表紙
市場調查報告書
商品編碼
998807

虛擬實境 (VR) 市場 - 各設備,各硬體設備,各類軟體,各類服務,各應用領域,內容:2021年∼2026年

Virtual Reality Market by Devices, Hardware, Software, Services, Applications and Content 2021 - 2026

出版日期: | 出版商: Mind Commerce | 英文 263 Pages | 商品交期: 最快1-2個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

到2026年,全球虛擬現實(VR)市場整體預計將超過1000億美元,並將以51.1%的複合年增長率增長。到2026年,美國虛擬現實(VR)市場預計將達到232億美元,主要由虛擬現實(VR)設備推動。到2026年,全球用於虛擬現實(VR)的手勢感應設備將達到114億美元,複合年增長率為53.3%。

本報告提供虛擬實境 (VR) 市場相關調查分析,提供虛擬實境 (VR) 生態系統的評估,價值鏈成員所扮演的角色,價格指標,虛擬實境 (VR) 設備,應用程式,內容分析相關的系統性資訊。

目錄

第1章 摘要整理

第2章 虛擬實境 (VR) 市場區隔

  • 虛擬實境 (VR) 市場區隔和子區隔
  • 主要的報告調查結果

第3章 簡介

  • 身臨其境型技術
  • 虛擬實境 (VR) 市場概要
  • 虛擬實境 (VR) 生態系統
  • 虛擬實境 (VR) 市場促進因素
  • 虛擬實境 (VR) 市場課題
  • 虛擬實境 (VR) 市場預測和機會

第4章 虛擬實境 (VR) 生態系統分析

  • 虛擬實境 (VR) 相關利益者分析
  • 虛擬實境 (VR) 經營模式
  • 虛擬實境 (VR) 專利分析
  • 虛擬實境 (VR) 技術
  • 虛擬實境 (VR) 平台
  • 虛擬實境 (VR) 市場應用
  • 各地區的虛擬實境 (VR) 市場
  • 虛擬實境 (VR) 和5G
  • 虛擬實境 (VR) 收益預測

第5章 虛擬實境 (VR) 企業分析

  • Oculus VR, LLC
  • Sony Corporation
  • Samsung Electronics Co. Ltd.
  • HTC Corporation
  • EON Reality Inc.
  • Google Inc.
  • Microsoft Corporation
  • Vuzix Corporation
  • Cyberglove Systems
  • Sensics Inc.
  • Leap Motion Inc.
  • Sixense Entertainment Inc.
  • Avegant Corp.
  • FOVE Inc.
  • Open Source Virtual Reality
  • Zeiss VR One
  • Intel Corporation
  • Alcatel Mobile
  • ZTE Corporation
  • Unity Technologies
  • Magic Leap
  • NVidia Corporation
  • BARCO
  • MYO
  • NGRAIN Corporation
  • WorldViz
  • Wevr
  • NextVR
  • Osterhout Design Group
  • Niantic Inc.
  • Virtual Reality Company
  • VIRTALIS
  • Facebook
  • Huawei Technologies
  • Qualcomm Inc.
  • SK Telecom
  • LG Corporation
  • Nokia StarGazing VR Application
  • V-REAL
  • StreamVR
  • Analog Devices Inc.
  • Atmel Corporation
  • Cypress Semiconductor Corp
  • NXP
  • Integrated Device Technology Inc
  • Maxim Integrated
  • NKK Switches
  • Rohm Semiconductor
  • Semtech Corporation
  • Texas Instruments

第6章 虛擬實境 (VR) 市場分析與預測

  • 全球虛擬實境 (VR) 市場
  • 虛擬實境 (VR) 技術
  • 虛擬實境 (VR) 系統市場區隔
  • 虛擬實境 (VR) 事業收益
  • 虛擬實境 (VR) 應用
  • 虛擬實境 (VR) 解決方案展開
  • 支援網路基礎設施虛擬實境 (VR)
  • 美國的虛擬實境 (VR) 市場
  • 加拿大的虛擬實境 (VR) 市場
  • 英國的虛擬實境 (VR) 市場
  • 德國的虛擬實境 (VR) 市場
  • 法國的虛擬實境 (VR) 市場
  • 瑞典的虛擬實境 (VR) 市場
  • 中國的虛擬實境 (VR) 市場
  • 日本的虛擬實境 (VR) 市場
  • 韓國的虛擬實境 (VR) 市場

第7章 結論·建議

目錄

Overview

This report provides analysis of the virtual reality market including an assessment of the VR ecosystem and the role of value chain members, analysis of price metrics, VR devices, apps, and content. The report also provides an assessment of key VR companies and solutions, evaluation of emerging business models, and assessment of VR component market: devices, software, hardware, platforms. The report identifies key VR growth drivers, market challenges, and emerging opportunities with associated forecasts from 2021 through 2026.

