUNITIES 68
    • 5.3.1 INCREASING USE OF VR IN HEALTHCARE INDUSTRY 68
    • 5.3.2 USE OF VR IN AEROSPACE & DEFENCE SECTOR FOR TRAINING AND SIMULATION 68
    • 5.3.3 HIGH INVESTMENTS BY THE TECHNOLOGY VENDORS 68
    • 5.3.4 INTEGRATION OF 5G WITH VIRTUAL REALITY 69
  • 5.4 CHALLENGES 70
    • 5.4.1 DEVELOPING USER-FRIENDLY VR SYSTEMS 70
    • 5.4.2 CONCERN REGARDING CYBER-SECUIRITY 70

6 IMPACT ANALYSIS OF COVID-19 IN THE GLOBAL VIRTUAL REALITY MARKET 71

  • 6.1 INTRODUCTION 71
  • 6.2 AFTERMATH OF COVID-19 AND GOVERNMENT INITIATIVES TO BOOST THE MARKET 71
  • 6.3 STRATEGIC DECISIONS FOR MANUFACTURERS AFTER COVID-19 TO GAIN COMPETITIVE MARKET SHARE 71
  • 6.4 IMPACT ON DEMAND 72
  • 6.5 IMPACT ON SUPPLY CHAIN 72
  • 6.6 CONCLUSION 72

7 GLOBAL VIRTUAL REALITY MARKET, BY OFFERING 73

  • 7.1 OVERVIEW 74
  • 7.2 HARDWARE 75
    • 7.2.1 DISPLAYS AND PROJECTORS 76
    • 7.2.2 CONTROLLER AND PROCESSOR 76
    • 7.2.3 POSITION TRACKERS 76
    • 7.2.4 CAMERAS 76
    • 7.2.5 OTHERS 76
  • 7.3 SOFTWARE 77
    • 7.3.1 VR CONTENT CREATION 77
    • 7.3.2 SOFTWARE DEVELOPMENT KITS 77
    • 7.3.3 CLOUD BASED SERVICES 77

8 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE 79

  • 8.1 OVERVIEW 80
  • 8.2 HEAD-MOUNTED DISPLAYS 81
  • 8.3 PROJECTORS & DISPLAY WALLS 82
  • 8.4 GESTURE-TRACKING DEVICES 83

9 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY 84

  • 9.1 OVERVIEW 85
  • 9.2 FULLY IMMERSIVE 86
  • 9.3 NON-IMMERSIVE 87
  • 9.4 SEMI IMMERSIVE 88

10 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL 89

  • 10.1 OVERVIEW 90
  • 10.2 ENTERTAINMENT & MEDIA 91
    • 10.2.1 BY TECHNOLOGY 92
      • 10.2.1.1 FULLY IMMERSIVE 92
      • 10.2.1.2 NON-IMMERSIVE 92
      • 10.2.1.3 SEMI IMMERSIVE 92
  • 10.3 HEALTHCARE 93
    • 10.3.1 BY TYPE 93
      • 10.3.1.1 SURGERY 93
      • 10.3.1.2 PATIENT CARE MANAGEMENT 93
      • 10.3.1.3 FITNESS MANAGEMENT 93
      • 10.3.1.4 PHARMACY MANAGEMENT 94
    • 10.3.2 BY TECHNOLOGY 94
      • 10.3.2.1 FULLY IMMERSIVE 94
      • 10.3.2.2 NON-IMMERSIVE 94
      • 10.3.2.3 SEMI IMMERSIVE 94
  • 10.4 INDUSTRIAL 95
    • 10.4.1 BY TECHNOLOGY 95
      • 10.4.1.1 FULLY IMMERSIVE 95
      • 10.4.1.2 NON-IMMERSIVE 95
      • 10.4.1.3 SEMI IMMERSIVE 95
  • 10.5 COMMERCIAL 96
    • 10.5.1 BY TYPE 96
      • 10.5.1.1 RETAIL AND E-COMMERCE 96
      • 10.5.1.2 TRAVEL AND TOURISM 96
      • 10.5.1.3 ADVERTISING 97
    • 10.5.2 BY TECHNOLOGY 97
      • 10.5.2.1 FULLY IMMERSIVE 97
      • 10.5.2.2 NON-IMMERSIVE 97
      • 10.5.2.3 SEMI IMMERSIVE 97
  • 10.6 AEROSPACE & DEFENSE 98
    • 10.6.1 BY TECHNOLOGY 98
      • 10.6.1.1 SEMI IMMERSIVE 98
      • 10.6.1.2 FULLY IMMERSIVE 98
      • 10.6.1.3 NON-IMMERSIVE 98
  • 10.7 AUTOMOTIVE 99
    • 10.7.1 BY TECHNOLOGY 99
      • 10.7.1.1 SEMI IMMERSIVE 99
      • 10.7.1.2 FULLY IMMERSIVE 99
      • 10.7.1.3 NON-IMMERSIVE 99
  • 10.8 EDUCATION 100
    • 10.8.1 BY TECHNOLOGY 100
      • 10.8.1.1 FULLY IMMERSIVE 100
      • 10.8.1.2 NON-IMMERSIVE 100
      • 10.8.1.3 SEMI IMMERSIVE 100
  • 10.9 OTHERS 101

