封面
市场调查报告书
商品编码
1715743

虚拟实境、扩增实境和混合实境市场(按技术、组件、设备类型、设备类别、应用和最终用户划分)—2025 年至 2030 年全球预测

Virtual Reality, Augmented Reality & Mixed Reality Market by Technology, Component, Device Type, Device Category, Application, End-User - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 180 Pages | 商品交期: 最快1-2个工作天内

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虚拟实境、扩增实境和混合实境市场预计在 2023 年达到 904.2 亿美元,到 2024 年将以 18.92% 的复合年增长率增长至 1055.7 亿美元,到 2030 年将达到 3042.9 亿美元。

主要市场统计数据
基准年2023年 904.2亿美元
预计2024年 1055.7亿美元
预测年份 2030 3042.9亿美元
复合年增长率(%) 18.92%

虚拟实境 (VR)、扩增实境混合实境实境 (MR) 等扩展扩增实境(XR) 技术的出现重新定义了数位介面和使用者体验的界限。在过去的几年里,这些身临其境型技术已迅速从实验性新奇事物转变为各领域创新的重要驱动力。在当今技术主导的环境中,身临其境型解决方案在弥合物理世界和数位世界之间的差距方面发挥着变革性的作用。从身临其境型教育平台、互动娱乐到复杂的工业培训计划,XR 处于技术革命的前沿。本报告概况了当前的市场格局和新兴趋势,特别关注这些技术如何重塑产业和消费行为。它阐明了 XR 功能的演变,并深入了解了市场区隔、区域动态和竞争进步。透过了解 XR 的发展历程和未来发展方向,决策者和行业专业人士可以利用这些洞察做出明智的策略决策并推动永续成长。随着身临其境型技术的不断成熟,相关人员还必须考虑硬体、软体和服务的创新如何与不断变化的用户期望和市场需求互动。

推动虚拟、扩增实境和混合实境创新的变革

近年来,XR 领域经历了变革性转变,正在改变传统的市场动态并加速数位和体验现实的融合。技术进步大大提高了显示解析度、感测器精度和处理能力,从而实现了更精緻、更身临其境的使用者体验。这些技术进步不仅限于硬体增强;内容创作、分析和后端服务的突破性发展也在推动产业向前发展。虚拟实境从非穿透介面到半穿透和完全身临其境型体验的转变重新定义了使用者期望,并实现了全新的互动形式。同时,扩增实境应用正在透过基于标记、无标记、基于投影和基于迭加的技术不断发展,以在特定位置的场景中提供多样化的功能。混合实境进一步融合了现实世界和虚拟世界,创造出数位物件与实体实境无缝共存的环境。监管变化、消费者接受度的提高以及研发投入共同加速了这一动态转变,使 XR 不仅成为视觉技术的演变,而且成为业务转型的综合工具。随着市场界限变得模糊,越来越多的企业正在整合 XR 解决方案来提高生产力、优化培训方法并改变客户格局。

跨技术、元件、装置、应用程式和最终用户的深入細項分析

深入的細項分析揭示了 XR 市场​​的多面性,透过多个视角来检验这一动态领域的广度和深度。从技术角度来看,市场细分为扩增实境、混合实境和虚拟现实,每个细分市场又进一步细分为特定类别。例如,使用基于位置、基于标记、无标记、基于投影和基于覆盖的技术来分析扩增实境,而将虚拟实境在非沉浸式体验与半沉浸式和完全身临其境型环境之间进行比较。分析也扩展到组件,市场细分为硬体、服务和软体。硬体本身涵盖了广泛的元素,包括配件、摄影机、显示器、投影机、位置追踪器、感测器等。此外,服务领域包括咨询、部署、整合、支援和维护,而软体则考虑 AR、MR 和 VR 内容创建领域。考虑到设备类型和类别,市场评估手持设备、头戴式显示器抬头显示器以及有线和无线设备之间的二分法。根据应用进一步细分包括教育与培训、游戏与娱乐、医疗保健、工业製造、房地产、零售与电子商务等;从最终用户观点分析商业、企业和个人消费者细分。企业部门进一步分为大型企业和中小型企业,提供对市场驱动因素和障碍的全面了解。

