封面
市场调查报告书
商品编码
1582696

虚拟实境(VR)的全球市场:产业分析,规模,占有率,成长,趋势,预测(2024年~2031年)

Virtual Reality Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2031

出版日期: | 出版商: Persistence Market Research | 英文 170 Pages | 商品交期: 2-5个工作天内

价格
简介目录

本报告提供全球虚拟实境(VR)市场相关调查分析,提供市场促进因素,趋势,机会,促进因素,相关课题等重要市场动态的评估,及市场结构的详细见解。

目录

第1章 摘要整理

第2章 全球虚拟实境(VR)市场概要

  • 简介
    • 全球虚拟实境(VR)市场分类
    • 全球虚拟实境(VR)市场定义
  • 全球虚拟实境(VR)市场与预测
    • 全球虚拟实境(VR)市场与前一年同期比较成长
  • 全球虚拟实境(VR)的市场动态
  • 虚拟实境(VR)硬体设备的出货:各类型
  • 虚拟实境(VR)领导者的清单
  • 主要的虚拟实境(VR)头戴式耳机(头戴装置)的清单
  • 技术蓝图
  • 虚拟实境(VR)市场产品生命週期
  • 波特分析
  • 主要加入企业的市场影响(强度地图):各地区

第3章 全球虚拟实境(VR)市场分析与预测:各零件

  • 全球虚拟实境(VR)的市场规模与预测:各零件
    • 感测器的市场规模与预测
    • 控制器和处理器的市场规模与预测
    • 积体电路的市场规模与预测
    • 虚拟实境(VR)软体平台的市场规模与预测

第4章 全球虚拟实境(VR)市场分析与预测:各产业

  • 全球虚拟实境(VR)的市场规模与预测:各产业
    • 游戏的市场规模与预测
    • 手术·治疗的市场规模与预测
    • 数位学习的市场规模与预测
    • 车辆模拟的市场规模与预测
    • 其他的市场规模与预测

第5章 全球虚拟实境(VR)市场分析与预测:各产业

  • 全球虚拟实境(VR)的市场规模与预测:各产业
    • 医疗的市场规模与预测
    • 媒体·娱乐的市场规模与预测
    • 教育的市场规模与预测
    • 通讯的市场规模与预测
    • 航太·防卫的市场规模与预测
    • 不动产的市场规模与预测
    • 其他的产业的市场规模与预测

第6章 全球虚拟实境(VR)市场分析与预测:各地区

  • 全球虚拟实境(VR)的市场规模与预测
    • 北美的虚拟实境(VR)的市场规模与预测
    • 南美的虚拟实境(VR)的市场规模与预测
    • 欧洲的虚拟实境(VR)的市场规模与预测
    • 日本的虚拟实境(VR)的市场规模与预测
    • APEJ的虚拟实境(VR)的市场规模与预测
    • 中东·非洲的虚拟实境(VR)的市场规模与预测

第7章 北美的虚拟实境(VR)市场分析与预测:各国

  • 美国的虚拟实境(VR)的市场规模与预测
  • 加拿大的虚拟实境(VR)的市场规模与预测

第8章 南美的虚拟实境(VR)市场分析与预测:各国

  • 巴西的虚拟实境(VR)的市场规模与预测
  • 墨西哥的虚拟实境(VR)的市场规模与预测
  • 其他的南美的虚拟实境(VR)的市场规模与预测

第9章 欧洲的虚拟实境(VR)市场分析与预测:各国

  • 德国的虚拟实境(VR)的市场规模与预测
  • 英国的虚拟实境(VR)的市场规模与预测
  • 法国的虚拟实境(VR)的市场规模与预测
  • 西班牙的虚拟实境(VR)的市场规模与预测
  • 义大利的虚拟实境(VR)的市场规模与预测
  • 其他的欧洲的虚拟实境(VR)的市场规模与预测

第10章 日本的虚拟实境(VR)市场分析与预测:各国

  • 日本的虚拟实境(VR)的市场规模与预测

第11章 APEJ的虚拟实境(VR)市场分析与预测:各国

  • 中国的虚拟实境(VR)的市场规模与预测
  • 印度的虚拟实境(VR)的市场规模与预测
  • 泰国的虚拟实境(VR)的市场规模与预测
  • 新加坡的虚拟实境(VR)的市场规模与预测
  • 澳洲的虚拟实境(VR)的市场规模与预测
  • APEJ的其他地区的虚拟实境(VR)的市场规模与预测