11 GLOBAL VIRTUAL REALITY MARKET, BY GEOGRAPHY 102

  • 11.1 OVERVIEW 103
  • 11.2 ASIA-PACIFIC 108
    • 11.2.1 CHINA 116
    • 11.2.2 JAPAN 121
    • 11.2.3 SOUTH KOREA 126
    • 11.2.4 INDIA 131
    • 11.2.5 AUSTRALIA 136
    • 11.2.6 SINGAPORE 141
    • 11.2.7 THAILAND 146
    • 11.2.8 MALAYSIA 151
    • 11.2.9 INDONESIA 156
    • 11.2.10 PHILIPPINES 161
    • 11.2.11 REST OF ASIA-PACIFIC 166
  • 11.3 NORTH AMERICA 167
    • 11.3.1 U.S. 175
    • 11.3.2 CANADA 180
    • 11.3.3 MEXICO 185
  • 11.4 EUROPE 190
    • 11.4.1 GERMANY 198
    • 11.4.2 FRANCE 203
    • 11.4.3 U.K. 208
    • 11.4.4 ITALY 213
    • 11.4.5 RUSSIA 218
    • 11.4.6 SPAIN 223
    • 11.4.7 NETHERLANDS 228
    • 11.4.8 BELGIUM 233
    • 11.4.9 SWITZERLAND 238
    • 11.4.10 TURKEY 243
    • 11.4.11 REST OF EUROPE 248
  • 11.5 MIDDLE EAST & AFRICA 249
    • 11.5.1 ISRAEL 257
    • 11.5.2 SAUDI ARABIA 262
    • 11.5.3 U.A.E. 267
    • 11.5.4 SOUTH AFRICA 272
    • 11.5.5 EGYPT 277
    • 11.5.6 REST OF MIDDLE EAST & AFRICA 282
  • 11.6 SOUTH AMERICA 283
    • 11.6.1 BRAZIL 291
    • 11.6.2 ARGENTINA 296
    • 11.6.3 REST OF SOUTH AMERICA 301

12 GLOBAL VIRTUAL REALITY MARKET, COMPANY LANDSCAPE 302

  • 12.1 COMPANY SHARE ANALYSIS: GLOBAL 302
  • 12.2 COMPANY SHARE ANALYSIS: NORTH AMERICA 303
  • 12.3 COMPANY SHARE ANALYSIS: EUROPE 304
  • 12.4 COMPANY SHARE ANALYSIS: ASIA-PACIFIC 305

