表紙
市場調查報告書
商品編碼
1034598

觸覺虛擬實境的全球市場:各零件,各終端用戶,各地區-預測(∼2026年),COVID-19的累積性的影響

Tactile Virtual Reality Market Research Report by Component, by End-Use, by Region - Global Forecast to 2026 - Cumulative Impact of COVID-19

出版日期: | 出版商: 360iResearch LLP | 英文 199 Pages | 商品交期: 最快1-2個工作天內

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  • 全貌
  • 簡介
  • 目錄
簡介

全球觸覺虛擬實境市場規模在2020年估算為2億7,168萬美元。2021年達到3億2,808萬美元,此後預計將以年複合成長率21.09%推移,2026年前將達到8億5,681美元。

本報告提供全球觸覺虛擬實境市場相關調查分析,提供市場概要,市場洞察,市場分析,主要企業簡介等系統性資訊。

目錄

第1章 序文

  • 調查的目的
  • 市場區隔和涵蓋範圍
  • 調查涵蓋年份
  • 貨幣和價格
  • 語言
  • 限制事項
  • 假設
  • 利害關係者

第2章 調查手法

  • 定義:調查目的
  • 決策:調查設計
  • 準備:調查設備
  • 收集:資料來源
  • 分析:資料的解釋
  • 制定:資料檢驗
  • 公開:調查報告
  • 重複:報告的更新

第3章 摘要整理

第4章 市場概要

第5章 市場洞察

  • 市場動態
    • 促進因素
    • 阻礙因素
    • 市場機會
    • 課題
  • COVID-19累積的影響

第6章 觸覺虛擬實境市場:各零件

  • 硬體設備
  • 軟體

第7章 觸覺虛擬實境市場:各終端用戶

  • 汽車
  • 電子
  • 醫療保健
  • 工業
  • 運輸

第8章 南北美洲的觸覺虛擬實境市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第9章 亞太地區的觸覺虛擬實境市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國

第10章 歐洲·中東·非洲的觸覺虛擬實境市場

  • 法國
  • 德國
  • 義大利
  • 荷蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 阿拉伯聯合大公國
  • 英國

第11章 競爭情形

  • FPNV定位矩陣
    • 象限
    • 事業策略
    • 產品的滿意度
  • 市場排行榜分析
  • 市場佔有率分析:各主要企業
  • 競爭模式
    • 合併和收購
    • 協定,合作,及夥伴關係
    • 新產品的銷售與強化
    • 投資與資金籌措
    • 獎,獎勵,擴大

第12章 企業的實用性簡介

  • Apple Inc.
  • Autodesk Inc.
  • Dassault Systems SE
  • Eon Reality Inc.
  • Google LLC
  • HTC Corporation
  • Leap Motion
  • Microsoft Corporation
  • Oculus Rift(Facebook Inc.)
  • Owlchemy Labs
  • Phaser Lock Interactive
  • Sixense Enterprises Inc.
  • Sony Corporation
  • Unity Technologies
  • Upskill
  • Virtually Live
  • Vuzix

第13章 附錄

  • 討論指南
  • 許可證和價格
目錄
Product Code: MRR-03559044769F

The Global Tactile Virtual Reality Market size was estimated at USD 271.68 million in 2020 and expected to reach USD 328.08 million in 2021, at a CAGR 21.09% to reach USD 856.81 million by 2026.

Market Statistics:

The report provides market sizing and forecast across five major currencies - USD, EUR GBP, JPY, and AUD. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2019 are considered historical years, 2020 as the base year, 2021 as the estimated year, and years from 2022 to 2026 are considered the forecast period.

Market Segmentation & Coverage:

This research report categorizes the Tactile Virtual Reality to forecast the revenues and analyze the trends in each of the following sub-markets:

  • Based on Component, the market was studied across Hardware and Software.
  • Based on End-Use, the market was studied across Automotive, Electronic, Healthcare, Industrial, and Transportation.
  • Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, and Thailand. The Europe, Middle East & Africa is further studied across France, Germany, Italy, Netherlands, Qatar, Russia, Saudi Arabia, South Africa, Spain, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:

COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Competitive Strategic Window:

The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix evaluates and categorizes the vendors in the Tactile Virtual Reality Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:

The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:

The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor's strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:

The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Tactile Virtual Reality Market, including Apple Inc., Autodesk Inc., Dassault Systems SE, Eon Reality Inc., Google LLC, HTC Corporation, Leap Motion, Microsoft Corporation, Oculus Rift (Facebook Inc.), Owlchemy Labs, Phaser Lock Interactive, Sixense Enterprises Inc., Sony Corporation, Unity Technologies, Upskill, Virtually Live, and Vuzix.

