封面
市场调查报告书
商品编码
1621621

虚拟实境市场:按技术、服务、设备类型和应用划分 - 2025-2030 年全球预测

Virtual Reality Market by Technology (Nonimmersive Technology, Semi-Immersive & Fully Immersive Technology), Offering (Hardware, Software), Device Type, Application - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 183 Pages | 商品交期: 最快1-2个工作天内

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2023年虚拟实境市场价值为237.7亿美元,预计到2024年将达到284.5亿美元,复合年增长率为20.17%,到2030年将达到860.6亿美元。

虚拟实境(VR)作为一项革命性技术出现,在各个领域中广泛应用。作为一个快速成长的市场,VR 已经在游戏、医疗保健、教育和房地产等领域找到了它的需求,提供增强用户互动的沉浸式体验。 VR 的最终用途多种多样,包括军事和工业训练模拟、心理健康治疗中的治疗用途以及旅游和房地产中的虚拟旅游。推动市场成长的主要因素是VR技术的进步、VR硬体成本的下降以及对身临其境型体验的需求不断增加。 VR 提供远端协作和引人入胜的学习平台的能力进一步推动了其采用。然而,高昂的开发成本、潜在的健康相关问题(例如眼睛疲劳和晕动病)以及某些地区的消费者意识低等挑战可能会阻碍成长。最新的商机在于利用VR作为远端工作解决方案,利用AI加速VR内容开发,并将其应用扩展到各产业的虚拟培训环境。抓住这些机会的建议包括投资研发以改善 VR 硬体的人体工学和可用性、扩大针对教育和医疗保健等利基市场的内容库以及建立 VR 生态系统,其中包括与高科技公司建立战略伙伴关係以加强VR 技术。创新和研究领域包括扩展硬体介面、将虚拟实境和物联网整合到智慧环境中,以及开发直觉的用户介面以实现广泛的可访问性。市场竞争仍然激烈,Facebook(竞争对手)、SONY和 HTC 等主要参与者占据市场主导地位,但中小型企业正在透过专注于特定行业的应用程式和用户友好的解决方案来开闢自己的利基市场。虽然 VR 技术的不断发展和融入日常生活表明了乐观的成长轨迹,但市场参与者必须小心应对营运成本和用户采用障碍,以实现持续的成功。

主要市场统计
基准年[2023] 237.7亿美元
预计年份 [2024] 284.5亿美元
预测年份 [2030] 860.6亿美元
复合年增长率(%) 20.17%

市场动态:揭示快速发展的虚拟实境市场的关键市场洞察

虚拟实境市场正因供需的动态交互作用而转变。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,并了解消费行为及其对製造成本的影响,并更清楚地了解对采购趋势的影响。

  • 市场驱动因素
    • 消费者对网路游戏和竞技沉浸式体验的需求
    • 改进的处理能力和显示技术
    • 利用虚拟实境在航空和教育领域进行模拟和学习
  • 市场限制因素
    • 将 VR 技术整合到现有系统中的复杂性
  • 市场机会
    • 提高虚拟实境功能属性、效能和沈浸感的创新
    • 政府对数位医疗的支持以及在医疗领域引入VR的可能性
  • 市场挑战
    • 虚拟实境效能问题与隐私问题

波特五力:驾驭虚拟实境市场的策略工具

波特的五力框架是了解虚拟实境市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。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,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解虚拟实境市场的外部影响

外部宏观环境因素在塑造虚拟实境市场的表现动态方面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 了解虚拟实境市场的竞争状况

对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、分散和整合的趋势,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定位矩阵虚拟实境市场供应商绩效评估

FPNV定位矩阵是评估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,规划虚拟实境市场的成功之路

虚拟实境市场的策略分析对于旨在加强其在全球市场的影响力的公司至关重要。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。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:详细检视当前市场环境、主要企业的广泛资料、评估其在市场中的影响力和整体影响力。

2. 市场开发:辨识新兴市场的成长机会,评估现有领域的扩张潜力,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、未开发地区、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,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、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要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
      • 消费者对网路游戏和竞技身临其境型体验的需求
      • 提高处理能力和显示技术
      • 利用虚拟实境在航空和教育领域进行模拟和学习
    • 抑制因素
      • 将 VR 技术整合到现有系统中的复杂性
    • 机会
      • 改进虚拟实境的功能特性、效能和沈浸感的创新
      • 政府对数位医疗的支持以及在医疗领域引入VR的可能性
    • 任务
      • 虚拟实境效能问题与隐私问题
  • 市场区隔分析
    • 我们提供什么:增强 VR 软体元件功能的创新和进步
    • 应用:VR技术在游戏娱乐领域创造身临其境型互动体验的能力
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章虚拟实境市场:依技术分类

