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市场调查报告书
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1851563

沉浸式虚拟实境:市场占有率分析、产业趋势、统计数据和成长预测(2025-2030 年)

Immersive Virtual Reality - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3个工作天内

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简介目录

2025 年身临其境型虚拟实境市场规模估计为 127.5 亿美元,预计到 2030 年将达到 414.5 亿美元,预测期(2025-2030 年)复合年增长率为 28.22%。

沉浸式虚拟实境市场-IMG1

随着企业从试验计画转向大规模部署,商业需求正在不断增长,尤其是在航太飞行模拟、国防飞行员训练和受监管的医疗保健领域。虽然头戴式显示器仍然是主流设备外形规格,但独立式显示器的发展速度最快,因为许多买家看重无需连接电脑或主机的有线设定。北美地区仍维持支出主导,但亚太地区成长更为迅猛,这主要得益于中国政府的标准化倡议,预计到2024年将有超过100个大型VR装置投入使用。企业的投资报酬率指标也反映了这一成长势头,例如沃尔玛将培训时间缩短了96%,波音公司将布线流程指导时间缩短了75%。软体交付技术的进步,例如云端串流媒体和人工智慧主导的自我调整内容,有助于缓解硬体价格波动,但半导体和高纯度石英的供应波动正在推高组件成本。

全球身临其境型虚拟实境市场趋势与洞察

虚拟实境技术在航太和国防训练的应用

国防机构正将身临其境型模拟器纳入核心课程。美国在其「飞行员训练转型倡议」下部署了225台虚拟实境设备,Mass Virtual公司也因此获得了价值6,700万美元的相关合约。洛克希德马丁公司和Red 6公司将扩增实境技术整合到TF-50教练机中,Vrgineers公司则参与了一项捷克协议,旨在扩展F-35的模拟能力。美国联邦航空管理局正与Vertex Solutions和Varjo公司合作,更新民用飞行模拟器标准。这些倡议将缩短训练週期,降低实际飞行燃油成本,并支持身临其境型虚拟实境市场的持续成长。欧洲和亚洲持续不断的采购项目也增强了中期前景。

透过游戏头戴式显示器实现消费者普及

预计到2024年,全球VR头戴装置货量将成长至960万台,其中Meta将占据73%的市场份额,而苹果的Vision Pro儘管售价高达3,499美元,仍能占据5%的高端市场。独立式头戴装置的复合年增长率(CAGR)高达33.20%,主要得益于消费者对无线使用方式的偏好。然而,像Quest 3S这样价格较低的新品发布并不能完全弥补假期季节的销售疲软,这表明内容的丰富程度与价格同样重要。中国对海外硬体征收105%的关税以及区域性GPU短缺可能会导致零售价格上涨,但由地方政府资助的大规模线下VR体验计画将持续吸引新用户,并支撑近期出货量的成长。 5G和云端渲染技术的加速普及将进一步降低效能门槛,从而保持身临其境型虚拟实境市场的成长动能。

多感测器钻机的总体拥有成本高

苹果 Vision Pro 的材料清单为 1542 美元,其中仅 micro-OLED 显示器就占了 35% 的成本。飓风海伦 (Helene) 损毁了北卡罗来纳州的一座石英矿,该矿供应半导体微影术所需的高纯度石英,占全球总量的 90%,导致零件价格上涨。中国製造的头戴式设备被征收超过 100% 的关税,加上台积电地震灾害后 GPU 的短缺,都推高了消费者和企业的购买成本。美国半导体工厂的营运成本比亚洲同业高出 35%,这限制了国内价格的上涨。然而,短期内的价格衝击可能会抑制价格敏感地区的市场接受度,并减缓身临其境型虚拟实境市场的发展速度。

细分市场分析

预计头戴式显示器将主导身临其境型虚拟实境市场,到2024年将占据86%的市场。独立式显示器预计将成长最快,到2030年复合年增长率将达到33.20%。 Meta公司的Quest系列产品持续占73%的出货量,但售价299美元的Quest 3S未能激发假日季的需求。随着无线串流媒体延迟的降低,有线连接方式正逐渐失去市场,而随着专用硬体变得更加经济实惠且功能强大,智慧型手机外接式虚拟实境设备也正在减少。