This report provides an in-depth assessment of the VR market including the following:

  • Analysis of VR ecosystem and role of value chain partners
  • Evaluation of recent VR patent filings and intellectual property
  • Analysis of current price metrics VR devices, apps, and content
  • Assessment of key VR companies and solutions with SWOT analysis
  • Analysis of emerging business models and evolution of VR monetization
  • Analysis of VR component market: devices, software, hardware, platforms
  • Analysis of key VR growth drivers, market challenges, and emerging opportunities

Forecasts in Report:

  • Shipment forecasts in the report include:
  • Virtual Reality Market Globally, Regionally, and by Major Countries 2021 - 2026
  • Virtual Reality Consumer, Enterprise, Industrial, and Government Applications 2021 - 2026
  • Virtual Reality Hardware, Software, and Services 2021 - 2026
  • Virtual Reality Content and Commerce 2021 - 2026

Select Report Findings:

  • The global VR market as a whole will exceed $100B by 2026 with CAGR of 51.1%
  • The United States VR market will reach $23.2B by 2026, driven largely by VR devices
  • Gesture sensing devices for VR will reach $ 11.4B globally by 2026 with CAGR of 53.3%
  • Ecosystem participants monetize VR through devices, hardware, software, services and content
  • High growth VR business revenue opportunities include VR Pay Per Experience, VR Data and Analytics, and VR Payments
  • Next generation VR monetization will be via mixed reality as real-world objects in a virtual world take on a sense of permanency with real objects, appearing to actually exist within the virtual world

Immersive technologies include augmented reality, haptic Internet, and virtual reality. The term "immersive" is used as this category embodies those technologies that facilitate a fully engrossing human experience, often including multiple senses as well as interaction with virtual objects and/or interaction between the real and virtual worlds.

Virtual Reality (VR) aims to create a new form of human machine interaction allowing people to experience their sense of reality on a 3D computer generated virtual environment. With VR, people are able to perform a series of actions and manipulation of objects as an integral part of a virtual environment. VR allows someone to fully immerse within a virtual environment through exploration of their senses and create new patterns of communication and understanding.

Previously encumbered by a combination of technology gaps and consumer readiness issues, the virtual reality market is poised for substantive global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. However, the high-growth phase for VR is anticipated to start within approximately two years, which is coincident with substantially lower broadband costs as a whole (wired and wireless connections) as well as greater user acceptance within both the consumer and business market segments.

5G provides substantial bandwidth where needed as well as significantly lower latency for next virtual reality. Previously encumbered by a combination of technology gaps and consumer readiness issues, the global 5G applications market for immersive apps such as VR is poised for considerable growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers.

Coupled with the deployment of gigabit Ethernet fiber, 5G will transform the VR market, leading to a fully immersive experience with haptic capabilities becoming embedded in many applications. Mind Commerce sees an important portion of VAS applications being ultra-high definition voice enabled next generation apps such as virtual reality.

It is important to note that the virtual reality market and other immersive technologies (such as the mixed reality market) will also be important to many industries for a variety of enterprise purposes including internal operations, managing supply chains, and supporting customers. Important industry verticals include commercial real estate management, automotive, public safety, education, and training. The leading sector is anticipated to be the instruction (education, training, and simulations).

For the consumer virtual reality market, we see entertainment and lifestyle enhancements leading the way with the former including VR enhanced gaming and the latter including a plethora of new apps such as virtual location experiences in which groups of people get together virtually in the cyber-world.

Examples include everything from virtual alumni events to watching your favorite football team play in a virtual stadium with ultra-real sights, sounds, and even feelings and smells of game day. The advancement of AI embedded within the VR market will add to the realism by introducing random events that happen within a given experience.

For enterprise and industrial virtual reality market segments, the publisher sees simulations and training leading the way. We see everything from situational training (such as Verizon using Striver to train its employees how to better deal with robberies) to more traditional expectations such as VR enhanced simulations for flight and vehicle training.

Businesses will also seek to use VR as a means to destress employees by offering them a virtual experience of their everyday work with random events thrown into the mix, both to add interest/amusement as well as to test and train them to see how they might react given a real-world experience such as how to best deal with a senile shoplifter.

Companies in Report:

  • 3D Systems Simbionix
  • Analog Devices Inc.
  • Avegant Corp.
  • BARCO
  • Cyberglove Systems
  • Cypress Semiconductor Corp
  • EON Reality Inc.
  • Facebook
  • FOVE Inc.
  • Google Inc.
  • HTC Corporation
  • Huawei Technologies
  • Integrated Device Technology Inc
  • Intel Corporation
  • Leap Motion Inc.
  • LG Corporation
  • Magic Leap
  • Maxim Integrated
  • Microsoft Corporation
  • NextVR
  • NGRAIN Corporation (mCloud)
  • Niantic Inc.
  • Nokia
  • NVidia Corporation
  • NXP
  • Qualcomm Inc.
  • Rohm Semiconductor
  • Samsung Electronics Co. Ltd.
  • Semtech Corporation
  • Sixense Entertainment Inc.
  • SK Telecom
  • Sony Corporation
  • StreamVR
  • Texas Instruments
  • Unity Technologies
  • VIRTALIS
  • Virtual Reality Company
  • V-REAL
  • Vuzix Corporation
  • Wevr
  • WorldViz
  • Zeiss VR One
  • ZTE Corporation