  • 非身临其境型技术
  • 半身临其境型与全身临其境型技术

第七章虚拟实境市场:透过提供

  • 硬体
    • 相机
    • 显示器和投影仪
    • 位置追踪器
    • 半导体零件
      • 控制器和处理器
      • 积体电路
    • 感应器
      • 加速计
      • 陀螺仪
      • 磁力计
      • 接近感测器
  • 软体

第 8 章按设备类型分類的虚拟实境市场

  • 手势追踪装置
  • 头戴式显示器
  • 投影机和显示墙

第 9 章 虚拟实境市场:依应用分类

  • 航太和国防
  • 教育和培训
  • 游戏和娱乐
  • 卫生保健
  • 零售与电子商务
  • 旅行和旅游

第10章美洲虚拟实境市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第十一章 亚太地区虚拟实境市场

  • 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

第十二章欧洲、中东和非洲虚拟实境市场

  • 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

第十三章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
    • Sandbox VR 与服饰集团合作策略拓展中东市场
    • 5thScape:娱乐和教育领域 VR/AR 生态系统的开创性进步
    • 开创性的伙伴关係关係将 RaceRoom 赛车模拟带入世界各地的 VR游乐场
  • 战略分析和建议

公司名单

  • Acer Inc.
  • Apple Inc.
  • ASUSTeK COMPUTER INC.
  • CyberGlove Systems, Inc.
  • Dell Technologies, Inc.
  • EON Reality, Inc.
  • Firsthand Technology Inc.
  • FOVE, Inc.
  • Google LLC
  • HTC Global Services
  • Lenovo Group Limited
  • LG Electronics Inc.
  • Merge Labs, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • MindMaze Holding SA
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Penumbra, Inc.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sandbox VR, Inc.
  • Sony Corporation
  • SpaceVR, Inc.
  • Ultraleap Limited
  • Unity Technologies
  • Varjo Technologies Oy
  • Vuzix Corporation
Product Code: MRR-430BB5DABBAD

The Virtual Reality Market was valued at USD 23.77 billion in 2023, expected to reach USD 28.45 billion in 2024, and is projected to grow at a CAGR of 20.17%, to USD 86.06 billion by 2030.

Virtual reality (VR) has emerged as a groundbreaking technology with expansive applications across various sectors. As a rapidly growing market, VR finds its necessity in fields such as gaming, healthcare, education, and real estate, offering immersive experiences that enhance user interaction. The end-use scope of VR extends to training simulations in military and industrial sectors, therapeutic uses in mental health treatment, and virtual tours in tourism and real estate. The market growth is primarily driven by advancements in VR technology, reduced costs of VR hardware, and an increasing demand for immersive experiences. VR's capability to provide remote collaboration and an engaging learning platform has further propelled its adoption. However, challenges such as high development costs, potential health-related concerns (e.g., eye strain and motion sickness), and limited consumer awareness in certain regions can impede growth. The latest opportunities lie in leveraging VR for remote work solutions, advancing VR content development through AI, and expanding its application in virtual training environments across diverse industries. Recommendations to capture these opportunities include investing in R&D to improve VR hardware ergonomics and user-friendliness, expanding content libraries to target niche markets like education and healthcare, and forming strategic partnerships with tech firms to enhance VR ecosystems. Areas for innovation and research include augmented hardware interfaces, integrating VR with IoT for smart environments, and developing intuitive user interfaces for broader accessibility. While the market remains competitive, with major players like Facebook (Meta), Sony, and HTC leading, smaller enterprises can carve niches by focusing on sector-specific applications and user-friendly solutions. The continual evolution of VR technology and its integration into everyday life indicate an optimistic growth trajectory, although market players must navigate operational costs and user adoption hurdles carefully to achieve sustainable success.

