Virtual Reality Market

Global Virtual Reality Market By Component (Hardware and Software), By Device (Head-mounted Display (HMD), Gesture-tracking Device (GTD) and Projectors & Display Wall (PDW)), By Technology (Semi & Fully Immersive and Non-immersive), By End User (Consumer, Commercial, Healthcare, Enterprise, Aerospace & Defense and Others), By Region, Industry Analysis and Forecast, 2020 - 2026

Report Id: KBV-5175 Publication Date: January-2021 Number of Pages: 272
Special Offering:
Industry Insights | Market Trends
Highest number of Tables | 24/7 Analyst Support
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Virtual Reality Market, by Component
1.4.2 Global Virtual Reality Market, by Device
1.4.3 Global Virtual Reality Market, by Technology
1.4.4 Global Virtual Reality Market, by End User
1.4.5 Global Virtual Reality Market, by Geography
1.5 Methodology for the research

Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Executive Summary
2.1.3 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints

Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Geographical Expansions
3.2.4 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
3.3.2 Key Strategic Move: (Partnerships, Collaborations, and Agreements : 2016, Mar – 2020, Dec) Leading Players

Chapter 4. Global Virtual Reality Market by Component
4.1 Global Virtual Reality Hardware Market by Region
4.2 Global Virtual Reality Software Market by Region

Chapter 5. Global Virtual Reality Market by Device
5.1 Global Virtual Reality Head-mounted Display (HMD) Market by Region
5.2 Global Virtual Reality Gesture-tracking Device (GTD) market by Region
5.3 Global Virtual Reality Projectors & Display Wall (PDW) market by Region

Chapter 6. Global Virtual Reality Market by Technology
6.1 Global Semi & Fully Immersive Virtual Reality Market by Region
6.2 Global Non-immersive Virtual Reality Market by Region

Chapter 7. Global Virtual Reality Market by End Use
7.1 Global Consumer Virtual Reality Market by Region
7.2 Global Commercial Virtual Reality Market by Region
7.3 Global Healthcare Virtual Reality Market by Region
7.4 Global Enterprise Virtual Reality Market by Region
7.5 Global Aerospace & Defense Virtual Reality Market by Region
7.6 Global Others Virtual Reality Market by Region