Table of Contents

1.0 Executive Summary

2.0 Virtual Reality Market Segmentation

  • 2.1 VR Market Segments and Sub-Segments
  • 2.2 Key Report Findings

3.0 Introduction

  • 3.1 Immersive Technologies
  • 3.2 Virtual Reality Market Overview
    • 3.2.1 Virtual Reality Systems
    • 3.2.2 Virtual Reality Technologies, Systems, and Architectures
  • 3.3 Virtual Reality Ecosystem
    • 3.3.1 Virtual Reality Devices
      • 3.3.1.1 Head-Mounted Displays
      • 3.3.1.2 Gesture Tracking Devices
        • 3.3.1.2.1 Haptic Gloves
        • 3.3.1.2.2 Haptic Suits
        • 3.3.1.2.3 Other VR Devices
      • 3.3.1.3 Projectors and Display Walls
      • 3.3.1.4 Heads-Up Displays
    • 3.3.2 Virtual Reality Hardware Components
      • 3.3.2.1 Sensors
        • 3.3.2.1.1 Accelerometers
        • 3.3.2.1.2 Proximity Sensor
        • 3.3.2.1.3 Magnetometers
        • 3.3.2.1.4 GPS System
        • 3.3.2.1.5 Gyroscopes
        • 3.3.2.1.6 3D Image Sensor
      • 3.3.2.2 Semiconductor Component
        • 3.3.2.2.1 Haptic Controller and Integrated Circuits
        • 3.3.2.2.2 Graphic Processing Units
        • 3.3.2.2.3 VR Displays
        • 3.3.2.2.4 Central Processing Units
        • 3.3.2.2.5 Memory
        • 3.3.2.2.6 Tracking System
        • 3.3.2.2.7 Process Acceleration Cards
        • 3.3.2.2.8 Input Devices
        • 3.3.2.2.9 USB Connector
      • 3.3.2.3 Audio Hardware
    • 3.3.3 Virtual Reality Software Market
      • 3.3.3.1 Virtual Reality Applications
      • 3.3.3.2 Software Component
        • 3.3.3.2.1 Reality Engine
        • 3.3.3.2.2 Software Development Kits
        • 3.3.3.2.3 3D Modeling
        • 3.3.3.2.4 2D Graphics
        • 3.3.3.2.5 Digital Sound Editing
    • 3.3.4 Virtual Reality Services Market
      • 3.3.4.1 Virtual Reality Simulation Services
      • 3.3.4.2 Virtual Reality Application Store Services
      • 3.3.4.3 Deployment and Management Service
    • 3.3.5 Virtual Reality Content Market
      • 3.3.5.1 Games and Entertainment
      • 3.3.5.2 VR, Video, and an Emphasis on Instructional Content
      • 3.3.5.3 VR Theme Park: An Immersive Experience
      • 3.3.5.4 VR Content Developer Engagement
  • 3.4 Virtual Reality Market Drivers
    • 3.4.1 Increasing Popularity of Immersive Vision
    • 3.4.2 Usability to Increase Adoption of VR Devices
    • 3.4.3 Virtual Reality Functions Embedded in Devices
    • 3.4.4 Virtual Reality in Training and Simulation
    • 3.4.5 Increasing Affordability of Devices and Components
    • 3.4.6 Virtual Reality in Enterprise and Industrial Settings
  • 3.5 Virtual Reality Market Challenges
    • 3.5.1 Adverse Impact on User Health
    • 3.5.2 Fully Immersive Virtual Reality is Costly
    • 3.5.3 Ensuring Usability in Design and Tracking
    • 3.5.4 High Energy Consumption
  • 3.6 Virtual Reality Market Outlook and Opportunities
    • 3.6.1 Virtual Reality Investment Trends
    • 3.6.2 Virtual Reality Mergers and Acquisitions
    • 3.6.3 Virtual Reality Complements Mixed Reality
    • 3.6.4 Virtual Reality in Defense and Homeland Security
    • 3.6.5 Virtual Reality and Telepresence Apps
    • 3.6.6 Virtual Reality meets Immersive Social Platforms
    • 3.6.7 Virtual Reality in Drone Operation and Telerobotics
    • 3.6.8 Virtual Reality in Pornography and Sex Industry
    • 3.6.9 Virtual Reality Accelerates 3D TV and Printing
    • 3.6.10 Virtual Reality in Life Saving Applications
    • 3.6.11 Virtual Reality Opportunities for Network Operators
    • 3.6.12 5G to take Haptic Virtual Reality Experience Mainstream

4.0 Virtual Reality Ecosystem Analysis

  • 4.1 Virtual Reality Stakeholder Analysis
    • 4.1.1 Virtual Reality Device Manufacturers
    • 4.1.2 Virtual Reality Component Manufacturers
    • 4.1.3 Virtual Reality Software Solution Providers
    • 4.1.4 VR Service Suit Providers
    • 4.1.5 Virtual Reality Content Providers
    • 4.1.6 Virtual Reality End Users
  • 4.2 Virtual Reality Business Models
    • 4.2.1 Virtual Reality Subscription Services
    • 4.2.2 Pay-Per-Experience Virtual Reality
  • 4.3 Virtual Reality Patent Analysis
  • 4.4 Virtual Reality Technologies
    • 4.4.1 Non-Immersive Virtual Reality Technology
    • 4.4.2 Semi-Immersive Virtual Reality Technology
    • 4.4.3 Fully Immersive Virtual Reality Technology
  • 4.5 Virtual Reality Platforms
  • 4.6 Virtual Reality Market Applications
    • 4.6.1 Consumer Virtual Reality Applications
    • 4.6.2 Enterprise Virtual Reality Applications
    • 4.6.3 Virtual Reality in Industrial Applications
  • 4.7 Regional Virtual Reality Markets
  • 4.8 Virtual Reality and 5G
  • 4.9 Virtual Reality Revenue Expectations

