2023-2030 年全球虚拟实境市场规模研究与预测,按设备(头戴式显示器、手势追踪设备、投影机和显示墙)、技术、组件、应用和区域分析
市场调查报告书
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1381650

2023-2030 年全球虚拟实境市场规模研究与预测,按设备(头戴式显示器、手势追踪设备、投影机和显示墙)、技术、组件、应用和区域分析

Global Virtual Reality Market Size Study & Forecast, by Device (Head-Mounted Display, Gesture-Tracking Device, Projectors & Display Wall ), by Technology, by Component, by Application, and Regional Analysis, 2023-2030

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 | 商品交期: 2-3个工作天内

价格

2022年全球虚拟实境(VR)市场价值约为599.6亿美元,预计在2023-2030年预测期内将以超过27.5%的健康成长率成长。虚拟实境 (VR) 是电脑生成的三维世界模拟或娱乐,旨在进行互动和探索。使用者在体验 VR 时通常会配戴显示虚拟环境的头戴式显示器 (HMD),以及运动追踪器和手动控制器等其他感测设备。随着技术的进步、硬体的改进和内容的扩展,虚拟实境市场正在不断发展。不同产业中HMD 的采用激增、VR 领域的投资不断增加、数位化的快速发展以及虚拟实境(VR) 在教学培训中的使用越来越多,再加上对增强用户体验的日益重视,这些都是推动VR 产业发展的最突出因素。全球市场需求。

此外,现场虚拟娱乐的兴起趋势正在对市场扩张产生积极影响。随着人们倾向于使用科技在舒适的家中观看现场表演和活动,现场虚拟娱乐的概念正在不断扩展。由于科技有潜力让消费者参与现实世界中,对体育比赛或音乐会等现场活动的需求正在显着增加。例如,2022 年 4 月,摇滚乐团 Foo Fighters 在 Meta 虚拟舞台上进行了表演,使用 Meta Quest 耳机呈现 180 度直播片段。同样,2021 年 3 月,3D-VR LiVE 提供了一个具有即时、个人参与和互动的虚拟活动平台。因此,预计对虚拟现场娱乐的需求不断增长与虚拟实境技术相关,这将在估计期间促进市场成长。此外,头戴式显示器在医疗保健和建筑应用中的快速渗透,以及虚拟实境在航空航天和国防领域用于训练和模拟的日益普及,在预测的几年里带来了各种利润丰厚的机会。然而,与低解析度和缺乏运动相关的健康问题以及显示延迟和能耗影响了 VR 设备的整体性能,并阻碍了 2023-2030 年预测期内的市场成长。

全球虚拟实境 (VR) 市场研究考虑的关键区域包括亚太地区、北美、欧洲、拉丁美洲以及中东和非洲。由于企业应用程式的采用率增加以及对增强用户体验的日益关注,亚太地区将在 2022 年占据市场主导地位。此外,由于自动化的发展,该地区还有多家製造商和企业在各种营运中使用 VR。此外,亚太地区对便携式 VR 设备的需求不断增长,预计将推动该地区市场的发展。然而,预计欧洲在预测年份将以最高的CAGR成长。 VR技术在各行各业的一系列应用中的广泛使用,特别是在游戏和汽车领域,正在促进区域市场的成长。此外,创新VR耳机的广泛使用主要归因于庞大的游戏产业的存在。由于针对欧洲国家游戏社群的强大 VR 技术的快速开发和传播,该区域市场迅速扩大。

研究的目的是确定近年来不同细分市场和国家的市场规模,并预测未来几年的价值。该报告旨在纳入参与研究的国家内该行业的定性和定量方面。

该报告还提供了有关驱动因素和挑战等关键方面的详细信息,这些因素将决定市场的未来成长。此外,它还纳入了利害关係人投资的微观市场的潜在机会,以及对主要参与者的竞争格局和产品供应的详细分析。