第12章 中东·非洲的虚拟实境(VR)市场分析与预测:各国

  • GCC各国的虚拟实境(VR)的市场规模与预测
  • 南非的虚拟实境(VR)的市场规模与预测
  • 奈及利亚的虚拟实境(VR)的市场规模与预测
  • 其他的中东·非洲的虚拟实境(VR)的市场规模与预测

第13章 全球虚拟实境(VR)市场企业占有率,竞争情形,企业简介

  • 企业占有率分析
  • 竞争情形
  • 企业简介
    • Sony Corporation
    • HTC Corporation
    • Google Inc.
    • Microsoft Corporation
    • Samsung Electronics
    • Magic Leap, Inc
    • Unity Technologies, Inc.
    • Vuzix Corporation
    • Eon Reality Inc
    • Lumus Ltd

第14章 调查手法

第15章 二次/一级资讯来源

第16章 前提条件与缩写

第17章 免责声明

简介目录
Product Code: PMRREP20062

Persistence Market Research has recently released a comprehensive report on the global Virtual Reality (VR) Market, providing an in-depth analysis of key market dynamics, including drivers, trends, opportunities, and challenges. This detailed report offers insights into the market structure and growth potential, helping stakeholders make informed decisions about investments and strategies.

Key Insights:

  • Virtual Reality Market Size (2024E): USD 15.6 Bn
  • Projected Market Value (2031F): USD 52.9 Bn
  • Global Market Growth Rate (CAGR 2024 to 2031): 19.1%

Virtual Reality Market - Report Scope:

The Virtual Reality (VR) market encompasses hardware, software, and content designed to provide immersive digital experiences across multiple applications, including gaming, healthcare, education, retail, and industrial training. With advancements in VR hardware and software, the market is expanding rapidly, fueled by growing demand for immersive and interactive experiences. VR technology enables users to engage with three-dimensional environments in real-time, transforming user engagement across various industries.

Market Growth Drivers:

The primary drivers of the global VR market include technological advancements in display systems, graphics processing, and motion tracking. The gaming industry continues to be a leading driver of VR adoption, with demand rising for high-quality, interactive gaming experiences. Additionally, the use of VR in healthcare, particularly for mental health therapy, surgical simulations, and rehabilitation, is expanding rapidly. The educational sector's shift towards digital and remote learning is also fueling VR adoption as an effective tool for creating engaging, interactive learning experiences. Furthermore, increasing corporate investment in VR for training and development, alongside advancements in 5G and cloud computing, support market growth by enhancing VR accessibility and quality.

Market Restraints:

Challenges to VR market growth include high initial costs for VR equipment and content creation, limited awareness among potential users, and technological constraints related to motion sickness and latency. The market is also constrained by the need for high-performance hardware, which can limit accessibility in certain regions. Additionally, VR adoption faces hurdles related to limited content diversity, infrastructure requirements, and the need for robust internet connectivity, particularly in remote or underdeveloped regions. Addressing these issues requires strategic efforts in product design, cost reduction, and content innovation.

Market Opportunities:

The VR market presents significant growth opportunities driven by the expansion of VR applications beyond gaming and entertainment. Increasing interest in using VR for industrial training, workplace collaboration, and virtual events provides new avenues for market growth. Advancements in VR content creation tools, alongside developments in VR-compatible hardware such as lightweight headsets, are expected to enhance user experience and drive adoption. Strategic partnerships between VR hardware manufacturers, content creators, and industry-specific application developers are key to capitalizing on these opportunities. Additionally, the integration of artificial intelligence (AI) in VR environments and the growing popularity of the metaverse present further market growth potential.

Key Questions Answered in the Report:

  • What are the primary factors driving global growth in the Virtual Reality market?
  • Which regions and industries are leading in VR adoption?
  • How are advancements in VR hardware and software impacting market dynamics?
  • Who are the leading players in the VR market, and what strategies are they employing to maintain competitiveness?
  • What are the emerging trends and future prospects for the global VR market?

