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市场调查报告书
商品编码
1597843

触觉虚拟实境市场:按组件、按应用划分 - 2025-2030 年全球预测

Tactile Virtual Reality Market by Component (Hardware, Software), End-Use (Automotive, Electronic, Healthcare) - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 181 Pages | 商品交期: 最快1-2个工作天内

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2023年触觉虚拟实境市场规模为4.8091亿美元,预计2024年将达到5.8286亿美元,复合年增长率为21.29%,预计到2030年将达到18.5728亿美元。

触觉虚拟实境 (VR),也称为触觉 VR,包含多种在虚拟环境中提供基于触控的感官回馈的技术。这包括模拟触觉的设备,例如手套和套装,以增强数位景观中的真实互动。对触觉 VR 的需求源于其透过提供仅靠视觉或声音无法实现的沉浸感来彻底改变游戏、医学、军事训练和远端控制等领域的潜力。其应用范围从透过真实模拟教学外科手术到透过提供实务经验来增强数位学习环境。最终用途领域包括娱乐、教育和工业培训,提供显着的成长机会。

主要市场统计
基准年[2023] 48091万美元
预测年份 [2024] 58286万美元
预测年份 [2030] 18.5728亿美元
复合年增长率(%) 21.29%

市场洞察强调,人工智慧和机器学习的进步推动了人们的兴趣,这些进步提高了触觉回馈的准确性和真实性。 5G 和物联网技术的整合改善了用户体验,并描述了无缝和响应式互动,这对于远端手术等应用至关重要。研发投资和策略伙伴关係关係是关键的成长要素。然而,高昂的开发成本和实现准确触觉回馈的技术挑战仍然是主要障碍。对复杂硬体和大量初始投资的需求也阻碍了消费者的采用。

业务成长的创新部分包括开发具有成本效益的触觉设备和软体解决方案,以提高设备的经济性和用户友好的介面。扩大治疗和復健领域的使用案例提供了巨大的机会,与大学和高科技公司的研发合作也可以加速成长。在需要真实训练模拟的细分市场和渴望前卫体验式服务的市场中也存在潜在的机会。

儘管触觉VR市场目前仍属于小众市场,但未来潜力巨大。为了取得成功,公司应该专注于可扩展的模组化设计,并利用云端基础的解决方案来促进更广泛的可访问性。特别是,平衡成本和沈浸感方面仍然存在挑战,需要持续创新和策略性投资。

市场动态:揭示快速发展的触觉虚拟实境市场的关键市场洞察

供需的动态交互作用正在改变触觉虚拟实境市场。透过了解这些不断变化的市场动态,公司可以准备好做出明智的投资决策、完善策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时也能帮助企业了解消费行为及其对製造业的影响。

  • 市场驱动因素
    • 许多最终用户产业对机器人技术的需求和使用迅速增加
    • 智慧型手机和连网型设备的普及以及游戏产业的成长
    • 虚拟实境与汽车和家用电子电器的日益融合
  • 市场限制因素
    • 触觉 VR 产品相关的高成本
  • 市场机会
    • 虚拟实境产品的进步
    • 快速投资元元宇宙开发
  • 市场问题
    • 缺乏有效的使用者体验设计
    • 与产品设计相关的技术问题

波特五力:驾驭触觉虚拟实境市场的策略工具

波特的五力框架是了解市场竞争格局的重要工具。波特的五力框架描述了评估公司竞争和探索策略机会的清晰方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点,避免潜在的挑战,确保更强大的市场地位。

PESTLE分析:了解触觉虚拟实境市场的外部影响

外部宏观环境因素在塑造触觉虚拟实境市场的表现动态发挥着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并帮助他们做出积极主动的决策。

市场占有率分析:了解触觉虚拟实境市场的竞争格局

触觉虚拟实境市场的详细市场占有率分析可以对供应商的业绩进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、细分和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV 定位矩阵:触觉虚拟实境市场供应商绩效评估

FPNV 定位矩阵是评估触觉虚拟实境市场供应商的重要工具。此矩阵允许业务组织根据商务策略和产品满意度评估供应商,从而做出与其目标相符的明智决策。这四个象限使您能够清晰、准确地划分供应商,并确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析与建议:绘製触觉虚拟实境市场的成功之路

对于旨在加强其在全球市场的影响力的公司来说,触觉虚拟实境市场的策略分析至关重要。透过审查关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机并取得长期成功。

该报告对涵盖关键焦点细分市场的市场进行了全面分析。

1.市场渗透率:对当前市场环境的详细审查,主要企业的广泛资料,评估他们在市场中的影响力和整体影响力。

2. 市场开拓:辨识新兴市场的成长机会,评估现有细分市场的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监理核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点在于有望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,以帮助相关人员做出明智的决策。

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品和地区提供最佳投资机会?