手势追踪配件和触觉手套在需要精准手部动作的企业培训计画中越来越受欢迎。 Meta、SONY和微软已申请了触觉回馈专利,旨在增强用户沉浸感。 VR摄影机正被销售给中国的线下娱乐营运商,这些营运商在2024年开设了超过100家场所,从而提升了本地内容的采集能力。儘管石英矿开采中断导致的零件短缺可能会推高所有类型设备的零件成本,但显示屏产量比率和电池密度的提升预计将从2026年起缓解成本上涨,从而推动身临其境型虚拟实境设备在市场上的广泛普及。

到2024年,娱乐和游戏领域仍将占据身临其境型虚拟实境市场46%的份额。然而,医疗保健领域预计将成为成长最快的细分市场,到2030年将以29.42%的复合年增长率增长,这主要得益于FDA和CE的核准为医保报销铺平了道路。 RelieVRx和DeepWell DTx的核准将把治疗内容引入疼痛管理和心理健康领域,推动该领域从实验阶段走向处方阶段。

国防和航太持续采购大型模拟器,美国空军已部署的225套训练设备是最好的​​证明。汉莎航空和CAE等汽车公司正在将混合现实技术应用于机组人员指导和驾驶座熟悉训练,而建筑设计工作室则利用全像来及早发现设计缺陷。零售业仍在试验,因为担心内容成本和头戴式设备的卫生问题。像BP这样的製造和能源巨头正在部署安全模组,这表明医疗保健领域的检验优势正在逐步惠及相关产业。

身临其境型虚拟实境市场报告按设备(头戴式显示器 [HMD]、手势追踪设备、触觉回馈设备、VR 摄影机)、最终用户产业(娱乐和游戏、航太和国防、医疗保健、教育和培训、其他)、组件(硬体、软体、服务)、身临其境型(完全身临其境型、半身临其境型、非身临其境型)和地区进行细分。

区域分析

北美将持续引领身临其境型虚拟实境市场,预计2024年将占据38%的市场。美国公司受益于庞大的试点培训预算和医疗报销管道,但不断上涨的半导体製造成本推高了硬体价格,使其高于亚洲竞争对手。该地区正利用云端基础设施和5G部署试点远端渲染解决方案,以抵消设备成本方面的障碍。沃尔玛、波音和美国银行等公司的企业培训计画在北美取得了显着成效,供应商也优先考虑北美客户。

亚太地区复合年增长率最高,达32.60%,这主要得益于中国结构化的元宇宙政策框架以及2024年超过100家大型VR设施的投产。工业和资讯化部成立了标准化委员会来协调设备通讯协定,国家电影局也鼓励VR影院的部署。 IDC预测,到2029年,亚太地区AR/VR支出将超过105亿美元,占全球支出的26.5%。日本和韩国正透过政府对教育和智慧製造试点计画的补贴而加速发展,而印度高性价比的开发者群体将加速在地化内容的製作。儘管地震和颱风等自然灾害对台积电石英晶体造成的损害仍然是营运方面的担忧,但接近性零件供应链的优势有助于减少运输延误。

欧洲在这方面拥有得天独厚的战略地位,这得益于欧盟委员会的《虚拟世界蓝图》和德国XR互动网络(一个由60家公司组成的网络,这些公司都获得多年国家资助)。虚拟与扩增扩增实境产业联盟预测,到2025年,欧洲将新增86万个就业岗位,展现了欧洲与美国和中国生态系统竞争的政治意愿。伦敦政经学院提出了「元元宇宙空中巴士」倡议,旨在汇集产业专长;宝马、IKEA和博世等公司正在试验可互通的数位孪生技术。儘管外汇波动和更严格的隐私法规可能会减缓消费者接受度,但跨国在标准和伦理方面的合作将增强区域长期竞争力,并维持欧洲在身临其境型虚拟实境市场中的贡献。

其他福利:

  • Excel格式的市场预测(ME)表
  • 3个月的分析师支持

目录

第一章 引言

  • 研究假设和市场定义
  • 调查范围

第二章调查方法

第三章执行摘要

第四章 市场情势

  • 市场驱动因素
    • 虚拟实境技术在航太和国防训练的应用
    • 透过游戏头戴式显示器实现消费者普及
    • 政府资助的虚拟实境医疗保健初步试验
    • 用于远端协作的企业元宇宙平台
    • 基于人工智慧的虚拟实境教育自适应学习
    • 云端渲染VR串流媒体降低了硬体门槛
  • 市场限制
    • 多感测器钻机的总体拥有成本高
    • 内容匮乏与生态系破碎化
    • 等待时间导致的晕动症限制了会话长度
    • 生物辨识和注视分析引发的隐私担忧
  • 价值/供应链分析
  • 监管环境
  • 技术展望
  • 波特五力分析
    • 新进入者的威胁
    • 买方/消费者的议价能力
    • 供应商的议价能力
    • 替代品的威胁
    • 竞争对手之间的竞争
  • 投资分析