Competitive Intelligence and Business Strategy:

Key players in the global VR market, including Meta Platforms, Inc., Sony Corporation, and HTC Corporation, are focusing on product innovation, strategic partnerships, and market expansion to gain a competitive edge. These companies are investing in research and development to improve VR hardware, optimize software compatibility, and develop unique VR experiences. Collaborations with industry-specific software developers and technology providers are crucial for expanding VR applications in healthcare, education, retail, and corporate sectors. A focus on creating affordable, high-performance VR solutions and expanding VR content libraries helps these companies strengthen their market positions and drive long-term growth in the VR market.

Key Companies Profiled:

  • Meta Platforms, Inc.
  • Sony Corporation
  • HTC Corporation
  • Samsung Electronics Co., Ltd.
  • Google LLC
  • Microsoft Corporation
  • Unity Technologies
  • NVIDIA Corporation
  • Qualcomm Incorporated
  • Varjo Technologies
  • Magic Leap, Inc.
  • DPVR
  • Tobii AB

Virtual Reality Industry Research Segmentation:

By Component:

  • Sensors
  • Controllers & processors
  • Integrated Circuits
  • Virtual Reality Software Platform

By Application:

  • Gaming
  • Surgery & Treatments
  • E-Learning
  • Vehicle Simulation
  • Others

By Industries:

  • Healthcare
  • Media & Entertainment
  • Education
  • Telecommunication
  • Aerospace & Defense
  • Real Estate
  • Other Industries

By Region:

  • North America
  • Latin America
  • Europe
  • South Asia & Pacific
  • East Asia
  • Middle East & Africa

Table of Contents

1. Executive Summary

2. Global Virtual Reality Market Overview

  • 2.1. Introduction
    • 2.1.1. Global Virtual Reality Market Taxonomy
    • 2.1.2. Global Virtual Reality Market Definition
  • 2.2. Global Virtual Reality Market Size (US$ Bn) and Forecast, 2024-2031
    • 2.2.1. Global Virtual Reality Market Y-o-Y Growth
  • 2.3. Global Virtual Reality Market Dynamics
  • 2.4. Virtual Reality Hardware Shipment by Type
  • 2.5. List of Virtual Reality Leaders
  • 2.6. List of Top Virtual Reality Headsets
  • 2.7. Technological Roadmap
  • 2.8. Product Lifecycle for Virtual Reality Market
  • 2.9. PORTER's Analysis
  • 2.10. Key Participants Market Presence (Intensity Map) By Region

3. Global Virtual Reality Market Analysis and Forecast By Component

  • 3.1. Global Virtual Reality Market Size and Forecast By Component, 2024-2031
    • 3.1.1. Sensors Market Size and Forecast, 2024-2031
      • 3.1.1.1. Revenue (US$ Bn) Comparison, By Region
      • 3.1.1.2. Market Share Comparison, By Region
      • 3.1.1.3. Y-o-Y growth Comparison, By Region
    • 3.1.2. Controllers & processors Market Size and Forecast, 2024-2031
      • 3.1.2.1. Revenue (US$ Bn) Comparison, By Region
      • 3.1.2.2. Market Share Comparison, By Region
      • 3.1.2.3. Y-o-Y growth Comparison, By Region
    • 3.1.3. Integrated Circuits Market Size and Forecast, 2024-2031
      • 3.1.3.1. Revenue (US$ Bn) Comparison, By Region
      • 3.1.3.2. Market Share Comparison, By Region
      • 3.1.3.3. Y-o-Y growth Comparison, By Region
    • 3.1.4. Virtual Reality Software Platform Market Size and Forecast, 2024-2031
      • 3.1.4.1. Revenue (US$ Bn) Comparison, By Region
      • 3.1.4.2. Market Share Comparison, By Region
      • 3.1.4.3. Y-o-Y growth Comparison, By Region