KEY MARKET STATISTICS
Base Year [2023] USD 23.77 billion
Estimated Year [2024] USD 28.45 billion
Forecast Year [2030] USD 86.06 billion
CAGR (%) 20.17%

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

The 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
    • Consumer demand for immersive experiences in online games and competitions
    • Improvements in processing power and display technology
    • Utilization of virtual reality for simulation and learning in the aviation and education sector
  • Market Restraints
    • Complexities in the integration of VR technology in the existing system
  • Market Opportunities
    • Innovations to improve the functional attributes, performance, and immersion potential of virtual reality
    • Government support for digital healthcare and the potential for adoption of VR in the medical sector
  • Market Challenges
    • Performance issues and privacy concerns of virtual reality

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

Porter's five forces framework is a critical tool for understanding the competitive landscape of the 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 Virtual Reality Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the 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 Virtual Reality Market

A detailed market share analysis in the 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 Virtual Reality Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the 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 Virtual Reality Market

A strategic analysis of the 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 Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Apple Inc., ASUSTeK COMPUTER INC., CyberGlove Systems, Inc., Dell Technologies, Inc., EON Reality, Inc., Firsthand Technology Inc., FOVE, Inc., Google LLC, HTC Global Services, Lenovo Group Limited, LG Electronics Inc., Merge Labs, Inc., Meta Platforms, Inc., Microsoft Corporation, MindMaze Holding SA, Nintendo Co., Ltd., NVIDIA Corporation, Penumbra, Inc., Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Sandbox VR, Inc., Sony Corporation, SpaceVR, Inc., Ultraleap Limited, Unity Technologies, Varjo Technologies Oy, and Vuzix Corporation.

Market Segmentation & Coverage

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

  • Based on Technology, market is studied across Nonimmersive Technology and Semi-Immersive & Fully Immersive Technology.
  • Based on Offering, market is studied across Hardware and Software. The Hardware is further studied across Cameras, Displays & Projectors, Position Trackers, Semiconductor Components, and Sensors. The Semiconductor Components is further studied across Controller & Processor and Integrated Circuits. The Sensors is further studied across Accelerometer, Gyroscope, Magnetometer, and Proximity Sensor.
  • Based on Device Type, market is studied across Gesture-Tracking Devices, Head-Mounted Displays, and Projectors & Display Walls.
  • Based on Application, market is studied across Aerospace & Defense, Automotive, Education & Training, Gaming & Entertainment, Healthcare, Retail & Ecommerce, and Travel & Tourism.
  • 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. Consumer demand for immersive experiences in online games and competitions
      • 5.1.1.2. Improvements in processing power and display technology
      • 5.1.1.3. Utilization of virtual reality for simulation and learning in the aviation and education sector
    • 5.1.2. Restraints
      • 5.1.2.1. Complexities in the integration of VR technology in the existing system
    • 5.1.3. Opportunities
      • 5.1.3.1. Innovations to improve the functional attributes, performance, and immersion potential of virtual reality
      • 5.1.3.2. Government support for digital healthcare and the potential for adoption of VR in the medical sector
    • 5.1.4. Challenges
      • 5.1.4.1. Performance issues and privacy concerns of virtual reality
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Offering: Innovations and advancements to enhance the capabilities of the software component of VR
    • 5.2.2. Application: Ability of VR technology to create immersive and interactive experiences in the gaming & entertainment sector
  • 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. Virtual Reality Market, by Technology

  • 6.1. Introduction
  • 6.2. Nonimmersive Technology
  • 6.3. Semi-Immersive & Fully Immersive Technology

7. Virtual Reality Market, by Offering

  • 7.1. Introduction
  • 7.2. Hardware
    • 7.2.1. Cameras
    • 7.2.2. Displays & Projectors
    • 7.2.3. Position Trackers
    • 7.2.4. Semiconductor Components
      • 7.2.4.1. Controller & Processor
      • 7.2.4.2. Integrated Circuits
    • 7.2.5. Sensors
      • 7.2.5.1. Accelerometer
      • 7.2.5.2. Gyroscope
      • 7.2.5.3. Magnetometer
      • 7.2.5.4. Proximity Sensor
  • 7.3. Software

8. Virtual Reality Market, by Device Type

  • 8.1. Introduction
  • 8.2. Gesture-Tracking Devices
  • 8.3. Head-Mounted Displays
  • 8.4. Projectors & Display Walls

9. Virtual Reality Market, by Application

  • 9.1. Introduction
  • 9.2. Aerospace & Defense
  • 9.3. Automotive
  • 9.4. Education & Training
  • 9.5. Gaming & Entertainment
  • 9.6. Healthcare
  • 9.7. Retail & Ecommerce
  • 9.8. Travel & Tourism