目录

第 1 章:执行摘要

  • 市场概况
  • 2020-2030 年全球与细分市场估计与预测
    • 2020-2030 年虚拟实境 (VR) 市场(按地区)
    • 虚拟实境 (VR) 市场(按设备),2020-2030 年
    • 虚拟实境 (VR) 市场(按技术),2020-2030 年
    • 虚拟实境 (VR) 市场(按组成部分),2020-2030 年
    • 虚拟实境 (VR) 市场,按应用划分,2020-2030 年
  • 主要趋势
  • 估算方法
  • 研究假设

第 2 章:全球虚拟实境 (VR) 市场定义与范围

  • 研究目的
  • 市场定义和范围
    • 产业演变
    • 研究范围
  • 研究考虑的年份
  • 货币兑换率

第 3 章:全球虚拟实境 (VR) 市场动态

  • 虚拟实境 (VR) 市场影响分析(2020-2030)
    • 市场驱动因素
      • 不同产业中 HMD 的采用激增
      • 现场虚拟娱乐的上升趋势
    • 市场挑战
      • 与低解析度和缺乏运动相关的健康问题
      • 显示延迟和能耗影响 VR 装置的整体效能
    • 市场机会
      • HMD 在医疗保健和建筑应用中的快速渗透
      • 航空航太和国防领域越来越多地采用 VR 进行训练和模拟

第 4 章:全球虚拟实境 (VR) 市场产业分析

  • 波特的五力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争竞争
  • 波特的五力影响分析
  • PEST分析
    • 政治的
    • 经济
    • 社会的
    • 技术性
    • 环境的
    • 合法的
  • 顶级投资机会
  • 最佳制胜策略
  • COVID-19 影响分析
  • 颠覆性趋势
  • 产业专家视角
  • 分析师推荐与结论

第 5 章:全球虚拟实境 (VR) 市场(按装置)

  • 市场概况
  • 全球虚拟实境 (VR) 市场(按设备、效能)- 潜力分析
  • 2020-2030 年按设备分類的全球虚拟实境 (VR) 市场估计和预测
  • 虚拟实境 (VR) 市场区隔分析
    • 头戴式显示器 (HMD)
    • 手势追踪设备 (GTD)
    • 投影机和显示墙 (PDW)

第 6 章:按技术分類的全球虚拟实境 (VR) 市场

  • 市场概况
  • 全球虚拟实境 (VR) 市场(按技术、性能)-潜力分析
  • 2020-2030 年全球虚拟实境 (VR) 市场估计及技术预测
  • 虚拟实境 (VR) 市场区隔分析
    • 半沉浸式与全沉浸式
    • 非沉浸式

第 7 章:全球虚拟实境 (VR) 市场(按组成部分)

  • 市场概况
  • 全球虚拟实境 (VR) 市场(按组件、效能)- 潜力分析
  • 2020-2030 年全球虚拟实境 (VR) 市场按组件估计和预测
  • 虚拟实境 (VR) 市场区隔分析
    • 硬体
    • 软体

第 8 章:虚拟实境 (VR) 市场(按应用)

  • 市场概况
  • 全球虚拟实境 (VR) 市场(按应用、效能)- 潜力分析
  • 2020-2030 年按应用分類的全球虚拟实境 (VR) 市场估计和预测
  • 虚拟实境 (VR) 市场区隔分析
    • 航太与国防
    • 消费者
    • 商业的
    • 企业
    • 卫生保健
    • 其他的

第 9 章:全球虚拟实境 (VR) 市场、区域分析

  • 领先国家
  • 顶尖新兴国家
  • 虚拟实境 (VR) 市场、区域市场概况
  • 北美洲
    • 我们
      • 2020-2030 年设备故障估计与预测
      • 2020-2030 年技术细分估计与预测
      • 2020-2030 年组件细分估计与预测
      • 2020-2030 年应用细分估计与预测
    • 加拿大
  • 欧洲虚拟实境 (VR) 市场概况
    • 英国
    • 德国
    • 法国
    • 西班牙
    • 义大利
    • 欧洲其他地区
  • 亚太地区虚拟实境 (VR) 市场概况
    • 中国
    • 印度
    • 日本
    • 澳洲
    • 韩国
    • 亚太地区其他地区
  • 拉丁美洲虚拟实境 (VR) 市场概况
    • 巴西
    • 墨西哥
  • 中东和非洲
    • 沙乌地阿拉伯
    • 南非
    • 中东和非洲其他地区