5.0 VR Company Analysis

  • 5.1 Oculus VR, LLC
  • 5.2 Sony Corporation
  • 5.3 Samsung Electronics Co. Ltd.
  • 5.4 HTC Corporation
  • 5.5 EON Reality Inc.
  • 5.6 Google Inc.
  • 5.7 Microsoft Corporation
  • 5.8 Vuzix Corporation
  • 5.9 Cyberglove Systems
  • 5.10 Sensics Inc.
  • 5.11 Leap Motion Inc.
  • 5.12 Sixense Entertainment Inc.
  • 5.13 Avegant Corp.
  • 5.14 FOVE Inc.
  • 5.15 Open Source Virtual Reality
  • 5.16 Zeiss VR One
  • 5.17 Intel Corporation
  • 5.18 Alcatel Mobile
  • 5.19 ZTE Corporation
  • 5.20 Unity Technologies
  • 5.21 Magic Leap
  • 5.22 NVidia Corporation
  • 5.23 BARCO
  • 5.24 MYO
  • 5.25 NGRAIN Corporation
  • 5.26 WorldViz
  • 5.27 Wevr
  • 5.28 NextVR
  • 5.29 Osterhout Design Group
  • 5.30 Niantic Inc.
  • 5.31 Virtual Reality Company
  • 5.32 VIRTALIS
  • 5.33 Facebook
  • 5.34 Huawei Technologies
  • 5.35 Qualcomm Inc.
  • 5.36 SK Telecom
  • 5.37 LG Corporation
  • 5.38 Nokia StarGazing VR Application
  • 5.39 V-REAL
  • 5.40 StreamVR
  • 5.41 Analog Devices Inc.
  • 5.42 Atmel Corporation
  • 5.43 Cypress Semiconductor Corp
  • 5.44 NXP
  • 5.45 Integrated Device Technology Inc
  • 5.46 Maxim Integrated
  • 5.47 NKK Switches
  • 5.48 Rohm Semiconductor
  • 5.49 Semtech Corporation
  • 5.50 Texas Instruments