目录

第一章 引言

第二章调查方法

第三章执行摘要

第四章 市场概述

第五章 市场洞察

  • 市场动态
    • 驱动程式
      • 对身临其境型和互动式体验的需求不断增长,推动了 VR、AR 和 MR 的采用。
      • 改进的连接基础设施将带来更流畅、更一体化的现实体验
      • 远端工作和协作环境中对虚拟实境解决方案的需求增加
    • 限制因素
      • 消费者对虚拟、扩增实境和混合实境的实用性和效用持怀疑态度
    • 机会
      • 使用身临其境型VR 和 AR 技术开发下一代游戏体验
      • 透过引入人工智慧和物联网来改善用户体验
    • 任务
      • VR、AR 和 MR 技术开发专业技能人才短缺
  • 市场区隔分析
    • 技术:扩增实境技术在物流和维护领域越来越受青睐
    • 组件:利用 AR 内容创建实现互动且引人入胜的增强体验
    • 设备类型:头戴式显示器在塑造元宇宙功能的应用增加
    • 设备类别:便携性、行动性和易用性推动无线设备的普及
    • 应用:透过实现虚拟房产参观和促进明智的购买决策,扩大其在房地产行业的应用
    • 最终用户:虚拟实境革命加速大型企业的培训与发展
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社会
    • 技术的
    • 合法的
    • 环境

第六章虚拟实境、扩增实境和混合实境市场(按技术)

  • 扩增实境
    • 基于位置
    • 基于标记
    • 无标记
    • 基于投影
    • 堆迭底座
  • 混合实境
  • 虚拟实境
    • 非身临其境型
    • 半身临其境型与全身临其境型

第七章虚拟实境、扩增实境和混合实境市场(按组件)

  • 硬体
    • 配件
    • 相机
    • 显示器和投影仪
    • 位置追踪器
    • 感应器
  • 服务
    • 咨询
    • 部署和集成
    • 支援和维护
  • 软体
    • AR内容製作
    • 混合实境内容製作
    • VR内容製作

第 8 章虚拟实境、扩增实境和混合实境市场(按设备类型)

  • 手持装置
  • 头戴式显示器
  • 抬头显示器

第九章虚拟实境、扩增实境、混合实境市场(按设备类别)

  • 有线设备
  • 无线装置

第 10 章虚拟实境、扩增实境和混合实境市场(按应用)

  • 教育和培训
  • 游戏和娱乐
  • 卫生保健
  • 工业製造
  • 房地产
  • 零售与电子商务

第 11 章虚拟实境、扩增实境和混合实境市场(按最终用户)

  • 商业的
  • 企业
    • 大型企业
    • 中小型企业
  • 个人消费者

12. 美洲虚拟实境、扩增实境和混合实境市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

13. 亚太地区虚拟实境、扩增实境和混合实境市场

  • 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

14. 欧洲、中东和非洲虚拟、扩增实境和混合实境市场

  • 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

第十五章竞争格局

  • 2023年市场占有率分析
  • 2023年FPNV定位矩阵
  • 竞争情境分析
  • 战略分析与建议

公司名单

  • Apple Inc.
  • Baidu, Inc.
  • Carl Zeiss AG
  • CitrusBits Inc.
  • Goertek Inc.
  • Google LLC by Alphabet Inc.
  • HiSilicon(Shanghai)Technologies Co., Ltd.
  • HP Inc.
  • HTC Corporation
  • Immersion Corporation
  • Lenovo Group Limited
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • Nvidia Corporation
  • PICO Immersive Pte.ltd.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Seiko Epson Corporation
  • Sharp Corporation
  • Snap Inc.
  • Sony Group Corporation
  • Ultraleap Limited
  • Unity Software Inc.
  • Valve Corporation
  • VR Owl BV and Owl VR Solutions GmbH
  • Vrgineers, Inc.
  • Vuzix Corporation
  • Xiaomi Corporation
Product Code: MRR-FB6C9E792705

The Virtual Reality, Augmented Reality & Mixed Reality Market was valued at USD 90.42 billion in 2023 and is projected to grow to USD 105.57 billion in 2024, with a CAGR of 18.92%, reaching USD 304.29 billion by 2030.