13 SWOT 306

14 COMPANY PROFILE 307

  • 14.1 SONY CORPORATION 307
    • 14.1.1 COMPANY SNAPSHOT 307
    • 14.1.2 REVENUE ANALYSIS 307
    • 14.1.3 COMPANY SHARE ANALYSIS 308
    • 14.1.4 PRODUCT PORTFOLIO 308
    • 14.1.5 RECENT DEVELOPMENT 308
  • 14.2 FACEBOOK TECHNOLOGIES, LLC. (A SUBSIDIARY OF FACEBOOK INC.) 309
    • 14.2.1 COMPANY SNAPSHOT 309
    • 14.2.2 REVENUE ANALYSIS 309
    • 14.2.3 COMPANY SHARE ANALYSIS 310
    • 14.2.4 PRODUCT PORTFOLIO 310
    • 14.2.5 RECENT DEVELOPMENT 310
  • 14.3 SAMSUNG ELECTRONICS CO., LTD. 311
    • 14.3.1 COMPANY SNAPSHOT 311
    • 14.3.2 REVENUE ANALYSIS 311
    • 14.3.3 COMPANY SHARE ANALYSIS 312
    • 14.3.4 PRODUCT PORTFOLIO 312
    • 14.3.5 RECENT DEVELOPMENT 312
  • 14.4 NINTENDO 313
    • 14.4.1 COMPANY SNAPSHOT 313
    • 14.4.2 REVENUE ANALYSIS 313
    • 14.4.3 COMPANY SHARE ANALYSIS 314
    • 14.4.4 PRODUCT PORTFOLIO 314
    • 14.4.5 RECENT DEVELOPMENT 314
  • 14.5 QUALCOMM TECHNOLOGIES, INC. 315
    • 14.5.1 COMPANY SNAPSHOT 315
    • 14.5.2 REVENUE ANALYSIS 315
    • 14.5.3 COMPANY SHARE ANALYSIS 316
    • 14.5.4 PRODUCT PORTFOLIO 316
    • 14.5.5 RECENT DEVELOPMENT 316
  • 14.6 MICROSOFT 317
    • 14.6.1 COMPANY SNAPSHOT 317
    • 14.6.2 REVENUE ANALYSIS 317
    • 14.6.3 PRODUCT PORTFOLIO 318
    • 14.6.4 RECENT DEVELOPMENT 318
  • 14.7 AUTODESK INC. 319
    • 14.7.1 COMPANY SNAPSHOT 319
    • 14.7.2 REVENUE ANALYSIS 319
    • 14.7.3 PRODUCT PORTFOLIO 320
    • 14.7.4 RECENT DEVELOPMENTS 320
  • 14.8 BARCO 321
    • 14.8.1 COMPANY SNAPSHOT 321
    • 14.8.2 REVENUE ANALYSIS 321
    • 14.8.3 PRODUCT PORTFOLIO 322
    • 14.8.4 RECENT DEVELOPMENT 322
  • 14.9 FOVE, INC. 323
    • 14.9.1 COMPANY SNAPSHOT 323
    • 14.9.2 PRODUCT PORTFOLIO 323