6.0 Virtual Reality Market Analysis and Forecasts 2021 - 2026

  • 6.1 Global Virtual Reality Market 2021 - 2026
  • 6.2 Virtual Reality Technologies 2021 - 2026
  • 6.3 Virtual Reality System Segments 2021 - 2026
    • 6.3.1 Virtual Reality Devices 2021 - 2026
    • 6.3.2 Virtual Reality Gesture Tracking Devices 2021 - 2026
    • 6.3.3 Virtual Reality Hardware Components 2021 - 2026
      • 6.3.3.1 Virtual Reality Hardware Sensors 2021 - 2026
      • 6.3.3.2 Virtual Reality Hardware Semiconductor Components 2021 - 2026
    • 6.3.4 Virtual Reality Software 2021 - 2026
    • 6.3.5 Virtual Reality Software Components 2021 - 2026
    • 6.3.6 Virtual Reality Services 2021 - 2026
    • 6.3.7 Virtual Reality Content 2021 - 2026
  • 6.4 Virtual Reality Business Revenue 2021 - 2026
  • 6.5 Virtual Reality Applications 2021 - 2026
    • 6.5.1 Virtual Reality Consumer Applications 2021 - 2026
    • 6.5.2 Virtual Reality Enterprise Applications 2021 - 2026
    • 6.5.3 Virtual Reality Industrial Applications 2021 - 2026
    • 6.5.4 Virtual Reality Government Applications 2021 - 2026
  • 6.6 Virtual Reality Solutions Deployment 2021 - 2026
  • 6.7 Network Infrastructure Supporting Virtual Reality
    • 6.7.1 Multi-access Edge Computing Enabled VR Infrastructure 2021 - 2026
    • 6.7.2 Multi-access Edge Computing Enabled VR Hardware 2021 - 2026
  • 6.8 United States Virtual Reality Market 2021 - 2026
    • 6.8.1 USA VR System Segments 2021 - 2026
      • 6.8.1.1 USA VR Device 2021 - 2026
      • 6.8.1.2 USA VR Gesture Tracking Device 2021 - 2026
    • 6.8.2 USA VR Applications 2021 - 2026
      • 6.8.2.1 USA VR Consumer Applications 2021 - 2026
      • 6.8.2.2 USA VR Enterprise Applications 2021 - 2026
      • 6.8.2.3 USA VR Industrial Applications 2021 - 2026
      • 6.8.2.4 USA VR Government Applications 2021 - 2026
    • 6.8.3 USA VR Solutions Deployment 2021 - 2026
  • 6.9 Canada Virtual Reality Market 2021 - 2026
    • 6.9.1 Canada VR System Segments 2021 - 2026
      • 6.9.1.1 Canada VR Device 2021 - 2026
      • 6.9.1.2 Canada VR Gesture Tracking Device 2021 - 2026
    • 6.9.2 Canada VR Applications 2021 - 2026
      • 6.9.2.1 Canada VR Consumer Applications 2021 - 2026
      • 6.9.2.2 Canada VR Enterprise Applications 2021 - 2026
      • 6.9.2.3 Canada VR Industrial Applications 2021 - 2026
      • 6.9.2.4 Canada VR Government Applications 2021 - 2026
    • 6.9.3 Canada VR Solutions Deployment 2021 - 2026
  • 6.10 United Kingdom Virtual Reality Market 2021 - 2026
    • 6.10.1 UK VR System Segments 2021 - 2026
      • 6.10.1.1 UK VR Device 2021 - 2026
        • 6.10.1.1.1 UK VR Gesture Tracking Device 2021 - 2026
    • 6.10.2 UK VR Applications 2021 - 2026
      • 6.10.2.1 UK VR Consumer Applications 2021 - 2026
      • 6.10.2.2 UK VR Enterprise Applications 2021 - 2026
      • 6.10.2.3 UK VR Industrial Applications 2021 - 2026
      • 6.10.2.4 UK VR Government Applications 2021 - 2026
    • 6.10.3 UK VR Solutions Deployment 2021 - 2026
  • 6.11 Germany Virtual Reality Market 2021 - 2026
    • 6.11.1 Germany VR System Segments 2021 - 2026
      • 6.11.1.1 Germany VR Device 2021 - 2026
      • 6.11.1.2 Germany VR Gesture Tracking Device 2021 - 2026
    • 6.11.2 Germany VR Applications 2021 - 2026
      • 6.11.2.1 Germany VR Consumer Applications 2021 - 2026
      • 6.11.2.2 Germany VR Enterprise Applications 2021 - 2026
      • 6.11.2.3 Germany VR Industrial Applications 2021 - 2026
      • 6.11.2.4 Germany VR Government Applications 2021 - 2026
    • 6.11.3 Germany VR Solutions Deployment 2021 - 2026
  • 6.12 France Virtual Reality Market 2021 - 2026
    • 6.12.1 France VR System Segments 2021 - 2026
      • 6.12.1.1 France VR Device 2021 - 2026
      • 6.12.1.2 France VR Gesture Tracking Device 2021 - 2026
    • 6.12.2 France VR Applications 2021 - 2026
      • 6.12.2.1 France VR Consumer Applications 2021 - 2026
      • 6.12.2.2 France VR Enterprise Applications 2021 - 2026
      • 6.12.2.3 France VR Industrial Applications 2021 - 2026
      • 6.12.2.4 France VR Government Applications 2021 - 2026
    • 6.12.3 France VR Solutions Deployment 2021 - 2026
  • 6.13 Sweden Virtual Reality Market 2021 - 2026
    • 6.13.1 Sweden VR System Segments 2021 - 2026
      • 6.13.1.1 Sweden VR Device 2021 - 2026
      • 6.13.1.2 Sweden VR Gesture Tracking Device 2021 - 2026
    • 6.13.2 Sweden VR Applications 2021 - 2026
      • 6.13.2.1 Sweden VR Consumer Applications 2021 - 2026
      • 6.13.2.2 Sweden VR Enterprise Applications 2021 - 2026
      • 6.13.2.3 Sweden VR Industrial Applications 2021 - 2026
      • 6.13.2.4 Sweden VR Government Applications 2021 - 2026
    • 6.13.3 Sweden VR Solutions Deployment 2021 - 2026
  • 6.14 China Virtual Reality Market 2021 - 2026
    • 6.14.1 China VR System Segments 2021 - 2026
      • 6.14.1.1 China VR Device 2021 - 2026
      • 6.14.1.2 China VR Gesture Tracking Device 2021 - 2026
    • 6.14.2 China VR Applications 2021 - 2026
      • 6.14.2.1 China VR Consumer Applications 2021 - 2026
      • 6.14.2.2 China VR Enterprise Applications 2021 - 2026
      • 6.14.2.3 China VR Industrial Applications 2021 - 2026
      • 6.14.2.4 China VR Government Applications 2021 - 2026
    • 6.14.3 China VR Solutions Deployment 2021 - 2026
  • 6.15 Japan Virtual Reality Market 2021 - 2026
    • 6.15.1 Japan VR System Segments 2021 - 2026
      • 6.15.1.1 Japan VR Device 2021 - 2026
      • 6.15.1.2 Japan VR Gesture Tracking Device 2021 - 2026
    • 6.15.2 Japan VR Applications 2021 - 2026
      • 6.15.2.1 Japan VR Consumer Applications 2021 - 2026
      • 6.15.2.2 Japan VR Enterprise Applications 2021 - 2026
      • 6.15.2.3 Japan VR Industrial Applications 2021 - 2026
      • 6.15.2.4 Japan VR Government Applications 2021 - 2026
    • 6.15.3 Japan VR Solutions Deployment 2021 - 2026
  • 6.16 South Korea Virtual Reality Market 2021 - 2026
    • 6.16.1 South Korea VR System Segments 2021 - 2026
      • 6.16.1.1 South Korea VR Device 2021 - 2026
      • 6.16.1.2 South Korea VR Gesture Tracking Device 2021 - 2026
    • 6.16.2 South Korea VR Applications 2021 - 2026
      • 6.16.2.1 South Korea VR Consumer Applications 2021 - 2026
      • 6.16.2.2 South Korea VR Enterprise Applications 2021 - 2026
      • 6.16.2.3 South Korea VR Industrial Applications 2021 - 2026
      • 6.16.2.4 South Korea VR Government Applications 2021 - 2026
    • 6.16.3 South Korea VR Solutions Deployment 2021 - 2026