KEY MARKET STATISTICS
Base Year [2023] USD 90.42 billion
Estimated Year [2024] USD 105.57 billion
Forecast Year [2030] USD 304.29 billion
CAGR (%) 18.92%

The emergence of extended reality (XR) technologies, which include virtual reality (VR), augmented reality (AR), and mixed reality (MR), has redefined the boundaries of digital interfacing and user experience. Over the last few years, these immersive technologies have swiftly transitioned from experimental novelties to critical drivers of innovation across various sectors. In today's technologically driven environment, immersive solutions are playing a transformative role in bridging the gap between physical and digital worlds. Whether through immersive education platforms, interactive entertainment, or sophisticated industrial training programs, XR stands at the forefront of a technological revolution. This report provides an executive overview of the current market landscape and emerging trends, placing particular emphasis on how these technologies are reshaping industries and consumer behavior. It articulates the evolution of XR capabilities along with detailed insights into market segmentation, regional dynamics, and competitive advances. By understanding where XR has been and where it is heading, decision-makers and industry experts alike can harness this insight to make informed strategic decisions and drive sustainable growth. As immersive technology continues to mature, stakeholders must also consider how innovation in hardware, software, and services interplay with evolving user expectations and market demands.

Transformative Shifts Driving Innovation in Virtual, Augmented, and Mixed Reality

In recent years, the XR sector has experienced transformative shifts that are altering traditional market dynamics and fostering the convergence of digital and experiential realities. Technological advancements have led to significant improvements in display resolutions, sensor accuracy, and processing power, enabling more sophisticated and immersive user experiences. These innovations are not solely confined to hardware enhancements; breakthrough developments in content creation, analytics, and backend services are also propelling the industry forward. The transition from non-immersive interfaces to semi and fully immersive experiences in virtual reality has redefined user expectations, making room for completely novel forms of interaction. Concurrently, augmented reality applications are evolving through marker-based, markerless, projection-based, and superimposition-based techniques, offering diverse functionalities across location-specific scenarios. Mixed reality further blends the real and virtual worlds to create environments where digital objects coexist with physical reality in seamless manners. Regulatory changes, increased consumer adoption, and investments in research and development are collectively accelerating these dynamic shifts, positioning XR not just as an evolution in visual technology but as a comprehensive tool for business transformation. As market boundaries blur, organizations are now increasingly integrating XR solutions to enhance productivity, optimize training methods, and revolutionize the customer engagement landscape.

Insightful Segmentation Analysis Across Technology, Component, Device, Application, and End-User

A deep-dive segmentation analysis reveals the multifaceted nature of the XR market, which is examined through numerous lenses that capture the breadth and depth of this dynamic sector. From a technological perspective, the market is segmented into augmented reality, mixed reality, and virtual reality, with each segment further disaggregated into highly specific categories. For instance, augmented reality is analyzed across location-based, marker-based, markerless, projection-based, and superimposition-based methodologies, while virtual reality is compared in terms of non-immersive experiences versus semi and fully immersive environments. The analysis also extends to components, where the market is categorized by hardware, services, and software. Hardware itself embraces a wide range of elements including accessories, cameras, displays and projectors, position trackers, and sensors. In addition, service segments cover consultation, deployment and integration, as well as support and maintenance, while software is considered in the realms of AR, MR, and VR content creation. Considering device type and category, the market evaluates handheld devices, head-mounted displays, and heads-up displays alongside the dichotomy between wired and wireless devices. Further segmentation based on application spans education and training, gaming and entertainment, healthcare, industry manufacturing, real estate, and retail and e-commerce, with the end-user perspective analyzing commercial, enterprise, and individual consumer segments. The enterprise segment is further divided into large enterprises and small and medium enterprises, providing a comprehensive view of the market's drivers and barriers.

Based on Technology, market is studied across Augmented Reality, Mixed Reality, and Virtual Reality. The Augmented Reality is further studied across Location-based, Marker-Based, Markerless, Projection-based, and Superimposition-based. The Virtual Reality is further studied across Non-Immersive and Semi & Fully Immersive.

Based on Component, market is studied across Hardware, Services, and Software. The Hardware is further studied across Accessories, Cameras, Displays & Projectors, Position Trackers, and Sensors. The Services is further studied across Consultation, Deployment & Integration, and Support & Maintenance. The Software is further studied across AR Content Creation, MR Content Creation, and VR Content Creation.

Based on Device Type, market is studied across Handheld Devices, Head-Mounted Displays, and Heads-Up Displays.

Based on Device Category, market is studied across Wired Devices and Wireless Devices.

Based on Application, market is studied across Education & Training, Gaming & Entertainment, Healthcare, Industry Manufacturing, Real Estate, and Retail & E-Commerce.