第五章 市场规模与成长预测

  • 透过装置
    • 头戴式显示器(HMD)
      • 独立式头戴式显示器
      • 繫绳式头戴显示器
      • 基于智慧型手机的头戴式显示器
    • 手势追踪设备
      • 触觉手套
      • 运动控制器
      • 全身服
    • 触觉回馈装置
    • VR相机
  • 按最终用户行业划分
    • 娱乐和游戏
    • 航太/国防
    • 卫生保健
      • 外科和医学培训
      • 復健治疗
      • 心理健康和疼痛管理
    • 教育和培训
    • 汽车与运输
    • 建筑、工程和施工 (AEC)
    • 零售与电子商务
    • 其他行业
  • 按组件
    • 硬体
    • 软体
    • 服务
  • 按浸入式类型
    • 完全身临其境型
    • 半身临其境型
    • 非身临其境型
  • 按地区
    • 北美洲
      • 美国
      • 加拿大
      • 墨西哥
    • 南美洲
      • 巴西
      • 阿根廷
      • 南美洲其他地区
    • 欧洲
      • 英国
      • 德国
      • 法国
      • 义大利
      • 西班牙
      • 其他欧洲地区
    • 亚太地区
      • 中国
      • 日本
      • 韩国
      • 印度
      • 亚太其他地区
    • 中东
      • 阿拉伯聯合大公国
      • 沙乌地阿拉伯
      • 土耳其
      • 其他中东地区
    • 非洲
      • 南非
      • 奈及利亚
      • 肯亚
      • 其他非洲地区

第六章 竞争情势

  • 策略趋势
  • 市占率分析
  • 公司简介
    • Meta Platforms Inc.(Oculus)
    • Sony Corporation
    • HTC Corporation
    • Apple Inc.
    • Samsung Electronics Co., Ltd.
    • Microsoft Corporation
    • Pico Interactive(ByteDance Ltd.)
    • Valve Corporation
    • Varjo Technologies Oy
    • HP Inc.
    • Carl Zeiss AG
    • Avegant Corporation
    • Varjo Technologies
    • Vrgineers
    • Magic Leap, Inc.
    • Google LLC
    • Eon Reality, Inc.
    • CyberGlove Systems LLC
    • Ultraleap Ltd.(Leap Motion)
    • Sixense Enterprises Inc.
    • Vuzix Corporation
    • Lenovo Group Ltd.
    • Ultraleap Ltd.

第七章 市场机会与未来展望

简介目录
Product Code: 57190

The Immersive Virtual Reality Market size is estimated at USD 12.75 billion in 2025, and is expected to reach USD 41.45 billion by 2030, at a CAGR of 28.22% during the forecast period (2025-2030).

Immersive Virtual Reality - Market - IMG1

Commercial demand is expanding as enterprises shift from pilot programs to scaled roll-outs, particularly in aerospace flight simulation, defense pilot training, and regulated healthcare therapies. Head-mounted displays remain the dominant device form factor, yet stand-alone models are accelerating fastest as buyers value untethered set-ups that remove PC or console requirements. North America retains spending leadership, but Asia Pacific is growing more quickly on the back of Chinese government standardization initiatives and more than 100 large-scale VR installations launched in 2024. Momentum is also evident in enterprise ROI metrics, Walmart compressed training times by 96% and Boeing trimmed wiring-process instruction by 75% confirming cost savings that extend well beyond entertainment. Supply-side turbulence in semiconductors and high-purity quartz is lifting component costs, though software-delivered advances such as cloud streaming and AI-driven adaptive content help mitigate hardware price friction.

