封面
市場調查報告書
商品編碼
1438172

2030年VR娛樂和互動產品市場預測:按產品類型、應用和地區分類的全球分析

Virtual Reality Entertainment and Interactive Products Market Forecasts to 2030 - Global Analysis By Product Type, Application and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3個工作天內

價格

根據 Stratistics MRC 的數據,全球 VR 娛樂和互動產品市場在預測期內將以 25.9% 的複合年成長率成長。

VR娛樂和互動產品市場是指致力於創建、開發和分銷用於娛樂和互動目的的虛擬實境體驗和產品的行業。 VR 娛樂通常使用耳機和其他互動設備將使用者帶入電腦生成的世界,創造一種真實感和沈浸感。該市場的公司專注於提供吸引用戶的尖端VR解決方案,在各個領域提供多樣化的娛樂選擇和互動體驗。

根據歐盟委員會發布的報告,預計到2020年歐洲VR和AR產業產值將增加至380億美元。

與遊戲產業融合

隨著VR技術的不斷進步,遊戲體驗達到了前所未有的沉浸感,吸引了許多用戶。高品質VR遊戲的開發,加上相容的遊戲周邊設備,正在創造VR和遊戲之間的協同關係,促進兩個產業的發展。此外,遊戲玩家也被 VR 提供的無與倫比的沉浸感和互動性所吸引。因為您可以步入虛擬世界,以您以前從未想像過的方式沉浸在您最喜歡的遊戲中。

初始成本高

VR 硬體,包括先進的耳機、動作控制器和強大的計算系統,通常價格昂貴,從而讓一些潛在消費者望而卻步。財務障礙阻礙了普及,尤其是那些精打細算、不願投資昂貴 VR 設備的消費者。然而,這種限制不僅阻礙了VR娛樂和互動產品市場的直接成長,也影響了該產業接觸更廣泛受眾的能力。

內容創作增加

多元化且不斷擴大的內容創作者生態系統,包括遊戲開發者、電影製作人、教育工作者和各種創造性專業人士,正在積極為 VR 體驗的豐富性做出貢獻。這些創作者在探索身臨其境型技術所提供的可能性時,正在創作各種引人入勝、引人入勝的 VR 內容。此外,這種湧入不僅滿足了消費者對新穎、互動式數位體驗不斷成長的需求,而且還確保了 VR 應用在遊戲、教育、虛擬旅遊和模擬等領域的不斷發展。

隱私問題

VR 應用程式通常會收集和處理敏感的個人資料,例如使用者動作、互動,有時還會收集生物辨識資訊。這引起了消費者對虛擬環境中個人資料可能被濫用或不當處理的擔憂。隨著 VR 體驗變得更加身臨其境和個人化,強力的隱私措施的需求變得至關重要。感知到的隱私風險可能會阻止使用者充分利用 VR 技術,從而限制普及。

COVID-19 的影響:

封鎖期間對遠端協作和虛擬體驗的需求不斷增加,推動了虛擬會議、活動和培訓專案採用 VR。隨著越來越多的人待在家中尋找創新的娛樂方式,VR 遊戲和身臨其境型體驗變得越來越流行。然而,該行業面臨一些挑戰,例如供應鏈中斷影響了 VR 硬體生產,經濟不確定性影響了消費者在昂貴的 VR 設備上的支出。疫情也可能擾亂內容製作流程並推遲 VR 遊戲和體驗的發布。

預計硬體領域將在預測期內成為最大的領域

在整個預測期內,硬體領域佔據了市場的最大佔有率。 VR 硬體(包括耳機、控制器和運動追蹤設備)的技術進步非常顯著,為使用者提供了越來越身臨其境和複雜的體驗。此外,更強大、更有效率的處理器、更高解析度的顯示器以及增強的追蹤能力的發展顯著提高了VR硬體的整體品質。

預計醫療保健領域的 VR 領域在預測期內將呈現最高的複合年成長率

預計醫療保健領域的 VR 領域將在預測期內保持盈利成長。 VR 技術擴大應用於醫療保健領域,用於治療目的、醫療培訓和患者照護。在治療應用中,VR 可用於疼痛管理、減輕焦慮和心理健康介入。 VR 的沉浸式特性使患者能夠融入虛擬環境,從而分散注意力、進行教育並增強他們的整體幸福感。此外,VR 已成為醫療訓練中的重要工具,為手術過程和診斷場景提供真實的模擬。

佔比最大的地區:

該地區精通技術的人口和濃厚的遊戲文化,加上該地區精通技術的人口和濃厚的遊戲文化,正在推動對身臨其境型娛樂體驗的需求,特別是在遊戲領域,其中歐洲地區在本季度佔據最大的市場佔有率預測期。歐洲國家處於採用先進技術的前沿,這種熱情延伸到了遊戲、教育和企業解決方案中的 VR 應用。此外,積極的政府舉措和對高科技領域的投資正在支持該地區虛擬實境新興企業和公司的發展。

複合年成長率最高的地區:

預計北美地區在預測期內將呈現良好的成長動能。內容創作者、開發人員和領先公司之間的策略合作進一步推動了該地區的成長,並確保了高品質 VR 內容的穩定流動。監管機構已經認知到 VR 技術在遊戲、醫療保健和教育等各個行業的潛力,並正在實施政策以支持其發展。此外,監管支援可確保消費者安全和資料隱私,並在使用者之間建立信任。例如,美國政府撥款用於研究和開發包括VR在內的新興技術。

提供免費客製化:

訂閱此報告的客戶可以存取以下免費自訂選項之一:

  • 公司簡介
    • 其他市場參與者的綜合分析(最多 3 家公司)
    • 主要企業SWOT分析(最多3家企業)
  • 區域分割
    • 根據客戶興趣對主要國家的市場估計、預測和複合年成長率(註:基於可行性檢查)
  • 競爭基準化分析
    • 根據產品系列、地理分佈和策略聯盟對主要企業基準化分析

目錄

第1章執行摘要

第2章 前言

  • 概述
  • 相關利益者
  • 調查範圍
  • 調查方法
    • 資料探勘
    • 資料分析
    • 資料檢驗
    • 研究途徑
  • 調查來源
    • 主要調查來源
    • 二次調查來源
    • 先決條件

第3章市場趨勢分析

  • 促進因素
  • 抑制因素
  • 機會
  • 威脅
  • 產品分析
  • 應用分析
  • 新興市場
  • 新型冠狀病毒感染疾病(COVID-19)的影響

第4章波特五力分析

  • 供應商的議價能力
  • 買方議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭公司之間的敵對關係

第5章全球VR娛樂與互動產品市場:依產品類型

  • 軟體
  • 硬體
    • VR頭戴裝置
    • VR感測器和攝影機
    • VR控制器
    • 其他
  • 服務
  • 配件
    • VR手套
    • VR觸覺回饋設備
    • 其他
  • 其他

第6章全球VR娛樂與互動產品市場:依應用分類

  • VR遊戲
  • VR 醫療保健
  • VR 教育
  • 其他

第7章全球VR娛樂與互動產品市場:按地區

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲國家
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲

第8章 主要進展

  • 合約、夥伴關係、協作和合資企業
  • 收購和合併
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第9章 公司簡介

  • EON Reality Inc
  • Google LLC
  • HTC Corporation
  • Lenovo
  • Microsoft Corporation
  • NVIDIA Corporation
  • Qualcomm Technologies, Inc
  • Samsung Electronics Co., Ltd
  • Seiko Epson Corporation
  • Sixense Entertainment
  • Sony Corporation
  • Vuzix Corporation
Product Code: SMRC25141

According to Stratistics MRC, the Global Virtual Reality (VR) Entertainment and Interactive Products Market is growing at a CAGR of 25.9% during the forecast period. The Virtual Reality (VR) Entertainment and Interactive Products Market refers to the industry dedicated to creating, developing, and distributing virtual reality experiences and products for entertainment and interactive purposes. VR entertainment typically involves the use of headsets and other interactive devices to transport users into computer-generated worlds, providing a heightened sense of presence and engagement. Companies within this market focus on delivering cutting-edge virtual reality solutions that captivate users, offering a diverse array of entertainment options and interactive experiences across various sectors.

According to the report published by the European Commission, the European virtual and augmented reality (AR) industry is expected to increase its production value to USD 38 billion by 2020.

Market Dynamics:

Driver:

Gaming industry integration

With continuous advancements in VR technology, gaming experiences have reached unprecedented levels of immersion, attracting a substantial user base. The development of high-quality VR games, coupled with compatible gaming peripherals, has created a synergistic relationship between VR and gaming, elevating both industries. Furthermore, gamers are drawn to the unparalleled sense of presence and interactivity offered by VR, as it allows them to step into virtual worlds and engage with their favorite titles in ways previously unimaginable.