第 10 章:竞争情报

  • 重点企业SWOT分析
    • 公司1
    • 公司2
    • 公司3
  • 顶级市场策略
  • 公司简介
    • Alphabet Inc.
      • 关键讯息
      • 概述
      • 财务(视数据可用性而定)
      • 产品概要
      • 最近的发展
    • Barco NV
    • CyberGlove Systems, Inc.
    • Meta Platforms Inc.
    • HTC Corporation
    • Microsoft Corporation
    • Samsung Electronics Co., Ltd.
    • Sensics, Inc.
    • Sixense Enterprises, Inc. (Penumbra, Inc.)
    • Ultraleap Ltd.

第 11 章:研究过程

  • 研究过程
    • 资料探勘
    • 分析
    • 市场预测
    • 验证
    • 出版
  • 研究属性
  • 研究假设

Global Virtual Reality (VR) Market is valued at approximately USD 59.96 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 27.5% over the forecast period 2023-2030. Virtual Reality (VR) is a computer-generated simulation or recreation of a three-dimensional world that is designed for interaction and exploration. A head-mounted display (HMD) that shows the virtual environment, collectively with other sensory equipment such as motion trackers and hand controllers, is often worn by the user when engaging in VR. The Virtual Reality market is continuously evolving, with advancements in technology, improved hardware, and expanded content offerings. The surging adoption of HMDs in different industries, rising investments in the VR sector, rapid digitization, and increasing use of virtual reality (VR) in instructional training, coupled with a growing emphasis on enhanced user experiences are the most prominent factors that are propelling the market demand across the globe.

Moreover, the rising trend of live virtual entertainment is exhibiting a positive influence on the market expansion. The concept of live virtual entertainment is expanding as people are inclined towards watching live performances and events from the comfort of their own homes using technology. The demand for live events, such as sports games or music concerts, is significantly increasing as a result of the potential of technology to engage consumers in a real-world setting. For instance, in April 2022, the rock band Foo Fighters had their performance on the Meta virtual stage, presenting 180-degree live-streaming footage using the Meta Quest headset. Likewise, in March 2021, a virtual event platform with real-time, personal engagement and interaction was made available by 3D-VR LiVE. Therefore, it is anticipated that the growing demand for virtual live entertainment is associated with virtual reality technologies, which is augmenting the market growth during the estimated period. Furthermore, the rapid penetration of HMDs in healthcare and architectural applications, as well as the rising adoption of VR in aerospace & defense for training and simulation presents various lucrative opportunities over the forecast years. However, the health concerns relating to low resolution and lack of movement, along with display latency and energy consumption affect the overall performance of VR devices and are hindering the market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Virtual Reality (VR) Market study include Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. Asia Pacific dominated the market in 2022 owing to the increased adoption in enterprise applications, and rising focus on enhancing user experience. In addition, the region is home to several manufacturers and enterprises that use VR in a variety of operations as a result of the drive toward automation. Furthermore, the rising demand for portable VR devices in the Asia Pacific is anticipated to fuel the regional market development. Whereas, Europe is expected to grow at the highest CAGR over the forecast years. The extensive use of VR technology in a range of applications across a variety of industries, especially in the gaming and automotive sectors is contributing to the regional market growth. Also, the widespread use of innovative VR headsets is majorly attributed due to the presence of a huge gaming industry. The regional market has expanded rapidly as a result of the quick development and distribution of potent VR technology targeted at the gaming community in European nations.

Major market players included in this report are:

  • Alphabet Inc.
  • Barco NV
  • CyberGlove Systems, Inc.
  • Meta Platforms Inc.
  • HTC Corporation
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises, Inc. (Penumbra, Inc.)
  • Ultraleap Ltd.

Recent Developments in the Market:

  • In January 2023, HTC Corporation introduced the Vive XR Elite, a new virtual reality and augmented reality headset. according to the company, the device has a high-resolution display for an immersive experience. This latest innovation assists company to improve its market presence and acquire huge customer base.
  • In February 2023, Meta Platforms Inc. acquired Within Unlimited, Inc. for its VR expertise and popular virtual reality (VR) application called Supernatural. The objective of this acquisition is to expand the company's footprints.
  • In March 2022, Unity Software Inc. partnered with live music producer Insomniac Events to grow into the virtual environment from the physical world. Additionally, the companies focus on providing live entertainment to the prospective audience of the next generation.