Global Immersive Virtual Reality Market Trends and Insights

Use of VR in Aerospace and Defence Training

Defense agencies are embedding immersive simulators into core curricula. The U.S. Air Force deployed 225 VR devices under its Pilot Training Transformation initiative, while Mass Virtual secured USD 67 million in related contracts. Lockheed Martin and Red 6 integrated augmented overlays for the TF-50 trainer, and Vrgineers joined a Czech agreement to extend F-35 simulation capability. Regulatory alignment is advancing as the Federal Aviation Administration collaborates with Vertex Solutions and Varjo to update standards for civilian flight simulators. These moves shorten skill-acquisition cycles, reduce live-flight fuel spending, and underpin sustained growth for the immersive virtual reality market. Continued procurement pipelines in Europe and Asia reinforce the medium-term outlook.

Consumer Adoption via Gaming HMDs

Global VR headset shipments rose to 9.6 million units in 2024, with Meta holding 73% share and Apple's Vision Pro securing a 5% premium niche despite a USD 3,499 price tag. Stand-alone HMDs are expanding at 33.20% CAGR as buyers favor cable-free use, yet lower-priced launches such as the Quest 3S did not fully offset holiday-season softness, suggesting that content breadth is as vital as price. China's 105% tariffs on overseas hardware and regional GPU shortages risk lifting retail prices, but large-scale location-based VR experiences funded by local authorities continue to attract first-time users, supporting near-term unit growth. Accelerated 5G roll-out and cloud rendering will further lower performance barriers, sustaining momentum for the immersive virtual reality market.

High Total Cost of Ownership of Multi-Sensory Rigs

Apple Vision Pro's bill of materials stands at USD 1,542, with micro-OLED displays alone forming 35% of the cost, underscoring how sophisticated optics inflate retail pricing. Hurricane Helene damaged North Carolina quartz mines that supply up to 90% of global high-purity quartz, vital for semiconductor photolithography, pushing component prices higher. Tariffs exceeding 100% on China-built headsets, plus GPU shortages after TSMC earthquake disruptions, elevate consumer and enterprise acquisition expenses. U.S. fabs operate at operating costs 35% above Asian peers, curbing domestic price relief. Enterprises respond with bulk pre-purchase contracts to lock in supply, yet near-term sticker shock trims adoption in price-sensitive regions and tempers the immersive virtual reality market trajectory.

Other drivers and restraints analyzed in the detailed report include:

  1. Government-Funded VR Healthcare Therapy Pilots
  2. Enterprise Metaverse Platforms for Remote Collaboration
  3. Content Scarcity and Ecosystem Fragmentation

For complete list of drivers and restraints, kindly check the Table Of Contents.

Segment Analysis

The immersive virtual reality market size for head-mounted displays stood dominant in 2024 as the form factor secured 86% revenue share. Stand-alone variants are poised for the fastest climb, advancing at a projected 33.20% CAGR to 2030 as buyers gravitate toward wire-free operation that speeds initial set-up. Meta's Quest line continues to hold 73% share of shipments, yet the USD 299 Quest 3S failed to ignite holiday demand, underscoring content rather than price as the limiting factor. Tethered rigs are losing favor as wireless streaming narrows latency, while smartphone-shell viewers retreat because dedicated hardware is more affordable and performant.

Gesture-tracking accessories and haptic gloves are gaining traction within enterprise training programs that need precise hand articulation. Patent filings from Meta, Sony, and Microsoft around tactile feedback elevate user immersion, though full-body suits remain niche given higher cost and cleaning complexity. VR cameras are selling into China's location-based entertainment operators that launched over 100 venues in 2024, enriching local content capture. Component shortages tied to quartz mine disruptions can raise the bill of materials across all device classes yet advances in display yield and battery density are expected to moderate cost escalation after 2026, supporting broader device penetration into the immersive virtual reality market.

Entertainment and gaming retained a 46% share of the immersive virtual reality market size during 2024 as blockbuster titles and esports events anchored consumer spend. Healthcare, however, is tracking the steepest ascent, estimated to deliver a 29.42% CAGR through 2030 on the back of FDA and CE approvals that open reimbursement lanes. RelieVRx and DeepWell DTx clearances usher therapeutic content into pain management and mental health, shifting the segment from experimental to prescription territory.