10. Americas Virtual Reality Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific Virtual Reality Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa Virtual Reality Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2023
  • 13.2. FPNV Positioning Matrix, 2023
  • 13.3. Competitive Scenario Analysis
    • 13.3.1. Strategic Expansion of Sandbox VR with Apparel Group Into Middle Eastern Markets
    • 13.3.2. 5thScape: Pioneering Advancement of VR/AR Ecosystems in Entertainment and Education
    • 13.3.3. Pioneering Partnership Brings RaceRoom Racing Simulations to Global VR Arcades
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Acer Inc.
  • 2. Apple Inc.
  • 3. ASUSTeK COMPUTER INC.
  • 4. CyberGlove Systems, Inc.
  • 5. Dell Technologies, Inc.
  • 6. EON Reality, Inc.
  • 7. Firsthand Technology Inc.
  • 8. FOVE, Inc.
  • 9. Google LLC
  • 10. HTC Global Services
  • 11. Lenovo Group Limited
  • 12. LG Electronics Inc.
  • 13. Merge Labs, Inc.
  • 14. Meta Platforms, Inc.
  • 15. Microsoft Corporation
  • 16. MindMaze Holding SA
  • 17. Nintendo Co., Ltd.
  • 18. NVIDIA Corporation
  • 19. Penumbra, Inc.
  • 20. Qualcomm Technologies, Inc.
  • 21. Samsung Electronics Co., Ltd.
  • 22. Sandbox VR, Inc.
  • 23. Sony Corporation
  • 24. SpaceVR, Inc.
  • 25. Ultraleap Limited
  • 26. Unity Technologies
  • 27. Varjo Technologies Oy
  • 28. Vuzix Corporation