Global Virtual Reality (VR) Market Report Scope:

  • Historical Data - 2020 - 2021
  • Base Year for Estimation - 2022
  • Forecast period - 2023-2030
  • Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Segments Covered - Device, Technology, Component, Application, Region
  • Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope - Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Device:

  • Head-Mounted Display (HMD)
  • Gesture-Tracking Device (GTD)
  • Projectors & Display Wall (PDW)

By Technology:

  • Semi & Fully Immersive
  • Non-immersive

By Component:

  • Hardware
  • Software

By Application:

  • Aerospace & Defense
  • Consumer
  • Commercial
  • Enterprise
  • Healthcare
  • Others

By Region:

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Spain
    • Italy
    • ROE
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • RoAPAC
  • Latin America
    • Brazil
    • Mexico
  • Middle East & Africa
    • Saudi Arabia
    • South Africa
    • Rest of Middle East & Africa

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
    • 1.2.1. Virtual Reality (VR) Market, by Region, 2020-2030 (USD Billion)
    • 1.2.2. Virtual Reality (VR) Market, by Device, 2020-2030 (USD Billion)
    • 1.2.3. Virtual Reality (VR) Market, by Technology, 2020-2030 (USD Billion)
    • 1.2.4. Virtual Reality (VR) Market, by Component, 2020-2030 (USD Billion)
    • 1.2.5. Virtual Reality (VR) Market, by Application, 2020-2030 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Virtual Reality (VR) Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Industry Evolution
    • 2.2.2. Scope of the Study
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Virtual Reality (VR) Market Dynamics

  • 3.1. Virtual Reality (VR) Market Impact Analysis (2020-2030)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Surging adoption of HMDs in different industries
      • 3.1.1.2. Rising trend of live virtual entertainment
    • 3.1.2. Market Challenges
      • 3.1.2.1. Health concerns relating to low resolution and lack of movement
      • 3.1.2.2. Display latency and energy consumption affect overall performance of VR devices
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Rapid penetration of HMDs in healthcare and architectural applications
      • 3.1.3.2. Rising adoption of VR in aerospace & defense for training and simulation

Chapter 4. Global Virtual Reality (VR) Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Impact Analysis
  • 4.3. PEST Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top investment opportunity
  • 4.5. Top winning strategies
  • 4.6. COVID-19 Impact Analysis
  • 4.7. Disruptive Trends
  • 4.8. Industry Expert Perspective
  • 4.9. Analyst Recommendation & Conclusion

Chapter 5. Global Virtual Reality (VR) Market, by Device

  • 5.1. Market Snapshot
  • 5.2. Global Virtual Reality (VR) Market by Device, Performance - Potential Analysis
  • 5.3. Global Virtual Reality (VR) Market Estimates & Forecasts by Device 2020-2030 (USD Billion)
  • 5.4. Virtual Reality (VR) Market, Sub Segment Analysis
    • 5.4.1. Head-Mounted Display (HMD)
    • 5.4.2. Gesture-Tracking Device (GTD)
    • 5.4.3. Projectors & Display Wall (PDW)

Chapter 6. Global Virtual Reality (VR) Market, by Technology

  • 6.1. Market Snapshot
  • 6.2. Global Virtual Reality (VR) Market by Technology, Performance - Potential Analysis
  • 6.3. Global Virtual Reality (VR) Market Estimates & Forecasts by Technology 2020-2030 (USD Billion)
  • 6.4. Virtual Reality (VR) Market, Sub Segment Analysis
    • 6.4.1. Semi & Fully Immersive
    • 6.4.2. Non-immersive

Chapter 7. Global Virtual Reality (VR) Market, by Component

  • 7.1. Market Snapshot
  • 7.2. Global Virtual Reality (VR) Market by Component, Performance - Potential Analysis
  • 7.3. Global Virtual Reality (VR) Market Estimates & Forecasts by Component 2020-2030 (USD Billion)
  • 7.4. Virtual Reality (VR) Market, Sub Segment Analysis
    • 7.4.1. Hardware
    • 7.4.2. Software