Restraint:

High initial costs

VR hardware, including advanced headsets, motion controllers, and powerful computing systems, often comes with a substantial price tag, deterring a portion of potential consumers. The financial barrier inhibits widespread adoption, particularly among budget-conscious consumers who may be reluctant to invest in expensive VR equipment. However, this limitation not only hampers the immediate growth of the VR Entertainment and Interactive Products market but also impacts the industry's ability to reach a broader audience.

Opportunity:

Increasing content creation

A diverse and expanding ecosystem of content creators, including game developers, filmmakers, educators, and various creative professionals, is actively contributing to the richness of VR experiences. As these creators explore the possibilities offered by immersive technologies, they produce a broad array of compelling and engaging VR content. Moreover, this influx not only caters to the rising consumer demand for novel and interactive digital experiences but also ensures the continual evolution of VR applications across diverse sectors, such as gaming, education, virtual tourism, and simulations.

Threat:

Privacy concerns

VR applications often collect and process sensitive personal data, including user movements, interactions, and sometimes even biometric information. This raises apprehensions among consumers regarding the potential misuse or mishandling of their private data within virtual environments. As VR experiences become more immersive and personalized, the need for robust privacy measures becomes paramount. Users may be hesitant to fully engage with VR technology if they perceive a risk to their privacy, limiting widespread adoption.

Covid-19 Impact:

The increased demand for remote collaboration and virtual experiences during lockdowns propelled the adoption of VR for virtual meetings, events, and training programs. As people sought novel forms of entertainment while staying at home, VR gaming and immersive experiences gained popularity. However, the industry faced challenges such as supply chain disruptions, impacting the production of VR hardware, and economic uncertainties affecting consumer spending on high-cost VR equipment. The pandemic also disrupted content creation pipelines, potentially delaying the release of VR games and experiences.

The hardware segment is expected to be the largest during the forecast period

Hardware segment commanded the largest share of the market throughout the extrapolated period. Technological advancements in VR hardware, including headsets, controllers, and motion-tracking devices, have reached remarkable heights, offering users increasingly immersive and sophisticated experiences. Moreover, the development of more powerful and efficient processors, higher-resolution displays, and enhanced tracking capabilities has significantly elevated the overall quality of VR hardware.

The VR in healthcare segment is expected to have the highest CAGR during the forecast period

VR in healthcare segment is projected to hold profitable growth over the domination time frame. VR technology is increasingly utilized in healthcare for therapeutic purposes, medical training, and patient care. In therapeutic applications, VR is employed for pain management, anxiety reduction, and mental health interventions. The immersive nature of VR enables patients to engage in virtual environments that can distract, educate, enhance overall well-being. Moreover, VR has become an invaluable tool in medical training, offering realistic simulations for surgical procedures and diagnostic scenarios.

Region with largest share:

Due to the region's tech-savvy population, coupled with a robust gaming culture, has fostered a growing demand for immersive entertainment experiences, particularly in the gaming sector, Europe region is dominating the largest market share over the projection period. European countries have been at the forefront of adopting advanced technologies, and this enthusiasm extends to VR applications for gaming, education, and enterprise solutions. Moreover, favorable government initiatives and investments in the tech sector have propelled the growth of VR startups and enterprises in the region.

Region with highest CAGR:

North America region is projected to witness lucrative growth during the forecast period. Strategic collaborations between content creators, developers, and major corporations further propel the regional growth, ensuring a steady stream of high-quality VR content. Regulatory bodies have recognized the potential of VR technologies in various industries, from gaming to healthcare and education, and have implemented policies that support their development. Additionally, regulatory support ensures consumer safety and data privacy, building trust among users. The U.S. government, for instance, has allocated funds for research and development in emerging technologies, including VR.

Key players in the market

Some of the key players in Virtual Reality (VR) Entertainment and Interactive Products market include EON Reality Inc, Google LLC, HTC Corporation, Lenovo, Microsoft Corporation, NVIDIA Corporation, Qualcomm Technologies, Inc, Samsung Electronics Co., Ltd, Seiko Epson Corporation, Sixense Entertainment, Sony Corporation and Vuzix Corporation.

Key Developments:

In June 2023, Highlight Tech Corp. (HTC) Announces Entry into US Market to Address Rapid Semiconductor Fab Growth. The move is driven by an increase in market demand in the U.S. due to new fab development and expansion as part of the CHIPS Act. HTC-America will enable HTC to provide faster time to market and to better serve its growing client base in the U.S.