Defense and aerospace continue to procure large simulator fleets, evidenced by 225 USAF training units already fielded, while education providers join the vanguard as Walmart, Boeing, and Bank of America quantify double-digit productivity lifts. Automotive firms like Lufthansa and CAE apply mixed reality to crew guidance and cockpit familiarization, and architecture studios leverage holographic walkthroughs to identify design flaws early. Retail engagement remains exploratory, held back by content costs and headset hygiene concerns. Manufacturing and energy majors such as BP roll out safety modules, demonstrating how healthcare's validation effect is permeating adjacent sectors, which amplifies growth momentum for the immersive virtual reality market.

The Immersive Virtual Reality Market Report is Segmented by Device (Head-Mounted Displays [HMDs], Gesture Tracking Devices, Haptic Feedback Devices, and VR Cameras), End-User Industry (Entertainment and Gaming, Aerospace and Defense, Healthcare, Education and Training, and More), Component (Hardware, Software, and Services), Immersion Type (Fully-Immersive, Semi-Immersive, and Non-Immersive), and Geography.

Geography Analysis

North America continued to lead the immersive virtual reality market with 38% revenue share in 2024, buoyed by substantial defense spending and early enterprise adoption. U.S. companies benefit from large pilot training budgets and healthcare reimbursement pipelines, although higher semiconductor fabrication costs raise hardware prices relative to Asian competitors. The region is leveraging cloud infrastructure and 5G roll-out to pilot remote rendering solutions that could offset device cost barriers. Corporate training programs at Walmart, Boeing, and Bank of America supply domestic proof points, reinforcing vendor focus on North American clients.

Asia Pacific registered the highest regional CAGR at 32.60%, propelled by China's structured metaverse policy framework and more than 100 large-scale VR installations commissioned in 2024. The Ministry of Industry and Information Technology formed a standards committee that aligns device protocols, while the National Film Administration encouraged VR cinema roll-outs. IDC projects regional AR/VR spending to surpass USD 10.5 billion by 2029, equal to 26.5% of global outlays. Japan and South Korea add momentum through government grants for education and smart-manufacturing pilots, and India's cost-efficient developer pool accelerates localized content creation. Proximity to component supply chains helps mitigate freight delays, though natural disaster risks such as TSMC's earthquake and typhoon-driven quartz disruptions remain operational concerns.

Europe holds a strategic middle position, supported by the European Commission's virtual worlds roadmap and Germany's XR-Interaction network of 60 firms receiving multi-year state funding. The Virtual and Augmented Reality Industrial Coalition forecasts 860,000 new European jobs by 2025, signaling political will to compete with U.S. and Chinese ecosystems. The London School of Economics champions an "Airbus for the metaverse" to pool industrial expertise, while companies such as BMW, IKEA, and Bosch experiment with interoperable digital twins. Currency fluctuations and stricter privacy rules can slow consumer uptake, yet cross-border collaboration on standards and ethics enhances long-term regional competitiveness, sustaining European contribution to the immersive virtual reality market.

  1. Meta Platforms Inc. (Oculus)
  2. Sony Corporation
  3. HTC Corporation
  4. Apple Inc.
  5. Samsung Electronics Co., Ltd.
  6. Microsoft Corporation
  7. Pico Interactive (ByteDance Ltd.)
  8. Valve Corporation
  9. Varjo Technologies Oy
  10. HP Inc.
  11. Carl Zeiss AG
  12. Avegant Corporation
  13. Varjo Technologies
  14. Vrgineers
  15. Magic Leap, Inc.
  16. Google LLC
  17. Eon Reality, Inc.
  18. CyberGlove Systems LLC
  19. Ultraleap Ltd. (Leap Motion)
  20. Sixense Enterprises Inc.
  21. Vuzix Corporation
  22. Lenovo Group Ltd.
  23. Ultraleap Ltd.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET LANDSCAPE

  • 4.1 Market Drivers
    • 4.1.1 Use of VR in aerospace and defence training
    • 4.1.2 Consumer adoption via gaming HMDs
    • 4.1.3 Government-funded VR healthcare therapy pilots
    • 4.1.4 Enterprise metaverse platforms for remote collaboration
    • 4.1.5 AI-powered adaptive learning in VR education
    • 4.1.6 Cloud-rendered VR streaming lowers hardware barrier
  • 4.2 Market Restraints
    • 4.2.1 High total cost of ownership of multi-sensory rigs
    • 4.2.2 Content scarcity and ecosystem fragmentation
    • 4.2.3 Latency-driven motion-sickness limits session length
    • 4.2.4 Privacy concerns over biometric and gaze analytics
  • 4.3 Value/Supply-Chain Analysis
  • 4.4 Regulatory Landscape
  • 4.5 Technological Outlook
  • 4.6 Porter's Five Forces Analysis
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers/Consumers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Intensity of Competitive Rivalry
  • 4.7 Investment Analysis