3.塑造市场的关键技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 许多最终用户行业对机器人的需求和使用迅速增加
      • 智慧型手机和连网型设备的普及以及游戏产业的成长
      • 虚拟实境将越来越多地与汽车和家用电子电器产品结合
    • 抑制因素
      • 触觉 VR 产品相关的高成本
    • 机会
      • 虚拟实境产品的进步
      • 快速投资元元宇宙开发
    • 任务
      • 缺乏有效的使用者体验设计
      • 与产品设计相关的技术问题
  • 市场区隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治
    • 经济
    • 社会
    • 科技
    • 法律
    • 环境

第六章触觉虚拟实境市场:依组成部分

  • 介绍
  • 硬体
  • 软体

第七章触觉虚拟实境市场:依最终用途

  • 介绍
  • 电子的
  • 医疗保健
  • 产业
  • 运输

第八章美洲触觉虚拟实境市场

  • 介绍
  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第九章亚太触觉虚拟实境市场

  • 介绍
  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第10章欧洲/中东/非洲触觉虚拟实境市场

  • 介绍
  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十一章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
  • 战略分析和建议

公司名单

  • Autodesk Inc.
  • Dassault Systems SE
  • Eon Reality Inc.
  • Google LLC by Alphabet, Inc.
  • HaptX Inc.
  • HTC Corporation
  • Microsoft Corporation
  • Sony Corporation
  • TDK Corporation
  • Ultraleap Ltd.
  • Unity Technologies
Product Code: MRR-035590447682

The Tactile Virtual Reality Market was valued at USD 480.91 million in 2023, expected to reach USD 582.86 million in 2024, and is projected to grow at a CAGR of 21.29%, to USD 1,857.28 million by 2030.

Tactile Virtual Reality (VR), also known as haptic VR, encompasses a range of technologies that provide touch-based sensory feedback in virtual environments. This can include gloves, suits, or other devices that simulate the sense of touch, enhancing realistic interaction within digital landscapes. The necessity of tactile VR stems from its potential to revolutionize fields such as gaming, healthcare, military training, and remote operations by offering an immersive experience that visual and auditory VR alone cannot achieve. Its applications are diverse-from teaching surgical procedures via realistic simulations to enhancing eLearning environments by providing hands-on experiences. End-use sectors span entertainment, education, and industrial training, offering substantial growth opportunities.

KEY MARKET STATISTICS
Base Year [2023] USD 480.91 million
Estimated Year [2024] USD 582.86 million
Forecast Year [2030] USD 1,857.28 million
CAGR (%) 21.29%

Market insights highlight growing interest driven by advancements in AI and machine learning that are bolstering tactile feedback precision and realism. The integration of 5G and IoT technologies is enhancing the user experience, offering seamless and responsive interactions essential for applications like remote surgeries. Investment in R&D and strategic partnerships are critical growth factors. However, high development costs and technical challenges in achieving accurate tactile feedback remain significant hurdles. Consumer adoption is also hampered by the need for sophisticated hardware and substantial initial investment.

Innovative areas for business growth include the development of cost-effective haptic devices and software solutions that improve device affordability and user-friendly interfaces. Expanding use cases in therapeutics and rehabilitation offer substantial opportunities, and partnerships with universities and tech companies for research and development can also accelerate growth. Potential opportunities lie in catering to sectors demanding realistic training simulations and in markets yearning for avant-garde experiential offerings.

The nature of the tactile VR market is currently niche with expansive future potential. To thrive, businesses should focus on scalable modular designs and capitalize on cloud-based solutions that can facilitate broader accessibility. Challenges persist, notably in balancing cost with immersive capability, requiring ongoing technical innovations and strategic investment.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Tactile Virtual Reality Market

The Tactile Virtual Reality Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Upsurge demand and usage of robotics in numerous end-user industries
    • Increasing penetration of smartphones & connected devices and growth of the gaming industry
    • Rising integration of virtual reality with automotive and consumer electronics
  • Market Restraints
    • High cost associated with Tactile VR products
  • Market Opportunities
    • Growing advancements in virtual reality products
    • Exponential investments in developing metaverse
  • Market Challenges
    • Lack of effective user experience design
    • Technical issues related to product design

Porter's Five Forces: A Strategic Tool for Navigating the Tactile Virtual Reality Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Tactile Virtual Reality Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Tactile Virtual Reality Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Tactile Virtual Reality Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Tactile Virtual Reality Market

A detailed market share analysis in the Tactile Virtual Reality Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Tactile Virtual Reality Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Tactile Virtual Reality Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Tactile Virtual Reality Market

A strategic analysis of the Tactile Virtual Reality Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Tactile Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Autodesk Inc., Dassault Systems SE, Eon Reality Inc., Google LLC by Alphabet, Inc., HaptX Inc., HTC Corporation, Microsoft Corporation, Sony Corporation, TDK Corporation, Ultraleap Ltd., and Unity Technologies.