7.0 Conclusions and Recommendations

Figures

  • Figure 1: Virtual Reality System Development Costs
  • Figure 2: Virtual Reality System Architecture
  • Figure 3: Virtual Reality Market Segments
  • Figure 4: Virtual Reality Sensory Displays
  • Figure 5: Virtual Reality Content Developer Engagement
  • Figure 6: Virtual Reality Investment Trends and Outlook
  • Figure 7: Virtual Reality Funding by Investor Type
  • Figure 8: Virtual Reality Technologies and Platforms
  • Figure 9: 5G Deployment
  • Figure 10: Virtual Reality and 5G
  • Figure 11: Virtual Reality ARPU 1
  • Figure 12: Global Virtual Reality Market 2021 - 2026
  • Figure 13: VR Technology 2021 - 2026
  • Figure 14: VR System Segments 2021 - 2026
  • Figure 15: VR Device 2021 - 2026
  • Figure 16: VR Gesture Tracking Device 2021 - 2026
  • Figure 17: VR Hardware Component 2021 - 2026
  • Figure 18: VR Hardware Sensors 2021 - 2026
  • Figure 19: VR Hardware Semiconductor Components 2021 - 2026
  • Figure 20: VR Software 2021 - 2026
  • Figure 21: VR Software Components 2021 - 2026
  • Figure 22: VR Service 2021 - 2026
  • Figure 23: VR Content 2021 - 2026
  • Figure 24: VR Business Revenue 2021 - 2026
  • Figure 25: VR Applications 2021 - 2026
  • Figure 26: VR Consumer Applications 2021 - 2026
  • Figure 27: VR Enterprise Applications 2021 - 2026
  • Figure 28: VR Industrial Applications 2021 - 2026
  • Figure 29: VR Government Applications 2021 - 2026
  • Figure 30: VR Solution Deployment 2021 - 2026
  • Figure 31: Multi-access Edge Computing Enabled VR Infrastructure 2021 - 2026
  • Figure 32: Multi-access Edge Computing Enabled VR Hardware 2021 - 2026
  • Figure 33: USA Virtual Reality 2021 - 2026
  • Figure 34: USA VR System Segments 2021 - 2026
  • Figure 35: USA VR Device 2021 - 2026
  • Figure 36: USA VR Gesture Tracking Device 2021 - 2026
  • Figure 37: USA VR Applications 2021 - 2026
  • Figure 38: USA VR Consumer Applications 2021 - 2026
  • Figure 39: USA VR Enterprise Applications 2021 - 2026
  • Figure 40: USA VR Industrial Applications 2021 - 2026
  • Figure 41: USA VR Government Applications 2021 - 2026
  • Figure 42: USA VR Solutions Deployment 2021 - 2026
  • Figure 43: Canada Virtual Reality 2021 - 2026
  • Figure 44: Canada VR System Segments 2021 - 2026
  • Figure 45: Canada VR Device 2021 - 2026
  • Figure 46: Canada VR Gesture Tracking Device 2021 - 2026
  • Figure 47: Canada VR Applications 2021 - 2026
  • Figure 48: Canada VR Consumer Applications 2021 - 2026
  • Figure 49: Canada VR Enterprise Applications 2021 - 2026
  • Figure 50: Canada VR Industrial Applications 2021 - 2026
  • Figure 51: Canada VR Government Applications 2021 - 2026
  • Figure 52: Canada VR Solutions Deployment 2021 - 2026
  • Figure 53: UK Virtual Reality 2021 - 2026
  • Figure 54: UK VR System Segments 2021 - 2026
  • Figure 55: UK VR Device 2021 - 2026
  • Figure 56: UK VR Gesture Tracking Device 2021 - 2026
  • Figure 57: UK VR Applications 2021 - 2026
  • Figure 58: UK VR Consumer Applications 2021 - 2026
  • Figure 59: UK VR Enterprise Applications 2021 - 2026
  • Figure 60: UK VR Industrial Applications 2021 - 2026
  • Figure 61: UK VR Government Applications 2021 - 2026
  • Figure 62: UK VR Solutions Deployment 2021 - 2026
  • Figure 63: Germany Virtual Reality 2021 - 2026
  • Figure 64: Germany VR System Segments 2021 - 2026
  • Figure 65: Germany VR Device 2021 - 2026
  • Figure 66: Germany VR Gesture Tracking Device 2021 - 2026
  • Figure 67: Germany VR Applications 2021 - 2026
  • Figure 68: Germany VR Consumer Applications 2021 - 2026
  • Figure 69: Germany VR Enterprise Applications 2021 - 2026
  • Figure 70: Germany VR Industrial Applications 2021 - 2026
  • Figure 71: Germany VR Government Applications 2021 - 2026
  • Figure 72: Germany VR Solutions Deployment 2021 - 2026
  • Figure 73: France Virtual Reality 2021 - 2026
  • Figure 74: France VR System Segments 2021 - 2026
  • Figure 75: France VR Device 2021 - 2026
  • Figure 76: France VR Gesture Tracking Device 2021 - 2026
  • Figure 77: France VR Applications 2021 - 2026
  • Figure 78: France VR Consumer Applications 2021 - 2026
  • Figure 79: France VR Enterprise Applications 2021 - 2026
  • Figure 80: France VR Industrial Applications 2021 - 2026
  • Figure 81: France VR Government Applications 2021 - 2026
  • Figure 82: France VR Solutions Deployment 2021 - 2026
  • Figure 83: Sweden Virtual Reality 2021 - 2026
  • Figure 84: Sweden VR System Segments 2021 - 2026
  • Figure 85: Sweden VR Device 2021 - 2026
  • Figure 86: Sweden VR Gesture Tracking Device 2021 - 2026
  • Figure 87: Sweden VR Applications 2021 - 2026
  • Figure 88: Sweden VR Consumer Applications 2021 - 2026
  • Figure 89: Sweden VR Enterprise Applications 2021 - 2026
  • Figure 90: Sweden VR Industrial Applications 2021 - 2026
  • Figure 91: Sweden VR Government Applications 2021 - 2026
  • Figure 92: Sweden VR Solutions Deployment 2021 - 2026
  • Figure 93: China Virtual Reality 2021 - 2026
  • Figure 94: China VR System Segments 2021 - 2026
  • Figure 95: China VR Device 2021 - 2026
  • Figure 96: China VR Gesture Tracking Device 2021 - 2026
  • Figure 97: China VR Applications 2021 - 2026
  • Figure 98: China VR Consumer Applications 2021 - 2026
  • Figure 99: China VR Enterprises Applications 2021 - 2026
  • Figure 100: China VR Industrial Applications 2021 - 2026
  • Figure 101: China VR Government Applications 2021 - 2026
  • Figure 102: China VR Solutions Deployment 2021 - 2026
  • Figure 103: Japan Virtual Reality 2021 - 2026
  • Figure 104: Japan VR System Segments 2021 - 2026
  • Figure 105: Japan VR Device 2021 - 2026
  • Figure 106: Japan VR Gesture Tracking Device 2021 - 2026
  • Figure 107: Japan VR Applications 2021 - 2026
  • Figure 108: Japan VR Consumer Applications 2021 - 2026
  • Figure 109: Japan VR Enterprise Applications 2021 - 2026
  • Figure 110: Japan VR Industrial Applications 2021 - 2026
  • Figure 111: Japan VR Government Applications 2021 - 2026
  • Figure 112: Japan VR Solutions Deployment 2021 - 2026
  • Figure 113: South Korea Virtual Reality 2021 - 2026
  • Figure 114: South Korea VR System Segments 2021 - 2026
  • Figure 115: South Korea VR Device 2021 - 2026
  • Figure 116: South Korea VR Gesture Tracking Device 2021 - 2026
  • Figure 117: South Korea VR Applications 2021 - 2026
  • Figure 118: South Korea VR Consumer Applications 2021 - 2026
  • Figure 119: South Korea VR Enterprise Applications 2021 - 2026
  • Figure 120: South Korea VR Industrial Applications 2021 - 2026
  • Figure 121: South Korea VR Government Applications 2021 - 2026
  • Figure 122: South Korea VR Solutions Deployment 2021 - 2026