5 MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Device
    • 5.1.1 Head-Mounted Displays (HMDs)
      • 5.1.1.1 Stand-alone HMDs
      • 5.1.1.2 Tethered HMDs
      • 5.1.1.3 Smartphone-based HMDs
    • 5.1.2 Gesture Tracking Devices
      • 5.1.2.1 Haptic Gloves
      • 5.1.2.2 Motion Controllers
      • 5.1.2.3 Full-Body Suits
    • 5.1.3 Haptic Feedback Devices
    • 5.1.4 VR Cameras
  • 5.2 By End-user Industry
    • 5.2.1 Entertainment and Gaming
    • 5.2.2 Aerospace and Defence
    • 5.2.3 Healthcare
      • 5.2.3.1 Surgery and Medical Training
      • 5.2.3.2 Rehabilitation Therapy
      • 5.2.3.3 Mental Health and Pain Management
    • 5.2.4 Education and Training
    • 5.2.5 Automotive and Transportation
    • 5.2.6 Architecture, Engineering and Construction (AEC)
    • 5.2.7 Retail and E-commerce
    • 5.2.8 Other Industries
  • 5.3 By Component
    • 5.3.1 Hardware
    • 5.3.2 Software
    • 5.3.3 Services
  • 5.4 By Immersion Type
    • 5.4.1 Fully-Immersive
    • 5.4.2 Semi-Immersive
    • 5.4.3 Non-Immersive
  • 5.5 By Geography
    • 5.5.1 North America
      • 5.5.1.1 United States
      • 5.5.1.2 Canada
      • 5.5.1.3 Mexico
    • 5.5.2 South America
      • 5.5.2.1 Brazil
      • 5.5.2.2 Argentina
      • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
      • 5.5.3.1 United Kingdom
      • 5.5.3.2 Germany
      • 5.5.3.3 France
      • 5.5.3.4 Italy
      • 5.5.3.5 Spain
      • 5.5.3.6 Rest of Europe
    • 5.5.4 Asia-Pacific
      • 5.5.4.1 China
      • 5.5.4.2 Japan
      • 5.5.4.3 South Korea
      • 5.5.4.4 India
      • 5.5.4.5 Rest of Asia-Pacific
    • 5.5.5 Middle East
      • 5.5.5.1 United Arab Emirates
      • 5.5.5.2 Saudi Arabia
      • 5.5.5.3 Turkey
      • 5.5.5.4 Rest of Middle East
    • 5.5.6 Africa
      • 5.5.6.1 South Africa
      • 5.5.6.2 Nigeria
      • 5.5.6.3 Kenya
      • 5.5.6.4 Rest of Africa

6 COMPETITIVE LANDSCAPE

  • 6.1 Strategic Moves
  • 6.2 Market Share Analysis
  • 6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.3.1 Meta Platforms Inc. (Oculus)
    • 6.3.2 Sony Corporation
    • 6.3.3 HTC Corporation
    • 6.3.4 Apple Inc.
    • 6.3.5 Samsung Electronics Co., Ltd.
    • 6.3.6 Microsoft Corporation
    • 6.3.7 Pico Interactive (ByteDance Ltd.)
    • 6.3.8 Valve Corporation
    • 6.3.9 Varjo Technologies Oy
    • 6.3.10 HP Inc.
    • 6.3.11 Carl Zeiss AG
    • 6.3.12 Avegant Corporation
    • 6.3.13 Varjo Technologies
    • 6.3.14 Vrgineers
    • 6.3.15 Magic Leap, Inc.
    • 6.3.16 Google LLC
    • 6.3.17 Eon Reality, Inc.
    • 6.3.18 CyberGlove Systems LLC
    • 6.3.19 Ultraleap Ltd. (Leap Motion)
    • 6.3.20 Sixense Enterprises Inc.
    • 6.3.21 Vuzix Corporation
    • 6.3.22 Lenovo Group Ltd.
    • 6.3.23 Ultraleap Ltd.

7 MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and unmet-need assessment