The report provides insights on the following pointers:

  • 1. Market Penetration: Provides comprehensive information on the market offered by the key players
  • 2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
  • 3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
  • 4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
  • 5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:

  • 1. What is the market size and forecast of the Global Tactile Virtual Reality Market?
  • 2. What are the inhibiting factors and impact of COVID-19 shaping the Global Tactile Virtual Reality Market during the forecast period?
  • 3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Tactile Virtual Reality Market?
  • 4. What is the competitive strategic window for opportunities in the Global Tactile Virtual Reality Market?
  • 5. What are the technology trends and regulatory frameworks in the Global Tactile Virtual Reality Market?
  • 6. What is the market share of the leading vendors in the Global Tactile Virtual Reality Market?
  • 7. What modes and strategic moves are considered suitable for entering the Global Tactile Virtual Reality Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Limitations
  • 1.7. Assumptions
  • 1.8. Stakeholders

2. Research Methodology

  • 2.1. Introduction
  • 2.2. Define: Research Objective
  • 2.3. Determine: Research Design
  • 2.4. Prepare: Research Instrument
  • 2.5. Collect: Data Source
  • 2.6. Analyze: Data Interpretation
  • 2.7. Formulate: Data Verification
  • 2.8. Publish: Research Report
  • 2.9. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Upsurge demand and usage of robotics
      • 5.1.1.2. Increasing penetration of smartphones & connected devices in numerous end-user industries and growth of the gaming industry
      • 5.1.1.3. Rising integration of virtual reality with automotive and consumer electronics
    • 5.1.2. Restraints
      • 5.1.2.1. Lack of effective user experience design
      • 5.1.2.2. ​​Technical issues related to product design
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing advancements in virtual reality products
      • 5.1.3.2. Rising investments in the VR market
      • 5.1.3.3. Continuing research and development initiatives in the realm of virtual reality
    • 5.1.4. Challenges
      • 5.1.4.1. High cost associated with Tactile VR products
  • 5.2. Cumulative Impact of COVID-19

6. Tactile Virtual Reality Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. Tactile Virtual Reality Market, by End-Use

  • 7.1. Introduction
  • 7.2. Automotive
  • 7.3. Electronic
  • 7.4. Healthcare
  • 7.5. Industrial
  • 7.6. Transportation

8. Americas Tactile Virtual Reality Market

  • 8.1. Introduction
  • 8.2. Argentina
  • 8.3. Brazil
  • 8.4. Canada
  • 8.5. Mexico
  • 8.6. United States

9. Asia-Pacific Tactile Virtual Reality Market

  • 9.1. Introduction
  • 9.2. Australia
  • 9.3. China
  • 9.4. India
  • 9.5. Indonesia
  • 9.6. Japan
  • 9.7. Malaysia
  • 9.8. Philippines
  • 9.9. Singapore
  • 9.10. South Korea
  • 9.11. Taiwan
  • 9.12. Thailand

10. Europe, Middle East & Africa Tactile Virtual Reality Market

  • 10.1. Introduction
  • 10.2. France
  • 10.3. Germany
  • 10.4. Italy
  • 10.5. Netherlands
  • 10.6. Qatar
  • 10.7. Russia
  • 10.8. Saudi Arabia
  • 10.9. South Africa
  • 10.10. Spain
  • 10.11. United Arab Emirates
  • 10.12. United Kingdom

11. Competitive Landscape

  • 11.1. FPNV Positioning Matrix
    • 11.1.1. Quadrants
    • 11.1.2. Business Strategy
    • 11.1.3. Product Satisfaction
  • 11.2. Market Ranking Analysis
  • 11.3. Market Share Analysis, By Key Player
  • 11.4. Competitive Scenario
    • 11.4.1. Merger & Acquisition
    • 11.4.2. Agreement, Collaboration, & Partnership
    • 11.4.3. New Product Launch & Enhancement
    • 11.4.4. Investment & Funding
    • 11.4.5. Award, Recognition, & Expansion

12. Company Usability Profiles

  • 12.1. Apple Inc.
  • 12.2. Autodesk Inc.
  • 12.3. Dassault Systems SE
  • 12.4. Eon Reality Inc.
  • 12.5. Google LLC
  • 12.6. HTC Corporation
  • 12.7. Leap Motion
  • 12.8. Microsoft Corporation
  • 12.9. Oculus Rift (Facebook Inc.)
  • 12.10. Owlchemy Labs
  • 12.11. Phaser Lock Interactive
  • 12.12. Sixense Enterprises Inc.
  • 12.13. Sony Corporation
  • 12.14. Unity Technologies
  • 12.15. Upskill
  • 12.16. Virtually Live
  • 12.17. Vuzix