Based on End-User, market is studied across Commercial, Enterprise, and Individual Consumers. The Enterprise is further studied across Large Enterprises and Small & Medium Enterprises.

Regional Dynamics Shaping the Future of XR Markets Globally

The XR market demonstrates diverse regional dynamics that are instrumental in shaping its global outlook. In the Americas, robust investment in innovation and a high degree of technological adoption have set a dynamic pace for growth. Market participants in North America are at the forefront of developing and deploying cutting-edge solutions, thereby creating a fertile environment for rapid expansion and industry-wide transformation. Europe, Middle East, and Africa present a unique blend of mature markets with a strong base of industrial and creative applications. In these regions, regulatory frameworks and steady technological investments are cultivating ecosystems that support both established players and emerging startups. Asia-Pacific, on the other hand, is witnessing significant market growth bolstered by large-scale manufacturing capabilities and an evolving consumer base that is increasingly connected to sophisticated digital technologies. Rapid urbanization, expanding internet penetration, and government initiatives aimed at bolstering digital infrastructure are driving demand for immersive solutions across these regions. The interplay between regional innovation drivers and local market demands is pivotal to understanding the broader adoption patterns of XR technologies. This geographical diversity not only reflects varying degrees of market maturity but also highlights specific growth opportunities and challenges that must be navigated by industry stakeholders on a global scale.

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.

Leading Innovators and Key Players Steering the Expansion of XR Ecosystem

The competitive landscape is defined by a number of industry giants and innovative disruptors that are collectively shaping the XR ecosystem. Prominent companies such as Apple Inc., Baidu, Inc., and Carl Zeiss AG are at the forefront, pushing the boundaries of what is possible through research and development investments that steadily improve device capabilities and user interactions. Innovators like CitrusBits Inc. and Goertek Inc. have made significant inroads into specialized hardware and sensor technologies, while Google LLC by Alphabet Inc. and HiSilicon (Shanghai) Technologies Co., Ltd. are leading developments in processing power and integrated solutions. HP Inc. and HTC Corporation continue to advance immersive hardware systems that support a range of user applications. Companies including Immersion Corporation, Lenovo Group Limited, Magic Leap, Inc., and Meta Platforms, Inc. are instrumental in defining the future of content and hardware integration in XR solutions. This group is complemented by Microsoft Corporation, Niantic, Inc., Nvidia Corporation, and PICO Immersive Pte.ltd., whose contributions have been pivotal to shaping immersive digital experiences. Leaders like Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sharp Corporation, Snap Inc., Sony Group Corporation, Ultraleap Limited, Unity Software Inc., and Valve Corporation further underscore the collaborative efforts in pushing the technological envelope. Additional market participants such as VR Owl BV, Owl VR Solutions GmbH, Vrgineers, Inc., Vuzix Corporation, and Xiaomi Corporation continue to foster an environment of continuous innovation and competition.

The report delves into recent significant developments in the Virtual Reality, Augmented Reality & Mixed Reality Market, highlighting leading vendors and their innovative profiles. These include Apple Inc., Baidu, Inc., Carl Zeiss AG, CitrusBits Inc., Goertek Inc., Google LLC by Alphabet Inc., HiSilicon (Shanghai) Technologies Co., Ltd., HP Inc., HTC Corporation, Immersion Corporation, Lenovo Group Limited, Magic Leap, Inc., Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., Nvidia Corporation, PICO Immersive Pte.ltd., Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sharp Corporation, Snap Inc., Sony Group Corporation, Ultraleap Limited, Unity Software Inc., Valve Corporation, VR Owl BV and Owl VR Solutions GmbH, Vrgineers, Inc., Vuzix Corporation, and Xiaomi Corporation. Actionable Recommendations for Strategic Advancement in the XR Domain

Industry leaders must act decisively to harness the myriad opportunities presented by the evolving XR market landscape. It is recommended that companies invest steadily in research and development to ensure that their offerings remain at the forefront of technology. Emphasizing collaboration with technology innovators can accelerate the integration of advanced sensors, immersive hardware, and state-of-the-art software into new and existing products. Furthermore, businesses should focus on diversifying their portfolios to capture value across various segments including technology-specific applications, comprehensive component solutions, and varying device formats. Strategic partnerships and joint ventures with leading content creators and hardware manufacturers are essential in fostering synergies and reducing time to market. Additionally, tailoring solutions to specific industry applications-from education and training to healthcare and retail-ensures that products meet precise market needs. Embracing agile business models and harnessing data analytics to anticipate consumer trends will allow companies to pivot quickly in response to market shifts. Finally, it is critical to adapt to the global market by considering regional dynamics and local regulations, thereby ensuring a competitive edge in diverse geographic areas. These recommendations, when implemented effectively, can create long-term value and establish leadership in a rapidly evolving digital environment.