Chapter 8. Virtual Reality (VR) Market, by Application

  • 8.1. Market Snapshot
  • 8.2. Global Virtual Reality (VR) Market by Application, Performance - Potential Analysis
  • 8.3. Global Virtual Reality (VR) Market Estimates & Forecasts by Application 2020-2030 (USD Billion)
  • 8.4. Virtual Reality (VR) Market, Sub Segment Analysis
    • 8.4.1. Aerospace & Defense
    • 8.4.2. Consumer
    • 8.4.3. Commercial
    • 8.4.4. Enterprise
    • 8.4.5. Healthcare
    • 8.4.6. Others

Chapter 9. Global Virtual Reality (VR) Market, Regional Analysis

  • 9.1. Top Leading Countries
  • 9.2. Top Emerging Countries
  • 9.3. Virtual Reality (VR) Market, Regional Market Snapshot
  • 9.4. North America Virtual Reality (VR) Market
    • 9.4.1. U.S. Virtual Reality (VR) Market
      • 9.4.1.1. Device breakdown estimates & forecasts, 2020-2030
      • 9.4.1.2. Technology breakdown estimates & forecasts, 2020-2030
      • 9.4.1.3. Component breakdown estimates & forecasts, 2020-2030
      • 9.4.1.4. Application breakdown estimates & forecasts, 2020-2030
    • 9.4.2. Canada Virtual Reality (VR) Market
  • 9.5. Europe Virtual Reality (VR) Market Snapshot
    • 9.5.1. U.K. Virtual Reality (VR) Market
    • 9.5.2. Germany Virtual Reality (VR) Market
    • 9.5.3. France Virtual Reality (VR) Market
    • 9.5.4. Spain Virtual Reality (VR) Market
    • 9.5.5. Italy Virtual Reality (VR) Market
    • 9.5.6. Rest of Europe Virtual Reality (VR) Market
  • 9.6. Asia-Pacific Virtual Reality (VR) Market Snapshot
    • 9.6.1. China Virtual Reality (VR) Market
    • 9.6.2. India Virtual Reality (VR) Market
    • 9.6.3. Japan Virtual Reality (VR) Market
    • 9.6.4. Australia Virtual Reality (VR) Market
    • 9.6.5. South Korea Virtual Reality (VR) Market
    • 9.6.6. Rest of Asia Pacific Virtual Reality (VR) Market
  • 9.7. Latin America Virtual Reality (VR) Market Snapshot
    • 9.7.1. Brazil Virtual Reality (VR) Market
    • 9.7.2. Mexico Virtual Reality (VR) Market
  • 9.8. Middle East & Africa Virtual Reality (VR) Market
    • 9.8.1. Saudi Arabia Virtual Reality (VR) Market
    • 9.8.2. South Africa Virtual Reality (VR) Market
    • 9.8.3. Rest of Middle East & Africa Virtual Reality (VR) Market

Chapter 10. Competitive Intelligence

  • 10.1. Key Company SWOT Analysis
    • 10.1.1. Company 1
    • 10.1.2. Company 2
    • 10.1.3. Company 3
  • 10.2. Top Market Strategies
  • 10.3. Company Profiles
    • 10.3.1. Alphabet Inc.
      • 10.3.1.1. Key Information
      • 10.3.1.2. Overview
      • 10.3.1.3. Financial (Subject to Data Availability)
      • 10.3.1.4. Product Summary
      • 10.3.1.5. Recent Developments
    • 10.3.2. Barco NV
    • 10.3.3. CyberGlove Systems, Inc.
    • 10.3.4. Meta Platforms Inc.
    • 10.3.5. HTC Corporation
    • 10.3.6. Microsoft Corporation
    • 10.3.7. Samsung Electronics Co., Ltd.
    • 10.3.8. Sensics, Inc.
    • 10.3.9. Sixense Enterprises, Inc. (Penumbra, Inc.)
    • 10.3.10. Ultraleap Ltd.