LIST OF FIGURES

  • FIGURE 1. VIRTUAL REALITY MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL REALITY MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 17. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 23. VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL REALITY MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VIRTUAL REALITY MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VIRTUAL REALITY MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VIRTUAL REALITY MARKET SIZE, BY NONIMMERSIVE TECHNOLOGY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SEMI-IMMERSIVE & FULLY IMMERSIVE TECHNOLOGY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VIRTUAL REALITY MARKET SIZE, BY CAMERAS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DISPLAYS & PROJECTORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VIRTUAL REALITY MARKET SIZE, BY POSITION TRACKERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VIRTUAL REALITY MARKET SIZE, BY CONTROLLER & PROCESSOR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VIRTUAL REALITY MARKET SIZE, BY INTEGRATED CIRCUITS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SENSORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL VIRTUAL REALITY MARKET SIZE, BY ACCELEROMETER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL VIRTUAL REALITY MARKET SIZE, BY GYROSCOPE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL VIRTUAL REALITY MARKET SIZE, BY MAGNETOMETER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL VIRTUAL REALITY MARKET SIZE, BY PROXIMITY SENSOR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL VIRTUAL REALITY MARKET SIZE, BY GESTURE-TRACKING DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HEAD-MOUNTED DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. GLOBAL VIRTUAL REALITY MARKET SIZE, BY PROJECTORS & DISPLAY WALLS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 31. GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 32. GLOBAL VIRTUAL REALITY MARKET SIZE, BY AEROSPACE & DEFENSE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 33. GLOBAL VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 34. GLOBAL VIRTUAL REALITY MARKET SIZE, BY EDUCATION & TRAINING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 35. GLOBAL VIRTUAL REALITY MARKET SIZE, BY GAMING & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 36. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 37. GLOBAL VIRTUAL REALITY MARKET SIZE, BY RETAIL & ECOMMERCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 38. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TRAVEL & TOURISM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 39. AMERICAS VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 40. AMERICAS VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 41. AMERICAS VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 42. AMERICAS VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 43. AMERICAS VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 44. AMERICAS VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. AMERICAS VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 46. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 47. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 48. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 49. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 50. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 51. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 52. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 53. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 54. BRAZIL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 55. BRAZIL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 56. BRAZIL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 57. BRAZIL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 58. BRAZIL VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 59. BRAZIL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. BRAZIL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 61. CANADA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 62. CANADA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 63. CANADA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 64. CANADA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 65. CANADA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 66. CANADA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. CANADA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 68. MEXICO VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 69. MEXICO VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 70. MEXICO VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 71. MEXICO VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 72. MEXICO VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 73. MEXICO VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. MEXICO VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 75. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 76. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 77. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 78. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 79. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 80. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 82. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 83. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 84. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 85. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 86. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 87. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 88. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 89. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 90. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 91. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 92. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 93. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 94. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 95. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 96. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 98. CHINA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 99. CHINA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 100. CHINA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 101. CHINA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 102. CHINA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 103. CHINA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. CHINA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 105. INDIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 106. INDIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 107. INDIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 108. INDIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 109. INDIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 110. INDIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. INDIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 112. INDONESIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 113. INDONESIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 114. INDONESIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 115. INDONESIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 116. INDONESIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 117. INDONESIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. INDONESIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 119. JAPAN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. JAPAN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 121. JAPAN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 122. JAPAN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 123. JAPAN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 124. JAPAN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 125. JAPAN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 126. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 127. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 128. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 129. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 130. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 131. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 132. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 133. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 134. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 135. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 136. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 137. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 138. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 140. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 141. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 142. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 143. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 144. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 145. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 146. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 147. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 148. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 149. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 150. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 151. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 152. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 153. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 154. TAIWAN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 155. TAIWAN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 156. TAIWAN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 157. TAIWAN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 158. TAIWAN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 159. TAIWAN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. TAIWAN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 161. THAILAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 162. THAILAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 163. THAILAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 164. THAILAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 165. THAILAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 166. THAILAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 167. THAILAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 168. VIETNAM VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 169. VIETNAM VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 170. VIETNAM VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 171. VIETNAM VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 172. VIETNAM VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 173. VIETNAM VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 174. VIETNAM VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 175. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 176. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 177. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 178. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 179. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 180. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 181. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 182. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 183. DENMARK VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 184. DENMARK VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 185. DENMARK VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 186. DENMARK VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 187. DENMARK VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 188. DENMARK VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 189. DENMARK VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 190. EGYPT VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 191. EGYPT VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 192. EGYPT VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 193. EGYPT VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 194. EGYPT VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 195. EGYPT VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 196. EGYPT VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 197. FINLAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 198. FINLAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 199. FINLAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 200. FINLAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 201. FINLAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 202. FINLAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 203. FINLAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 204. FRANCE VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 205. FRANCE VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 206. FRANCE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 207. FRANCE VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 208. FRANCE VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 209. FRANCE VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 210. FRANCE VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 211. GERMANY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 212. GERMANY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 213. GERMANY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 214. GERMANY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 215. GERMANY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 216. GERMANY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 217. GERMANY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 218. ISRAEL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 219. ISRAEL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 220. ISRAEL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 221. ISRAEL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 222. ISRAEL VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 223. ISRAEL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 224. ISRAEL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 225. ITALY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 226. ITALY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 227. ITALY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 228. ITALY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 229. ITALY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 230. ITALY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 231. ITALY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 232. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 233. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 234. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 235. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 236. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 237. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 238. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 239. NIGERIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 240. NIGERIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 241. NIGERIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 242. NIGERIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 243. NIGERIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 244. NIGERIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 245. NIGERIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 246. NORWAY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 247. NORWAY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 248. NORWAY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 249. NORWAY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 250. NORWAY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 251. NORWAY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 252. NORWAY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 253. POLAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 254. POLAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 255. POLAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 256. POLAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 257. POLAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 258. POLAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 259. POLAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 260. QATAR VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 261. QATAR VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 262. QATAR VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 263. QATAR VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 264. QATAR VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 265. QATAR VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 266. QATAR VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 267. RUSSIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 268. RUSSIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 269. RUSSIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 270. RUSSIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 271. RUSSIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 272. RUSSIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 273. RUSSIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 274. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 275. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 276. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 277. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 278. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 279. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 280. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 281. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 282. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 283. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 284. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 285. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 286. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 287. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 288. SPAIN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 289. SPAIN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 290. SPAIN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 291. SPAIN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 292. SPAIN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 293. SPAIN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 294. SPAIN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 295. SWEDEN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 296. SWEDEN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 297. SWEDEN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 298. SWEDEN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 299. SWEDEN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 300. SWEDEN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 301. SWEDEN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 302. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 303. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 304. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 305. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 306. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 307. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 308. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 309. TURKEY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 310. TURKEY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 311. TURKEY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 312. TURKEY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 313. TURKEY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 314. TURKEY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 315. TURKEY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 316. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 317. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 318. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 319. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 320. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 321. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 322. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 323. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 324. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 325. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 326. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 327. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 328. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 329. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 330. VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 331. VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023