Market Segmentation & Coverage

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

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

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

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

2. Research Methodology

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

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Upsurge demand and usage of robotics in numerous end-user industries
      • 5.1.1.2. Increasing penetration of smartphones & connected devices and growth of the gaming industry
      • 5.1.1.3. Rising integration of virtual reality with automotive and consumer electronics
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with Tactile VR products
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing advancements in virtual reality products
      • 5.1.3.2. Exponential investments in developing metaverse
    • 5.1.4. Challenges
      • 5.1.4.1. Lack of effective user experience design
      • 5.1.4.2. Technical issues related to product design
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Tactile Virtual Reality Market, by Component

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

7. Tactile Virtual Reality Market, by End-Use

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

8. Americas Tactile Virtual Reality Market

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

9. Asia-Pacific Tactile Virtual Reality Market

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

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

  • 10.1. Introduction
  • 10.2. Denmark
  • 10.3. Egypt
  • 10.4. Finland
  • 10.5. France
  • 10.6. Germany
  • 10.7. Israel
  • 10.8. Italy
  • 10.9. Netherlands
  • 10.10. Nigeria
  • 10.11. Norway
  • 10.12. Poland
  • 10.13. Qatar
  • 10.14. Russia
  • 10.15. Saudi Arabia
  • 10.16. South Africa
  • 10.17. Spain
  • 10.18. Sweden
  • 10.19. Switzerland
  • 10.20. Turkey
  • 10.21. United Arab Emirates
  • 10.22. United Kingdom

11. Competitive Landscape

  • 11.1. Market Share Analysis, 2023
  • 11.2. FPNV Positioning Matrix, 2023
  • 11.3. Competitive Scenario Analysis
  • 11.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Autodesk Inc.
  • 2. Dassault Systems SE
  • 3. Eon Reality Inc.
  • 4. Google LLC by Alphabet, Inc.
  • 5. HaptX Inc.
  • 6. HTC Corporation
  • 7. Microsoft Corporation
  • 8. Sony Corporation
  • 9. TDK Corporation
  • 10. Ultraleap Ltd.
  • 11. Unity Technologies

LIST OF FIGURES

  • FIGURE 1. TACTILE VIRTUAL REALITY MARKET RESEARCH PROCESS
  • FIGURE 2. TACTILE VIRTUAL REALITY MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 11. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 13. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. TACTILE VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 19. TACTILE VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. TACTILE VIRTUAL REALITY MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. TACTILE VIRTUAL REALITY MARKET DYNAMICS
  • TABLE 7. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY ELECTRONIC, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY INDUSTRIAL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY TRANSPORTATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 17. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 19. ARGENTINA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 20. ARGENTINA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 21. BRAZIL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 22. BRAZIL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 23. CANADA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 24. CANADA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 25. MEXICO TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 26. MEXICO TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 27. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 28. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 29. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 30. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 31. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 32. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 33. AUSTRALIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 34. AUSTRALIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 35. CHINA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 36. CHINA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 37. INDIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 38. INDIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 39. INDONESIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. INDONESIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 41. JAPAN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 42. JAPAN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 43. MALAYSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 44. MALAYSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 45. PHILIPPINES TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 46. PHILIPPINES TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 47. SINGAPORE TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 48. SINGAPORE TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 49. SOUTH KOREA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 50. SOUTH KOREA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 51. TAIWAN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 52. TAIWAN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 53. THAILAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 54. THAILAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 55. VIETNAM TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 56. VIETNAM TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 57. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 58. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 59. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 60. DENMARK TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 61. DENMARK TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 62. EGYPT TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. EGYPT TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 64. FINLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 65. FINLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 66. FRANCE TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 67. FRANCE TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 68. GERMANY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 69. GERMANY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 70. ISRAEL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 71. ISRAEL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 72. ITALY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 73. ITALY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 74. NETHERLANDS TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 75. NETHERLANDS TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 76. NIGERIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 77. NIGERIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 78. NORWAY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 79. NORWAY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 80. POLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 81. POLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 82. QATAR TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 83. QATAR TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 84. RUSSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 85. RUSSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 86. SAUDI ARABIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 87. SAUDI ARABIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 88. SOUTH AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. SOUTH AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 90. SPAIN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 91. SPAIN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 92. SWEDEN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 93. SWEDEN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 94. SWITZERLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 95. SWITZERLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 96. TURKEY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 97. TURKEY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 98. UNITED ARAB EMIRATES TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 99. UNITED ARAB EMIRATES TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 100. UNITED KINGDOM TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 101. UNITED KINGDOM TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 102. TACTILE VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 103. TACTILE VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023