4. Global Virtual Reality Market Analysis and Forecast By Industries

  • 4.1. Global Virtual Reality Market Size and Forecast By Industries, 2024-2031
    • 4.1.1. Gaming Market Size and Forecast, 2024-2031
      • 4.1.1.1. Revenue (US$ Bn) Comparison, By Region
      • 4.1.1.2. Market Share Comparison, By Region
      • 4.1.1.3. Y-o-Y growth Comparison, By Region
    • 4.1.2. Surgery & Treatments Market Size and Forecast, 2024-2031
      • 4.1.2.1. Revenue (US$ Bn) Comparison, By Region
      • 4.1.2.2. Market Share Comparison, By Region
      • 4.1.2.3. Y-o-Y growth Comparison, By Region
    • 4.1.3. E-Learning Market Size and Forecast, 2024-2031
      • 4.1.3.1. Revenue (US$ Bn) Comparison, By Region
      • 4.1.3.2. Market Share Comparison, By Region
      • 4.1.3.3. Y-o-Y growth Comparison, By Region
    • 4.1.4. Vehicle Simulation Market Size and Forecast, 2024-2031
      • 4.1.4.1. Revenue (US$ Bn) Comparison, By Region
      • 4.1.4.2. Market Share Comparison, By Region
      • 4.1.4.3. Y-o-Y growth Comparison, By Region
    • 4.1.5. Others Market Size and Forecast, 2024-2031
      • 4.1.5.1. Revenue (US$ Bn) Comparison, By Region
      • 4.1.5.2. Market Share Comparison, By Region
      • 4.1.5.3. Y-o-Y growth Comparison, By Region

5. Global Virtual Reality Market Analysis and Forecast By Industries

  • 5.1. Global Virtual Reality Market Size and Forecast By Industries, 2024-2031
    • 5.1.1. Healthcare Market Size and Forecast, 2024-2031
      • 5.1.1.1. Revenue (US$ Bn) Comparison, By Region
      • 5.1.1.2. Market Share Comparison, By Region
      • 5.1.1.3. Y-o-Y growth Comparison, By Region
    • 5.1.2. Media & Entertainment Market Size and Forecast, 2024-2031
      • 5.1.2.1. Revenue (US$ Bn) Comparison, By Region
      • 5.1.2.2. Market Share Comparison, By Region
      • 5.1.2.3. Y-o-Y growth Comparison, By Region
    • 5.1.3. Education Market Size and Forecast, 2024-2031
      • 5.1.3.1. Revenue (US$ Bn) Comparison, By Region
      • 5.1.3.2. Market Share Comparison, By Region
      • 5.1.3.3. Y-o-Y growth Comparison, By Region
    • 5.1.4. Telecommunication Market Size and Forecast, 2024-2031
      • 5.1.4.1. Revenue (US$ Bn) Comparison, By Region
      • 5.1.4.2. Market Share Comparison, By Region
      • 5.1.4.3. Y-o-Y growth Comparison, By Region
    • 5.1.5. Aerospace & Defense Market Size and Forecast, 2024-2031
      • 5.1.5.1. Revenue (US$ Bn) Comparison, By Region
      • 5.1.5.2. Market Share Comparison, By Region
      • 5.1.5.3. Y-o-Y growth Comparison, By Region
    • 5.1.6. Real Estate Market Size and Forecast, 2024-2031
      • 5.1.6.1. Revenue (US$ Bn) Comparison, By Region
      • 5.1.6.2. Market Share Comparison, By Region
      • 5.1.6.3. Y-o-Y growth Comparison, By Region
    • 5.1.7. Other Industries Market Size and Forecast, 2024-2031
      • 5.1.7.1. Revenue (US$ Bn) Comparison, By Region
      • 5.1.7.2. Market Share Comparison, By Region
      • 5.1.7.3. Y-o-Y growth Comparison, By Region