Tables

  • Table 1: Head Mounted Display Manufacturers
  • Table 2: VR Gloves Manufacturers
  • Table 3: VR Haptic Suit Manufacturers
  • Table 4: GTD Product Manufacturers
  • Table 5: Projectors and Display Wall Manufacturers
  • Table 6: HUD Manufacturers
  • Table 7: MEMS Accelerometers Manufacturers
  • Table 8 Proximity Sensor Manufacturers
  • Table 9: Magnetometers Manufactures
  • Table 10: GPS System Manufactures
  • Table 11: MEMS Gyroscopes Manufactures
  • Table 12: 3D Image Sensor Manufacturers
  • Table 13: Capacitive Sensing Controller and ICs Manufacturers
  • Table 14: Virtual Reality GPU Manufacturers
  • Table 15: Virtual Reality Display Manufacturers
  • Table 16: Virtual Reality CPU Manufacturers
  • Table 17: Memory Chip Manufacturers
  • Table 18: Virtual Reality Tracking System Manufacturers
  • Table 19: Process Acceleration Cards Manufacturers
  • Table 20: Virtual Reality Input Device Manufacturers
  • Table 21: USB Connector Manufacturers
  • Table 22: Virtual Reality 3D Audio Device Manufacturers
  • Table 23: Virtual Reality Software and Component Provider
  • Table 24: HMD Pricing
  • Table 25: Virtual Reality Content Price
  • Table 26: Virtual Reality Mergers and Acquisitions
  • Table 27: Virtual Reality Patents
  • Table 28: Global Virtual Reality Market 2021 - 2026
  • Table 29: Virtual Reality Technology 2021 - 2026
  • Table 30: Virtual Reality System Segments 2021 - 2026
  • Table 31: Virtual Reality Devices 2021 - 2026
  • Table 32: Virtual Reality Gesture Tracking Device 2021 - 2026
  • Table 33: Virtual Reality Hardware Components 2021 - 2026
  • Table 34: VR Hardware Sensors 2021 - 2026
  • Table 35: VR Hardware Semiconductor Components 2021 - 2026
  • Table 36: VR Software 2021 - 2026
  • Table 37: VR Software Components 2021 - 2026
  • Table 38: VR Services 2021 - 2026
  • Table 39: VR Content 2021 - 2026
  • Table 40: VR Business Revenue 2021 - 2026
  • Table 41: VR Applications 2021 - 2026
  • Table 42: VR Consumer Applications 2021 - 2026
  • Table 43: VR Enterprise Applications 2021 - 2026
  • Table 44: VR Industrial Applications 2021 - 2026
  • Table 45: VR Government Applications 2021 - 2026
  • Table 46: VR Solutions Deployment 2021 - 2026
  • Table 47: Multi-access Edge Computing Enabled VR Infrastructure 2021 - 2026
  • Table 48: Multi-access Edge Computing Enabled VR Hardware 2021 - 2026
  • Table 49: USA Virtual Reality 2021 - 2026
  • Table 50: USA VR System Segments 2021 - 2026
  • Table 51: USA VR Device 2021 - 2026
  • Table 52: USA VR Gesture Tracking Device 2021 - 2026
  • Table 53: USA VR Applications 2021 - 2026
  • Table 54: USA VR Consumer Applications 2021 - 2026
  • Table 55: USA VR Enterprise Applications 2021 - 2026
  • Table 56: USA VR Industrial Applications 2021 - 2026
  • Table 57: USA VR Government Applications 2021 - 2026
  • Table 58: USA VR Solutions Deployment 2021 - 2026
  • Table 59: Canada Virtual Reality 2021 - 2026
  • Table 60: Canada VR System Segments 2021 - 2026
  • Table 61: Canada VR Device 2021 - 2026
  • Table 62: Canada VR Gesture Tracking Device 2021 - 2026
  • Table 63: Canada VR Applications 2021 - 2026
  • Table 64: Canada VR Consumer Applications 2021 - 2026
  • Table 65: Canada VR Enterprise Applications 2021 - 2026
  • Table 66: Canada VR Industrial Applications 2021 - 2026
  • Table 67: Canada VR Government Applications 2021 - 2026
  • Table 68: Canada VR Solutions Deployment 2021 - 2026
  • Table 69: UK Virtual Reality 2021 - 2026
  • Table 70: UK VR System Segments 2021 - 2026
  • Table 71: UK VR Device 2021 - 2026
  • Table 72: UK VR Gesture Tracking Device 2021 - 2026
  • Table 73: UK VR Applications 2021 - 2026