In March 2022, Google acquires MicroLED startup Raxium to aid AR headset ambitions. Google LLC has big ambitions in the augmented reality business, it reports that it has just paid $1 billion to acquire a startup called Raxium.

Product Types Covered:

  • Software
  • Hardware
  • Services
  • Accessories
  • Other Product Types

Applications Covered:

  • VR Gaming
  • VR in Healthcare
  • VR in Education
  • Other Applications

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Product Analysis
  • 3.7 Application Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Virtual Reality (VR) Entertainment and Interactive Products Market, By Product Type

  • 5.1 Introduction
  • 5.2 Software
  • 5.3 Hardware
    • 5.3.1 Virtual Reality Headsets
    • 5.3.2 Virtual Reality Sensors and Cameras
    • 5.3.3 Virtual Reality Controllers
    • 5.3.4 Other Hardwares
  • 5.4 Services
  • 5.5 Accessories
    • 5.5.1 Virtual Reality Gloves
    • 5.5.2 Virtual Reality Haptic Feedback Devices
    • 5.5.3 Other Accessories
  • 5.6 Other Product Types

6 Global Virtual Reality (VR) Entertainment and Interactive Products Market, By Application

  • 6.1 Introduction
  • 6.2 VR Gaming
  • 6.3 VR in Healthcare
  • 6.4 VR in Education
  • 6.5 Other Applications

7 Global Virtual Reality (VR) Entertainment and Interactive Products Market, By Geography

  • 7.1 Introduction
  • 7.2 North America
    • 7.2.1 US
    • 7.2.2 Canada
    • 7.2.3 Mexico
  • 7.3 Europe
    • 7.3.1 Germany
    • 7.3.2 UK
    • 7.3.3 Italy
    • 7.3.4 France
    • 7.3.5 Spain
    • 7.3.6 Rest of Europe
  • 7.4 Asia Pacific
    • 7.4.1 Japan
    • 7.4.2 China
    • 7.4.3 India
    • 7.4.4 Australia
    • 7.4.5 New Zealand
    • 7.4.6 South Korea
    • 7.4.7 Rest of Asia Pacific
  • 7.5 South America
    • 7.5.1 Argentina
    • 7.5.2 Brazil
    • 7.5.3 Chile
    • 7.5.4 Rest of South America
  • 7.6 Middle East & Africa
    • 7.6.1 Saudi Arabia
    • 7.6.2 UAE
    • 7.6.3 Qatar
    • 7.6.4 South Africa
    • 7.6.5 Rest of Middle East & Africa

8 Key Developments

  • 8.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 8.2 Acquisitions & Mergers
  • 8.3 New Product Launch
  • 8.4 Expansions
  • 8.5 Other Key Strategies

9 Company Profiling

  • 9.1 EON Reality Inc
  • 9.2 Google LLC
  • 9.3 HTC Corporation
  • 9.4 Lenovo
  • 9.5 Microsoft Corporation
  • 9.6 NVIDIA Corporation
  • 9.7 Qualcomm Technologies, Inc
  • 9.8 Samsung Electronics Co., Ltd
  • 9.9 Seiko Epson Corporation
  • 9.10 Sixense Entertainment
  • 9.11 Sony Corporation
  • 9.12 Vuzix Corporation

List of Tables

  • Table 1 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 3 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 4 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 5 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 6 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 7 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 8 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 9 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 10 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 11 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 12 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 13 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 14 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 15 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 16 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 17 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 18 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 19 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 20 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 21 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 22 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 23 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 24 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 25 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 26 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 27 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 28 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 29 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 30 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 31 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 32 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 33 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 34 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 35 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 36 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 37 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 38 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 39 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 40 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 41 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 42 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 43 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 44 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 45 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 46 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 47 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 48 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 49 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 50 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 51 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 52 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 53 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 54 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 55 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 56 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 57 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 58 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 59 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 60 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 61 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 62 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 63 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 64 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 65 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 66 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 67 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 68 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 69 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 70 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 71 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 72 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 73 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 74 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 75 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 76 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 77 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 78 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 79 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 80 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 81 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 82 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 83 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 84 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 85 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 86 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 87 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 88 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 89 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 90 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 91 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 92 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 93 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 94 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 95 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 96 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 97 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 98 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 99 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 100 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 101 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 102 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 103 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 104 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 105 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 106 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 107 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 108 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 109 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 110 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 111 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 112 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 113 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 114 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)