13. Appendix

  • 13.1. Discussion Guide
  • 13.2. License & Pricing

LIST OF FIGURES

  • FIGURE 1. GLOBAL TACTILE VIRTUAL REALITY MARKET: RESEARCH PROCESS
  • FIGURE 2. GLOBAL TACTILE VIRTUAL REALITY MARKET: MARKET DYNAMICS
  • FIGURE 3. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2020 VS 2026 (%)
  • FIGURE 4. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2020 VS 2026 (USD MILLION)
  • FIGURE 5. COMPETITIVE STRATEGIC WINDOW FOR GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2026
  • FIGURE 6. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2026 (USD MILLION)
  • FIGURE 7. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 8. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2026 (USD MILLION)
  • FIGURE 9. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 10. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2020 VS 2026 (%)
  • FIGURE 11. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2020 VS 2026 (USD MILLION)
  • FIGURE 12. COMPETITIVE STRATEGIC WINDOW FOR GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2026
  • FIGURE 13. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE, 2018-2026 (USD MILLION)
  • FIGURE 14. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 15. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY ELECTRONIC, 2018-2026 (USD MILLION)
  • FIGURE 16. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY ELECTRONIC, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 17. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, 2018-2026 (USD MILLION)
  • FIGURE 18. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 19. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY INDUSTRIAL, 2018-2026 (USD MILLION)
  • FIGURE 20. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY INDUSTRIAL, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 21. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY TRANSPORTATION, 2018-2026 (USD MILLION)
  • FIGURE 22. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY TRANSPORTATION, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 23. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 24. ARGENTINA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 25. BRAZIL TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 26. CANADA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 27. MEXICO TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 28. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 29. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 30. AUSTRALIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 31. CHINA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 32. INDIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 33. INDONESIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 34. JAPAN TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 35. MALAYSIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 36. PHILIPPINES TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 37. SINGAPORE TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 38. SOUTH KOREA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 39. TAIWAN TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 40. THAILAND TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 41. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 42. FRANCE TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 43. GERMANY TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 44. ITALY TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 45. NETHERLANDS TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 46. QATAR TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 47. RUSSIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 48. SAUDI ARABIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 49. SOUTH AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 50. SPAIN TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 51. UNITED ARAB EMIRATES TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 52. UNITED KINGDOM TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 53. GLOBAL TACTILE VIRTUAL REALITY MARKET: FPNV POSITIONING MATRIX
  • FIGURE 54. GLOBAL TACTILE VIRTUAL REALITY MARKET: SHARE, BY KEY PLAYER, 2020
  • FIGURE 55. COMPETITIVE SCENARIO ANALYSIS IN GLOBAL TACTILE VIRTUAL REALITY MARKET, BY TYPE

LIST OF TABLES

  • TABLE 1. GLOBAL TACTILE VIRTUAL REALITY MARKET: MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2016-2020
  • TABLE 3. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2026 (USD MILLION)
  • TABLE 4. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 5. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 6. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2026 (USD MILLION)
  • TABLE 7. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 8. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY ELECTRONIC, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 9. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 10. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY INDUSTRIAL, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 11. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY TRANSPORTATION, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 12. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 13. ARGENTINA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 14. BRAZIL TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 15. CANADA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 16. MEXICO TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 17. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 18. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 19. AUSTRALIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 20. CHINA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 21. INDIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 22. INDONESIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 23. JAPAN TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 24. MALAYSIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 25. PHILIPPINES TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 26. SINGAPORE TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 27. SOUTH KOREA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 28. TAIWAN TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 29. THAILAND TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 30. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 31. FRANCE TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 32. GERMANY TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 33. ITALY TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 34. NETHERLANDS TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 35. QATAR TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 36. RUSSIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 37. SAUDI ARABIA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 38. SOUTH AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 39. SPAIN TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 40. UNITED ARAB EMIRATES TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 41. UNITED KINGDOM TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 42. GLOBAL TACTILE VIRTUAL REALITY MARKET: SCORES
  • TABLE 43. GLOBAL TACTILE VIRTUAL REALITY MARKET: BUSINESS STRATEGY
  • TABLE 44. GLOBAL TACTILE VIRTUAL REALITY MARKET: PRODUCT SATISFACTION
  • TABLE 45. GLOBAL TACTILE VIRTUAL REALITY MARKET: RANKING
  • TABLE 46. GLOBAL TACTILE VIRTUAL REALITY MARKET: SHARE, BY KEY PLAYER, 2020
  • TABLE 47. GLOBAL TACTILE VIRTUAL REALITY MARKET: MERGER & ACQUISITION
  • TABLE 48. GLOBAL TACTILE VIRTUAL REALITY MARKET: AGREEMENT, COLLABORATION, & PARTNERSHIP
  • TABLE 49. GLOBAL TACTILE VIRTUAL REALITY MARKET: NEW PRODUCT LAUNCH & ENHANCEMENT
  • TABLE 50. GLOBAL TACTILE VIRTUAL REALITY MARKET: INVESTMENT & FUNDING
  • TABLE 51. GLOBAL TACTILE VIRTUAL REALITY MARKET: AWARD, RECOGNITION, & EXPANSION
  • TABLE 52. GLOBAL TACTILE VIRTUAL REALITY MARKET: LICENSE & PRICING