Conclusive Insights and Future Outlook for the XR Industry

The comprehensive review of the XR market confirms that immersive technologies are rapidly evolving and becoming integral to modern business and consumer experiences. The multifaceted growth driven by technological advancements, diversified market segments, and expanding regional influences has created an ecosystem ripe for innovation. As the integration of virtual, augmented, and mixed reality continues to mature, it is clear that companies must adopt proactive strategies to navigate competitive pressures and address evolving consumer demands. Emerging trends in hardware, software, and integrated services are merging to create an environment where immersive experiences are not only more accessible but also significantly more impactful in both personal and professional settings. The synthesis of detailed segmentation insights and regional dynamics provides a robust framework for understanding market trajectories. Importantly, the influence of industry innovators and leading players reiterates the need for a concerted focus on collaboration, strategic alignment, and technological excellence. Reflecting on the current landscape and future projections, decision-makers are encouraged to consolidate their efforts in streamlining operations, enhancing user engagement, and driving innovation. This confluence of factors will ultimately safeguard long-term competitiveness and set the stage for the next wave of transformative digital experiences.

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. Growing demand for immersive and interactive experiences is pushing the adoption of VR, AR, and MR
      • 5.1.1.2. Improvements in connectivity infrastructure facilitating smoother and more integrated reality experiences
      • 5.1.1.3. Increasing demand for virtual reality solutions in remote working and collaboration environments
    • 5.1.2. Restraints
      • 5.1.2.1. Consumer skepticism about the practicality and utility of virtual, augmented, and mixed realities
    • 5.1.3. Opportunities
      • 5.1.3.1. Development of next-gen gaming experiences using immersive VR and AR technologies
      • 5.1.3.2. Adooption of AI and IoT to enhance user experience
    • 5.1.4. Challenges
      • 5.1.4.1. Limited availability of skilled professionals and talent in VR, AR, and MR technology development
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Technology: Increasing preference of augmented reality technology in logistics and maintenance
    • 5.2.2. Component: Utilization of AR content creation for interactive engaging augmented experiences
    • 5.2.3. Device Type: Growing use of head-mounted displays in shaping the metaverse functionalities
    • 5.2.4. Device Category: Adoption of wireless devices due to their portability and convenience for mobility and ease of use
    • 5.2.5. Application: Expanding usage in real estate sector by enabling virtual property tours facilitating informed purchasing decisions
    • 5.2.6. End-User: Virtual reality revolution accelerating training and development in large enterprises
  • 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, Augmented Reality & Mixed Reality Market, by Technology

  • 6.1. Introduction
  • 6.2. Augmented Reality
    • 6.2.1. Location-based
    • 6.2.2. Marker-Based
    • 6.2.3. Markerless
    • 6.2.4. Projection-based
    • 6.2.5. Superimposition-based
  • 6.3. Mixed Reality
  • 6.4. Virtual Reality
    • 6.4.1. Non-Immersive
    • 6.4.2. Semi & Fully Immersive

7. Virtual Reality, Augmented Reality & Mixed Reality Market, by Component

  • 7.1. Introduction
  • 7.2. Hardware
    • 7.2.1. Accessories
    • 7.2.2. Cameras
    • 7.2.3. Displays & Projectors
    • 7.2.4. Position Trackers
    • 7.2.5. Sensors
  • 7.3. Services
    • 7.3.1. Consultation
    • 7.3.2. Deployment & Integration
    • 7.3.3. Support & Maintenance
  • 7.4. Software
    • 7.4.1. AR Content Creation
    • 7.4.2. MR Content Creation
    • 7.4.3. VR Content Creation

8. Virtual Reality, Augmented Reality & Mixed Reality Market, by Device Type

  • 8.1. Introduction
  • 8.2. Handheld Devices
  • 8.3. Head-Mounted Displays
  • 8.4. Heads-Up Displays