Chapter 8. Global Virtual Reality Market by Region
8.1 North America Virtual Reality Market
8.1.1 North America Virtual Reality Market by Component
8.1.1.1 North America Virtual Reality Hardware Market by Country
8.1.1.2 North America Virtual Reality Software Market by Country
8.1.2 North America Virtual Reality Market by Device
8.1.2.1 North America Virtual Reality Head-mounted Display (HMD) Market by Country
8.1.2.2 North America Virtual Reality Gesture-tracking Device (GTD) market by Country
8.1.2.3 North America Virtual Reality Projectors & Display Wall (PDW) market by Country
8.1.3 North America Virtual Reality Market by Technology
8.1.3.1 North America Semi & Fully Immersive Virtual Reality Market by Country
8.1.3.2 North America Non-immersive Virtual Reality Market by Country
8.1.4 North America Virtual Reality Market by End Use
8.1.4.1 North America Consumer Virtual Reality Market by Country
8.1.4.2 North America Commercial Virtual Reality Market by Country
8.1.4.3 North America Healthcare Virtual Reality Market by Country
8.1.4.4 North America Enterprise Virtual Reality Market by Country
8.1.4.5 North America Aerospace & Defense Virtual Reality Market by Country
8.1.4.6 North America Others Virtual Reality Market by Country
8.1.5 North America Virtual Reality Market by Country
8.1.5.1 US Virtual Reality Market
8.1.5.1.1 US Virtual Reality Market by Component
8.1.5.1.2 US Virtual Reality Market by Device
8.1.5.1.3 US Virtual Reality Market by Technology
8.1.5.1.4 US Virtual Reality Market by End Use
8.1.5.2 Canada Virtual Reality Market
8.1.5.2.1 Canada Virtual Reality Market by Component
8.1.5.2.2 Canada Virtual Reality Market by Device
8.1.5.2.3 Canada Virtual Reality Market by Technology
8.1.5.2.4 Canada Virtual Reality Market by End Use
8.1.5.3 Mexico Virtual Reality Market
8.1.5.3.1 Mexico Virtual Reality Market by Component
8.1.5.3.2 Mexico Virtual Reality Market by Device
8.1.5.3.3 Mexico Virtual Reality Market by Technology
8.1.5.3.4 Mexico Virtual Reality Market by End Use
8.1.5.4 Rest of North America Virtual Reality Market
8.1.5.4.1 Rest of North America Virtual Reality Market by Component
8.1.5.4.2 Rest of North America Virtual Reality Market by Device
8.1.5.4.3 Rest of North America Virtual Reality Market by Technology
8.1.5.4.4 Rest of North America Virtual Reality Market by End Use
8.2 Europe Virtual Reality Market
8.2.1 Europe Virtual Reality Market by Component
8.2.1.1 Europe Virtual Reality Hardware Market by Country
8.2.1.2 Europe Virtual Reality Software Market by Country
8.2.2 Europe Virtual Reality Market by Device
8.2.2.1 Europe Virtual Reality Head-mounted Display (HMD) Market by Country
8.2.2.2 Europe Virtual Reality Gesture-tracking Device (GTD) market by Country
8.2.2.3 Europe Virtual Reality Projectors & Display Wall (PDW) market by Country
8.2.3 Europe Virtual Reality Market by Technology
8.2.3.1 Europe Semi & Fully Immersive Virtual Reality Market by Country
8.2.3.2 Europe Non-immersive Virtual Reality Market by Country
8.2.4 Europe Virtual Reality Market by End Use
8.2.4.1 Europe Consumer Virtual Reality Market by Country
8.2.4.2 Europe Commercial Virtual Reality Market by Country
8.2.4.3 Europe Healthcare Virtual Reality Market by Country
8.2.4.4 Europe Enterprise Virtual Reality Market by Country
8.2.4.5 Europe Aerospace & Defense Virtual Reality Market by Country
8.2.4.6 Europe Others Virtual Reality Market by Country
8.2.5 Europe Virtual Reality Market by Country
8.2.5.1 Germany Virtual Reality Market
8.2.5.1.1 Germany Virtual Reality Market by Component
8.2.5.1.2 Germany Virtual Reality Market by Device
8.2.5.1.3 Germany Virtual Reality Market by Technology
8.2.5.1.4 Germany Virtual Reality Market by End Use
8.2.5.2 UK Virtual Reality Market
8.2.5.2.1 UK Virtual Reality Market by Component
8.2.5.2.2 UK Virtual Reality Market by Device
8.2.5.2.3 UK Virtual Reality Market by Technology
8.2.5.2.4 UK Virtual Reality Market by End Use
8.2.5.3 France Virtual Reality Market
8.2.5.3.1 France Virtual Reality Market by Component
8.2.5.3.2 France Virtual Reality Market by Device
8.2.5.3.3 France Virtual Reality Market by Technology
8.2.5.3.4 France Virtual Reality Market by End Use
8.2.5.4 Russia Virtual Reality Market
8.2.5.4.1 Russia Virtual Reality Market by Component
8.2.5.4.2 Russia Virtual Reality Market by Device
8.2.5.4.3 Russia Virtual Reality Market by Technology
8.2.5.4.4 Russia Virtual Reality Market by End Use
8.2.5.5 Spain Virtual Reality Market
8.2.5.5.1 Spain Virtual Reality Market by Component
8.2.5.5.2 Spain Virtual Reality Market by Device
8.2.5.5.3 Spain Virtual Reality Market by Technology
8.2.5.5.4 Spain Virtual Reality Market by End Use
8.2.5.6 Italy Virtual Reality Market
8.2.5.6.1 Italy Virtual Reality Market by Component
8.2.5.6.2 Italy Virtual Reality Market by Device
8.2.5.6.3 Italy Virtual Reality Market by Technology
8.2.5.6.4 Italy Virtual Reality Market by End Use
8.2.5.7 Rest of Europe Virtual Reality Market
8.2.5.7.1 Rest of Europe Virtual Reality Market by Component
8.2.5.7.2 Rest of Europe Virtual Reality Market by Device
8.2.5.7.3 Rest of Europe Virtual Reality Market by Technology
8.2.5.7.4 Rest of Europe Virtual Reality Market by End Use
8.3 Asia Pacific Virtual Reality Market
8.3.1 Asia Pacific Virtual Reality Market by Component
8.3.1.1 Asia Pacific Virtual Reality Hardware Market by Country
8.3.1.2 Asia Pacific Virtual Reality Software Market by Country
8.3.2 Asia Pacific Virtual Reality Market by Device
8.3.2.1 Asia Pacific Virtual Reality Head-mounted Display (HMD) Market by Country