  • Table 74: UK VR Consumer Applications 2021 - 2026
  • Table 75: UK VR Enterprise Applications 2021 - 2026
  • Table 76: UK VR Industrial Applications 2021 - 2026
  • Table 77: UK VR Government Applications 2021 - 2026
  • Table 78: UK VR Solutions Deployment 2021 - 2026
  • Table 79: Germany Virtual Reality 2021 - 2026
  • Table 80: Germany VR System Segments 2021 - 2026
  • Table 81: Germany VR Device 2021 - 2026
  • Table 82: Germany VR Gesture Tracking Device 2021 - 2026
  • Table 83: Germany VR Applications 2021 - 2026
  • Table 84: Germany VR Consumer Applications 2021 - 2026
  • Table 85: Germany VR Enterprise Applications 2021 - 2026
  • Table 86: Germany VR Industrial Applications 2021 - 2026
  • Table 87: Germany VR Government Applications 2021 - 2026
  • Table 88: Germany VR Solutions Deployment 2021 - 2026
  • Table 89: France Virtual Reality 2021 - 2026
  • Table 90: France VR System Segments 2021 - 2026
  • Table 91: France VR Device 2021 - 2026
  • Table 92: France VR Gesture Tracking Device 2021 - 2026
  • Table 93: France VR Applications 2021 - 2026
  • Table 94: France VR Consumer Applications 2021 - 2026
  • Table 95: France VR Enterprise Applications 2021 - 2026
  • Table 96: France VR Industrial Applications 2021 - 2026
  • Table 97: France VR Government Applications 2021 - 2026
  • Table 98: France VR Solutions Deployment 2021 - 2026
  • Table 99: Sweden Virtual Reality 2021 - 2026
  • Table 100: Sweden VR System Segments 2021 - 2026
  • Table 101: Sweden VR Device 2021 - 2026
  • Table 102: Sweden VR Gesture Tracking Device 2021 - 2026
  • Table 103: Sweden VR Applications 2021 - 2026
  • Table 104: Sweden VR Consumer Applications 2021 - 2026
  • Table 105: Sweden VR Enterprise Applications 2021 - 2026
  • Table 106: Sweden VR Industrial Applications 2021 - 2026
  • Table 107: Sweden VR Government Applications 2021 - 2026
  • Table 108: Sweden VR Solutions Deployment 2021 - 2026
  • Table 109: China Virtual Reality 2021 - 2026
  • Table 110: China VR System Segments 2021 - 2026
  • Table 111: China VR Device 2021 - 2026
  • Table 112: China VR Gesture Tracking Device 2021 - 2026
  • Table 113: China VR Applications 2021 - 2026
  • Table 114: China VR Consumer Applications 2021 - 2026
  • Table 115: China VR Enterprise Applications 2021 - 2026
  • Table 116: China VR Industrial Applications 2021 - 2026
  • Table 117: China VR Government Applications 2021 - 2026
  • Table 118: China VR Solutions Deployment 2021 - 2026
  • Table 119: Japan Virtual Reality 2021 - 2026
  • Table 120: Japan VR System Segments 2021 - 2026
  • Table 121: Japan VR Device 2021 - 2026
  • Table 122: Japan VR Gesture Tracking Device 2021 - 2026
  • Table 123: Japan VR Applications 2021 - 2026
  • Table 124: Japan VR Consumer Applications 2021 - 2026
  • Table 125: Japan VR Enterprise Applications 2021 - 2026
  • Table 126: Japan VR Industrial Applications 2021 - 2026
  • Table 127: Japan VR Government Applications 2021 - 2026
  • Table 128: Japan VR Solutions Deployment 2021 - 2026
  • Table 129: South Korea Virtual Reality 2021 - 2026
  • Table 130: South Korea VR System Segments 2021 - 2026
  • Table 131: South Korea VR Device 2021 - 2026
  • Table 132: South Korea VR Gesture Tracking Device 2021 - 2026
  • Table 133: South Korea VR Applications 2021 - 2026
  • Table 134: South Korea VR Consumer Applications 2021 - 2026
  • Table 135: South Korea VR Enterprise Applications 2021 - 2026
  • Table 136: South Korea VR Industrial Applications 2021 - 2026
  • Table 137: South Korea VR Government Applications 2021 - 2026
  • Table 138: South Korea VR Solutions Deployment 2021 - 2026