    • 14.9.3 RECENT DEVELOPMENT 323
  • 14.10 FIRSTHAND TECHNOLOGY INC. 324
    • 14.10.1 COMPANY SNAPSHOT 324
    • 14.10.2 PRODUCT PORTFOLIO 324
    • 14.10.3 RECENT DEVELOPMENT 324
  • 14.11 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 325
    • 14.11.1 COMPANY SNAPSHOT 325
    • 14.11.2 REVENUE ANALYSIS 325
    • 14.11.3 PRODUCT PORTFOLIO 326
    • 14.11.4 RECENT DEVELOPMENT 326
  • 14.12 HP DEVELOPMENT COMPANY, L.P. 327
    • 14.12.1 COMPANY SNAPSHOT 327
    • 14.12.2 REVENUE ANALYSIS 327
    • 14.12.3 PRODUCT PORTFOLIO 328
    • 14.12.4 RECENT DEVELOPMENT 328
  • 14.13 HTC CORPORATION 329
    • 14.13.1 COMPANY SNAPSHOT 329
    • 14.13.2 REVENUE ANALYSIS 329
    • 14.13.3 PRODUCT PORTFOLIO 330
    • 14.13.4 RECENT DEVELOPMENT 330
  • 14.14 LENOVO 331
    • 14.14.1 COMPANY SNAPSHOT 331
    • 14.14.2 REVENUE ANALYSIS 331
    • 14.14.3 PRODUCT PORTFOLIO 332
    • 14.14.4 RECENT DEVELOPMENT 332
  • 14.15 PSIOUS 333
    • 14.15.1 COMPANY SNAPSHOT 333
    • 14.15.2 PRODUCT PORTFOLIO 333
    • 14.15.3 RECENT DEVELOPMENT 333
  • 14.16 SIXENSE ENTERPRISES INC. 334
    • 14.16.1 COMPANY SNAPSHOT 334
    • 14.16.2 PRODUCT PORTFOLIO 334
    • 14.16.3 RECENT DEVELOPMENTS 334
  • 14.17 STARVR CORP 335
    • 14.17.1 COMPANY SNAPSHOT 335
    • 14.17.2 PRODUCT PORTFOLIO 335
    • 14.17.3 RECENT DEVELOPMENTS 335
  • 14.18 ULTRALEAP LIMITED 336
    • 14.18.1 COMPANY SNAPSHOT 336
    • 14.18.2 PRODUCT PORTFOLIO 336
    • 14.18.3 RECENT DEVELOPMENT 336
  • 14.19 VIRTUIX 337
    • 14.19.1 COMPANY SNAPSHOT 337
    • 14.19.2 PRODUCT PORTFOLIO 337
    • 14.19.3 RECENT DEVELOPMENT 337
  • 14.20 WORLDVIZ, INC. 338
    • 14.20.1 COMPANY SNAPSHOT 338
    • 14.20.2 PRODUCT PORTFOLIO 338
    • 14.20.3 RECENT DEVELOPMENT 338