Chapter 11. Research Process

  • 11.1. Research Process
    • 11.1.1. Data Mining
    • 11.1.2. Analysis
    • 11.1.3. Market Estimation
    • 11.1.4. Validation
    • 11.1.5. Publishing
  • 11.2. Research Attributes
  • 11.3. Research Assumption

LIST OF TABLES

  • TABLE 1. Global Virtual Reality (VR) Market, report scope
  • TABLE 2. Global Virtual Reality (VR) Market estimates & forecasts by Region 2020-2030 (USD Billion)
  • TABLE 3. Global Virtual Reality (VR) Market estimates & forecasts by Device 2020-2030 (USD Billion)
  • TABLE 4. Global Virtual Reality (VR) Market estimates & forecasts by Technology 2020-2030 (USD Billion)
  • TABLE 5. Global Virtual Reality (VR) Market estimates & forecasts by Component 2020-2030 (USD Billion)
  • TABLE 6. Global Virtual Reality (VR) Market estimates & forecasts by Application 2020-2030 (USD Billion)
  • TABLE 7. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 8. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 9. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 10. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 11. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 12. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 13. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 14. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 15. Global Virtual Reality (VR) Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 16. Global Virtual Reality (VR) Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 17. U.S. Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 18. U.S. Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 19. U.S. Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 20. Canada Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 21. Canada Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 22. Canada Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 23. UK Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 24. UK Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 25. UK Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 26. Germany Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 27. Germany Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 28. Germany Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 29. France Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 30. France Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 31. France Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 32. Italy Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 33. Italy Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 34. Italy Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 35. Spain Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 36. Spain Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 37. Spain Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 38. RoE Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 39. RoE Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 40. RoE Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 41. China Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 42. China Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 43. China Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 44. India Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 45. India Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 46. India Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 47. Japan Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 48. Japan Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 49. Japan Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 50. South Korea Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 51. South Korea Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 52. South Korea Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 53. Australia Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 54. Australia Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 55. Australia Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 56. RoAPAC Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 57. RoAPAC Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 58. RoAPAC Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 59. Brazil Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 60. Brazil Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 61. Brazil Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 62. Mexico Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 63. Mexico Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 64. Mexico Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 65. RoLA Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 66. RoLA Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 67. RoLA Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 68. Saudi Arabia Virtual Reality (VR) Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 69. South Africa Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 70. RoMEA Virtual Reality (VR) Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 71. List of secondary sources, used in the study of global Virtual Reality (VR) Market
  • TABLE 72. List of primary sources, used in the study of global Virtual Reality (VR) Market
  • TABLE 73. Years considered for the study
  • TABLE 74. Exchange rates considered

List of tables and figures and dummy in nature, final lists may vary in the final deliverable

LIST OF FIGURES

  • FIG 1. Global Virtual Reality (VR) Market, research methodology
  • FIG 2. Global Virtual Reality (VR) Market, Market estimation techniques
  • FIG 3. Global Market size estimates & forecast methods
  • FIG 4. Global Virtual Reality (VR) Market, key trends 2022
  • FIG 5. Global Virtual Reality (VR) Market, growth prospects 2023-2030
  • FIG 6. Global Virtual Reality (VR) Market, porters 5 force model
  • FIG 7. Global Virtual Reality (VR) Market, pest analysis
  • FIG 8. Global Virtual Reality (VR) Market, value chain analysis
  • FIG 9. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 10. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 11. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 12. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 13. Global Virtual Reality (VR) Market by segment, 2020 & 2030 (USD Billion)
  • FIG 14. Global Virtual Reality (VR) Market, regional snapshot 2020 & 2030
  • FIG 15. North America Virtual Reality (VR) Market 2020 & 2030 (USD Billion)
  • FIG 16. Europe Virtual Reality (VR) Market 2020 & 2030 (USD Billion)
  • FIG 17. Asia pacific Virtual Reality (VR) Market 2020 & 2030 (USD Billion)
  • FIG 18. Latin America Virtual Reality (VR) Market 2020 & 2030 (USD Billion)
  • FIG 19. Middle East & Africa Virtual Reality (VR) Market 2020 & 2030 (USD Billion)

List of tables and figures and dummy in nature, final lists may vary in the final deliverable