9. Virtual Reality, Augmented Reality & Mixed Reality Market, by Device Category

  • 9.1. Introduction
  • 9.2. Wired Devices
  • 9.3. Wireless Devices

10. Virtual Reality, Augmented Reality & Mixed Reality Market, by Application

  • 10.1. Introduction
  • 10.2. Education & Training
  • 10.3. Gaming & Entertainment
  • 10.4. Healthcare
  • 10.5. Industry Manufacturing
  • 10.6. Real Estate
  • 10.7. Retail & E-Commerce

11. Virtual Reality, Augmented Reality & Mixed Reality Market, by End-User

  • 11.1. Introduction
  • 11.2. Commercial
  • 11.3. Enterprise
    • 11.3.1. Large Enterprises
    • 11.3.2. Small & Medium Enterprises
  • 11.4. Individual Consumers

12. Americas Virtual Reality, Augmented Reality & Mixed Reality Market

  • 12.1. Introduction
  • 12.2. Argentina
  • 12.3. Brazil
  • 12.4. Canada
  • 12.5. Mexico
  • 12.6. United States

13. Asia-Pacific Virtual Reality, Augmented Reality & Mixed Reality Market

  • 13.1. Introduction
  • 13.2. Australia
  • 13.3. China
  • 13.4. India
  • 13.5. Indonesia
  • 13.6. Japan
  • 13.7. Malaysia
  • 13.8. Philippines
  • 13.9. Singapore
  • 13.10. South Korea
  • 13.11. Taiwan
  • 13.12. Thailand
  • 13.13. Vietnam

14. Europe, Middle East & Africa Virtual Reality, Augmented Reality & Mixed Reality Market

  • 14.1. Introduction
  • 14.2. Denmark
  • 14.3. Egypt
  • 14.4. Finland
  • 14.5. France
  • 14.6. Germany
  • 14.7. Israel
  • 14.8. Italy
  • 14.9. Netherlands
  • 14.10. Nigeria
  • 14.11. Norway
  • 14.12. Poland
  • 14.13. Qatar
  • 14.14. Russia
  • 14.15. Saudi Arabia
  • 14.16. South Africa
  • 14.17. Spain
  • 14.18. Sweden
  • 14.19. Switzerland
  • 14.20. Turkey
  • 14.21. United Arab Emirates
  • 14.22. United Kingdom

15. Competitive Landscape

  • 15.1. Market Share Analysis, 2023
  • 15.2. FPNV Positioning Matrix, 2023
  • 15.3. Competitive Scenario Analysis
    • 15.3.1. Pimax launches Dream Air VR headset
    • 15.3.2. Google and Samsung join forces to increase mixed-reality tech
    • 15.3.3. RealWear's strategic acquisition of Almer
    • 15.3.4. Microsoft's strategic VR partnership with Pimax for Flight Simulator 2024
    • 15.3.5. Sandbox VR strategic partnership with LOL Entertainment
    • 15.3.6. Meta plans to expand its production of mixed reality headsets in Vietnam by 2025
    • 15.3.7. Orion AR glasses launch with cutting-edge augmented reality technology and AI integration
    • 15.3.8. Google and Magic Leap partnership to redefine augmented reality experiences
    • 15.3.9. Sony and Siemens unveil cutting-edge VR headset
    • 15.3.10. Vuzix to showcase cutting-edge AR advancements at MWC 2024
  • 15.4. Strategy Analysis & Recommendation
    • 15.4.1. Meta Platforms, Inc.
    • 15.4.2. Qualcomm Technologies, Inc.
    • 15.4.3. Google LLC by Alphabet Inc.
    • 15.4.4. Microsoft Corporation

Companies Mentioned

  • 1. Apple Inc.
  • 2. Baidu, Inc.
  • 3. Carl Zeiss AG
  • 4. CitrusBits Inc.
  • 5. Goertek Inc.
  • 6. Google LLC by Alphabet Inc.
  • 7. HiSilicon (Shanghai) Technologies Co., Ltd.
  • 8. HP Inc.
  • 9. HTC Corporation
  • 10. Immersion Corporation
  • 11. Lenovo Group Limited
  • 12. Magic Leap, Inc.
  • 13. Meta Platforms, Inc.
  • 14. Microsoft Corporation
  • 15. Niantic, Inc.
  • 16. Nvidia Corporation
  • 17. PICO Immersive Pte.ltd.
  • 18. Qualcomm Technologies, Inc.
  • 19. Samsung Electronics Co., Ltd.
  • 20. Seiko Epson Corporation
  • 21. Sharp Corporation
  • 22. Snap Inc.
  • 23. Sony Group Corporation
  • 24. Ultraleap Limited
  • 25. Unity Software Inc.
  • 26. Valve Corporation
  • 27. VR Owl BV and Owl VR Solutions GmbH
  • 28. Vrgineers, Inc.
  • 29. Vuzix Corporation
  • 30. Xiaomi Corporation