8.3.2.2 Asia Pacific Virtual Reality Gesture-tracking Device (GTD) market by Country
8.3.2.3 Asia Pacific Virtual Reality Projectors & Display Wall (PDW) market by Country
8.3.3 Asia Pacific Virtual Reality Market by Technology
8.3.3.1 Asia Pacific Semi & Fully Immersive Virtual Reality Market by Country
8.3.3.2 Asia Pacific Non-immersive Virtual Reality Market by Country
8.3.4 Asia Pacific Virtual Reality Market by End Use
8.3.4.1 Asia Pacific Consumer Virtual Reality Market by Country
8.3.4.2 Asia Pacific Commercial Virtual Reality Market by Country
8.3.4.3 Asia Pacific Healthcare Virtual Reality Market by Country
8.3.4.4 Asia Pacific Enterprise Virtual Reality Market by Country
8.3.4.5 Asia Pacific Aerospace & Defense Virtual Reality Market by Country
8.3.4.6 Asia Pacific Others Virtual Reality Market by Country
8.3.5 Asia Pacific Virtual Reality Market by Country
8.3.5.1 China Virtual Reality Market
8.3.5.1.1 China Virtual Reality Market by Component
8.3.5.1.2 China Virtual Reality Market by Device
8.3.5.1.3 China Virtual Reality Market by Technology
8.3.5.1.4 China Virtual Reality Market by End Use
8.3.5.2 Japan Virtual Reality Market
8.3.5.2.1 Japan Virtual Reality Market by Component
8.3.5.2.2 Japan Virtual Reality Market by Device
8.3.5.2.3 Japan Virtual Reality Market by Technology
8.3.5.2.4 Japan Virtual Reality Market by End Use
8.3.5.3 India Virtual Reality Market
8.3.5.3.1 India Virtual Reality Market by Component
8.3.5.3.2 India Virtual Reality Market by Device
8.3.5.3.3 India Virtual Reality Market by Technology
8.3.5.3.4 India Virtual Reality Market by End Use
8.3.5.4 South Korea Virtual Reality Market
8.3.5.4.1 South Korea Virtual Reality Market by Component
8.3.5.4.2 South Korea Virtual Reality Market by Device
8.3.5.4.3 South Korea Virtual Reality Market by Technology
8.3.5.4.4 South Korea Virtual Reality Market by End Use
8.3.5.5 Singapore Virtual Reality Market
8.3.5.5.1 Singapore Virtual Reality Market by Component
8.3.5.5.2 Singapore Virtual Reality Market by Device
8.3.5.5.3 Singapore Virtual Reality Market by Technology
8.3.5.5.4 Singapore Virtual Reality Market by End Use
8.3.5.6 Malaysia Virtual Reality Market
8.3.5.6.1 Malaysia Virtual Reality Market by Component
8.3.5.6.2 Malaysia Virtual Reality Market by Device
8.3.5.6.3 Malaysia Virtual Reality Market by Technology
8.3.5.6.4 Malaysia Virtual Reality Market by End Use
8.3.5.7 Rest of Asia Pacific Virtual Reality Market
8.3.5.7.1 Rest of Asia Pacific Virtual Reality Market by Component
8.3.5.7.2 Rest of Asia Pacific Virtual Reality Market by Device
8.3.5.7.3 Rest of Asia Pacific Virtual Reality Market by Technology
8.3.5.7.4 Rest of Asia Pacific Virtual Reality Market by End Use
8.4 LAMEA Virtual Reality Market
8.4.1 LAMEA Virtual Reality Market by Component
8.4.1.1 LAMEA Virtual Reality Hardware Market by Country
8.4.1.2 LAMEA Virtual Reality Software Market by Country
8.4.2 LAMEA Virtual Reality Market by Device
8.4.2.1 LAMEA Virtual Reality Head-mounted Display (HMD) Market by Country
8.4.2.2 LAMEA Virtual Reality Gesture-tracking Device (GTD) market by Country
8.4.2.3 LAMEA Virtual Reality Projectors & Display Wall (PDW) market by Country
8.4.3 LAMEA Virtual Reality Market by Technology
8.4.3.1 LAMEA Semi & Fully Immersive Virtual Reality Market by Country
8.4.3.2 LAMEA Non-immersive Virtual Reality Market by Country
8.4.4 LAMEA Virtual Reality Market by End Use
8.4.4.1 LAMEA Consumer Virtual Reality Market by Country
8.4.4.2 LAMEA Commercial Virtual Reality Market by Country
8.4.4.3 LAMEA Healthcare Virtual Reality Market by Country
8.4.4.4 LAMEA Enterprise Virtual Reality Market by Country
8.4.4.5 LAMEA Aerospace & Defense Virtual Reality Market by Country
8.4.4.6 LAMEA Others Virtual Reality Market by Country
8.4.5 LAMEA Virtual Reality Market by Country
8.4.5.1 Brazil Virtual Reality Market
8.4.5.1.1 Brazil Virtual Reality Market by Component
8.4.5.1.2 Brazil Virtual Reality Market by Device
8.4.5.1.3 Brazil Virtual Reality Market by Technology
8.4.5.1.4 Brazil Virtual Reality Market by End Use
8.4.5.2 Argentina Virtual Reality Market
8.4.5.2.1 Argentina Virtual Reality Market by Component
8.4.5.2.2 Argentina Virtual Reality Market by Device
8.4.5.2.3 Argentina Virtual Reality Market by Technology
8.4.5.2.4 Argentina Virtual Reality Market by End Use
8.4.5.3 UAE Virtual Reality Market
8.4.5.3.1 UAE Virtual Reality Market by Component
8.4.5.3.2 UAE Virtual Reality Market by Device
8.4.5.3.3 UAE Virtual Reality Market by Technology
8.4.5.3.4 UAE Virtual Reality Market by End Use
8.4.5.4 Saudi Arabia Virtual Reality Market
8.4.5.4.1 Saudi Arabia Virtual Reality Market by Component
8.4.5.4.2 Saudi Arabia Virtual Reality Market by Device
8.4.5.4.3 Saudi Arabia Virtual Reality Market by Technology
8.4.5.4.4 Saudi Arabia Virtual Reality Market by End Use
8.4.5.5 South Africa Virtual Reality Market
8.4.5.5.1 South Africa Virtual Reality Market by Component
8.4.5.5.2 South Africa Virtual Reality Market by Device
8.4.5.5.3 South Africa Virtual Reality Market by Technology
8.4.5.5.4 South Africa Virtual Reality Market by End Use
8.4.5.6 Nigeria Virtual Reality Market
8.4.5.6.1 Nigeria Virtual Reality Market by Component
8.4.5.6.2 Nigeria Virtual Reality Market by Device
8.4.5.6.3 Nigeria Virtual Reality Market by Technology
8.4.5.6.4 Nigeria Virtual Reality Market by End Use
8.4.5.7 Rest of LAMEA Virtual Reality Market
8.4.5.7.1 Rest of LAMEA Virtual Reality Market by Component
8.4.5.7.2 Rest of LAMEA Virtual Reality Market by Device
8.4.5.7.3 Rest of LAMEA Virtual Reality Market by Technology
8.4.5.7.4 Rest of LAMEA Virtual Reality Market by End Use