15 QUESTIONNAIRE 339

16 RELATED REPORTS 342

LIST OF FIGURES

  • FIGURE 1 GLOBAL VIRTUAL REALITY MARKET: SEGMENTATION 46
  • FIGURE 2 GLOBAL VIRTUAL REALITY MARKET: DATA TRIANGULATION 49
  • FIGURE 3 GLOBAL VIRTUAL REALITY MARKET: DROC ANALYSIS 50
  • FIGURE 4 GLOBAL VIRTUAL REALITY MARKET: GLOBAL VS. REGIONAL MARKET ANALYSIS 51
  • FIGURE 5 GLOBAL VIRTUAL REALITY MARKET: COMPANY RESEARCH ANALYSIS 51
  • FIGURE 6 GLOBAL VIRTUAL REALITY MARKET: INTERVIEW DEMOGRAPHICS 52
  • FIGURE 7 GLOBAL VIRTUAL REALITY MARKET: DBMR MARKET POSITION GRID 53
  • FIGURE 8 GLOBAL VIRTUAL REALITY MARKET: VENDOR SHARE ANALYSIS 55
  • FIGURE 9 GLOBAL VIRTUAL REALITY MARKET: SEGMENTATION 59
  • FIGURE 10 INCREASING GROWTH IN GAMING AND ENTERTAINMENT INDUSTRY IS EXPECTED TO DRIVE THE GLOBAL VIRTUAL REALITY MARKET IN THE FORECAST PERIOD OF 2020 TO 2027 60
  • FIGURE 11 HARDWARE SEGMENT IS EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF GLOBAL VIRTUAL REALITY MARKET IN 2020 & 2027 60
  • FIGURE 12 ASIA-PACIFIC IS EXPECTED TO DOMINATE AND IS THE FASTEST GROWING REGION IN THE GLOBAL VIRTUAL REALITY MARKET IN THE FORECAST PERIOD OF 2020 TO 2027 61
  • FIGURE 13 ASIA-PACIFIC IS THE FASTEST GROWING MARKET FOR VIRTUAL REALITY MANUFACTURERS IN THE FORECAST PERIOD OF 2020 TO 2027 62
  • FIGURE 14 FIQURE: DRIVERS, RESTRAINTS, OPPORTUNITIES AND CHALLENGES OF GLOBAL VIRTUAL REALITY MARKET 64
  • FIGURE 15 GLOBAL VIRTUAL REALITY MARKET: BY COMPONENT, 2019 75
  • FIGURE 16 GLOBAL VIRTUAL REALITY MARKET: BY DEVICE TYPE, 2019 81
  • FIGURE 17 GLOBAL VIRTUAL REALITY MARKET: BY TECHNOLOGY, 2019 86
  • FIGURE 18 GLOBAL VIRTUAL REALITY MARKET: BY VERTICAL, 2019 91
  • FIGURE 19 GLOBAL VIRTUAL REALITY MARKET: SNAPSHOT (2019) 105
  • FIGURE 20 GLOBAL VIRTUAL REALITY MARKET: BY GEOGRAPHY (2019) 106
  • FIGURE 21 GLOBAL VIRTUAL REALITY MARKET: BY GEOGRAPHY (2020 & 2027) 106
  • FIGURE 22 GLOBAL VIRTUAL REALITY MARKET: BY GEOGRAPHY (2019 & 2027) 107
  • FIGURE 23 GLOBAL VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 107
  • FIGURE 24 ASIA-PACIFIC VIRTUAL REALITY MARKET: SNAPSHOT (2019) 109
  • FIGURE 25 ASIA-PACIFIC VIRTUAL REALITY MARKET: BY COUNTRY (2019) 110
  • FIGURE 26 ASIA-PACIFIC VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 110
  • FIGURE 27 ASIA-PACIFIC VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 111
  • FIGURE 28 ASIA-PACIFIC VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 111
  • FIGURE 29 NORTH AMERICA VIRTUAL REALITY MARKET: SNAPSHOT (2019) 168
  • FIGURE 30 NORTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2019) 169
  • FIGURE 31 NORTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 169
  • FIGURE 32 NORTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 170
  • FIGURE 33 NORTH AMERICA VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 170
  • FIGURE 34 EUROPE VIRTUAL REALITY MARKET: SNAPSHOT (2019) 191
  • FIGURE 35 EUROPE VIRTUAL REALITY MARKET: BY COUNTRY (2019) 192
  • FIGURE 36 EUROPE VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 192
  • FIGURE 37 EUROPE VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 193
  • FIGURE 38 EUROPE VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 193
  • FIGURE 39 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: SNAPSHOT (2019) 250
  • FIGURE 40 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: BY COUNTRY (2019) 251
  • FIGURE 41 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 251
  • FIGURE 42 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 252
  • FIGURE 43 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 252
  • FIGURE 44 SOUTH AMERICA VIRTUAL REALITY MARKET: SNAPSHOT (2019) 284
  • FIGURE 45 SOUTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2019) 285
  • FIGURE 46 SOUTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2020 & 2027) 285
  • FIGURE 47 SOUTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2019 & 2027) 286
  • FIGURE 48 SOUTH AMERICA VIRTUAL REALITY MARKET: BY COMPONENT (2020-2027) 286
  • FIGURE 49 GLOBAL VIRTUAL REALITY MARKET: COMPANY SHARE 2019 (%) 303
  • FIGURE 50 NORTH AMERICA VIRTUAL REALITY MARKET: COMPANY SHARE 2019 (%) 304
  • FIGURE 51 EUROPE VIRTUAL REALITY MARKET: COMPANY SHARE 2019 (%) 305
  • FIGURE 52 ASIA-PACIFIC VIRTUAL REALITY MARKET: COMPANY SHARE 2019 (%) 306