LIST OF FIGURES

  • FIGURE 1. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET MULTI-CURRENCY
  • FIGURE 2. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET MULTI-LANGUAGE
  • FIGURE 3. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET RESEARCH PROCESS
  • FIGURE 4. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, 2023 VS 2030
  • FIGURE 5. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 6. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 7. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2023 VS 2030 (%)
  • FIGURE 15. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
  • FIGURE 17. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 19. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 23. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 24. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 25. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 26. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 27. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 28. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 29. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY LOCATION-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY MARKER-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY MARKERLESS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY PROJECTION-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SUPERIMPOSITION-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY MIXED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY NON-IMMERSIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SEMI & FULLY IMMERSIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ACCESSORIES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY CAMERAS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DISPLAYS & PROJECTORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY POSITION TRACKERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SENSORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY CONSULTATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEPLOYMENT & INTEGRATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 31. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SUPPORT & MAINTENANCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 32. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 33. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 34. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AR CONTENT CREATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 35. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY MR CONTENT CREATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 36. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VR CONTENT CREATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 37. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 38. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HANDHELD DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 40. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HEAD-MOUNTED DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 41. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HEADS-UP DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 42. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 43. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY WIRED DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 44. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY WIRELESS DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 45. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 46. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY EDUCATION & TRAINING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 47. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY GAMING & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 48. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 49. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY INDUSTRY MANUFACTURING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 50. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY REAL ESTATE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 51. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY RETAIL & E-COMMERCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 52. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 53. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMMERCIAL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 54. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 55. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY LARGE ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 56. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SMALL & MEDIUM ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 57. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 58. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY INDIVIDUAL CONSUMERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 59. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 60. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 61. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 62. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 64. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 65. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 66. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 68. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 69. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 70. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 71. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 72. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 73. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 74. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 75. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 76. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 77. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 78. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 79. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 80. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 81. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 82. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 83. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 84. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 85. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 86. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 87. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 88. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 89. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 90. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 91. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 92. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 93. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 94. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 95. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 96. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 97. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 98. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 99. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 100. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 101. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 102. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 103. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 105. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 106. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 107. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 108. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 109. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 110. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 111. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 112. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 113. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 114. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 115. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 117. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 118. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 119. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 120. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 121. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 122. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 123. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 124. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 125. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 126. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 127. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 128. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 129. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 130. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 131. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 132. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 133. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 134. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 135. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 136. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 137. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 138. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 139. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 140. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 141. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 142. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 143. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 144. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 145. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 146. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 147. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 148. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 149. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 150. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 151. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 152. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 153. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 154. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 155. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 156. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 157. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 158. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 159. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 160. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 161. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 162. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 163. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 164. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 165. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 166. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 167. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 168. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 169. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 170. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 171. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 172. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 173. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 174. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 175. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 176. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 177. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 178. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 179. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 180. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 181. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 182. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 183. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 184. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 185. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 186. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 187. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 188. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 189. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 190. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 191. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 192. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 193. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 194. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 195. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 196. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 197. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 198. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 199. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 200. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 201. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 202. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 203. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 204. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 205. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 206. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 207. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 208. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 209. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 210. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 211. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 212. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 213. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 214. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 215. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 216. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 217. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 218. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 219. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 220. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 221. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 222. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 223. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 224. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 225. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 226. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 227. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 228. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 229. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 230. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 231. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 232. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 233. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 234. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 235. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 236. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 237. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 238. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 239. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 240. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 241. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 242. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 243. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 244. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 245. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 246. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 247. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 248. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 249. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 250. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 251. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 252. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 253. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 254. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 255. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 256. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 257. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 258. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 259. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 260. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 261. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 262. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 263. TAIWAN VIRTUAL REALITY, AUGMENTED RE