Chapter 9. Company Profiles
9.1 Google, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expense
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Acquisition and Mergers:
9.1.5.3 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Microsoft Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.1 Recent strategies and developments:
9.2.1.1 Acquisition and Mergers:
9.2.1.2 Product Launches and Product Expansions:
9.2.2 SWOT Analysis
9.3 Facebook, Inc. (Oculus VR)
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Regional Analysis
9.3.4 Research & Development Expense
9.3.5 Recent strategies and developments:
9.3.5.1 Acquisition and Mergers:
9.3.5.2 Product Launches and Product Expansions:
9.3.6 SWOT Analysis
9.4 Sony Corporation
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research and Development Expense
9.4.5 Recent strategies and developments:
9.4.5.1 Partnerships, Collaborations, and Agreements:
9.4.6 SWOT Analysis
9.5 Samsung Electronics Co., Ltd. (Samsung Group)
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expense
9.5.5 Recent strategies and developments:
9.5.5.1 Partnerships, Collaborations, and Agreements:
9.5.5.2 Geographical Expansions:
9.5.6 SWOT Analysis
9.6 Autodesk, Inc.
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Regional Analysis
9.6.4 Research & Development Expenses
9.6.5 SWOT Analysis
9.7 Dassault Systemes SE
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Regional Analysis
9.7.4 Research & Development Expense
9.7.5 Recent strategies and developments:
9.7.5.1 Partnerships, Collaborations, and Agreements:
9.7.6 SWOT Analysis
9.8 Vuzix Corporation
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Regional Analysis
9.8.4 Research & Development Expenses
9.9 Ultraleap Limited (Leap Motion, Inc.)
9.9.1 Company Overview
9.9.2 Recent strategies and developments:
9.9.2.1 Partnerships, Collaborations, and Agreements:
9.10. Eon Reality, Inc.
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Partnerships, Collaborations, and Agreements:
9.10.2.2 Product Launches and Product Expansions:
HAVE A QUESTION?

HAVE A QUESTION?

Call: +1(646) 600-5072

SPECIAL PRICING & DISCOUNTS


  • Buy Sections of This Report
  • Buy Country Level Reports
  • Request for Historical Data
  • Discounts Available for Start-Ups & Universities

Unique Offerings Unique Offerings


  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Support with 10% customization free after sale

Trusted by over
5000+ clients

Our team of dedicated experts can provide you with attractive expansion opportunities for your business.

Client Logo