6. Global Virtual Reality Market Analysis and Forecast By Region

  • 6.1. Global Virtual Reality Market Size and Forecast, 2024-2031
    • 6.1.1. North America Virtual Reality Market Size and Forecast, 2024-2031
      • 6.1.1.1. Revenue (US$ Bn) Comparison, By Component
      • 6.1.1.2. Revenue (US$ Bn) Comparison, By Industries
      • 6.1.1.3. Revenue (US$ Bn) Comparison, By Industries
    • 6.1.2. Latin America Virtual Reality Market Size and Forecast, 2024-2031
      • 6.1.2.1. Revenue (US$ Bn) Comparison, By Component
      • 6.1.2.2. Revenue (US$ Bn) Comparison, By Industries
      • 6.1.2.3. Revenue (US$ Bn) Comparison, By Industries
    • 6.1.3. Europe Virtual Reality Market Size and Forecast, 2024-2031
      • 6.1.3.1. Revenue (US$ Bn) Comparison, By Component
      • 6.1.3.2. Revenue (US$ Bn) Comparison, By Industries
      • 6.1.3.3. Revenue (US$ Bn) Comparison, By Industries
    • 6.1.4. Japan Virtual Reality Market Size and Forecast, 2024-2031
      • 6.1.4.1. Revenue (US$ Bn) Comparison, By Component
      • 6.1.4.2. Revenue (US$ Bn) Comparison, By Industries
      • 6.1.4.3. Revenue (US$ Bn) Comparison, By Industries
    • 6.1.5. APEJ Virtual Reality Market Size and Forecast, 2024-2031
      • 6.1.5.1. Revenue (US$ Bn) Comparison, By Component
      • 6.1.5.2. Revenue (US$ Bn) Comparison, By Industries
      • 6.1.5.3. Revenue (US$ Bn) Comparison, By Industries
    • 6.1.6. MEA Virtual Reality Market Size and Forecast, 2024-2031
      • 6.1.6.1. Revenue (US$ Bn) Comparison, By Component
      • 6.1.6.2. Revenue (US$ Bn) Comparison, By Industries
      • 6.1.6.3. Revenue (US$ Bn) Comparison, By Industries

7. North America Virtual Reality Market Analysis and Forecast, By Country, 2024-2031

  • 7.1. US Virtual Reality Market Size and Forecast, 2024-2031
    • 7.1.1. Revenue (US$ Bn) Comparison, By Component
    • 7.1.2. Revenue (US$ Bn) Comparison, By Industries
    • 7.1.3. Revenue (US$ Bn) Comparison, By Industries
  • 7.2. Canada Virtual Reality Market Size and Forecast, 2024-2031
    • 7.2.1. Revenue (US$ Bn) Comparison, By Component
    • 7.2.2. Revenue (US$ Bn) Comparison, By Industries
    • 7.2.3. Revenue (US$ Bn) Comparison, By Industries

8. Latin America Virtual Reality Market Analysis and Forecast, By Country, 2024-2031

  • 8.1. Brazil Virtual Reality Market Size and Forecast, 2024-2031
    • 8.1.1. Revenue (US$ Bn) Comparison, By Component
    • 8.1.2. Revenue (US$ Bn) Comparison, By Industries
    • 8.1.3. Revenue (US$ Bn) Comparison, By Industries
  • 8.2. Mexico Virtual Reality Market Size and Forecast, 2024-2031
    • 8.2.1. Revenue (US$ Bn) Comparison, By Component
    • 8.2.2. Revenue (US$ Bn) Comparison, By Industries
    • 8.2.3. Revenue (US$ Bn) Comparison, By Industries
  • 8.3. Rest of Latin America Virtual Reality Market Size and Forecast, 2024-2031
    • 8.3.1. Revenue (US$ Bn) Comparison, By Component
    • 8.3.2. Revenue (US$ Bn) Comparison, By Industries
    • 8.3.3. Revenue (US$ Bn) Comparison, By Industries

9. Europe Virtual Reality Market Analysis and Forecast, By Country, 2024-2031

  • 9.1. Germany Virtual Reality Market Size and Forecast, 2024-2031
    • 9.1.1. Revenue (US$ Bn) Comparison, By Component
    • 9.1.2. Revenue (US$ Bn) Comparison, By Industries
    • 9.1.3. Revenue (US$ Bn) Comparison, By Industries
  • 9.2. UK Virtual Reality Market Size and Forecast, 2024-2031
    • 9.2.1. Revenue (US$ Bn) Comparison, By Component
    • 9.2.2. Revenue (US$ Bn) Comparison, By Industries
    • 9.2.3. Revenue (US$ Bn) Comparison, By Industries
  • 9.3. France Virtual Reality Market Size and Forecast, 2024-2031
    • 9.3.1. Revenue (US$ Bn) Comparison, By Component
    • 9.3.2. Revenue (US$ Bn) Comparison, By Industries
    • 9.3.3. Revenue (US$ Bn) Comparison, By Industries
  • 9.4. Spain Virtual Reality Market Size and Forecast, 2024-2031
    • 9.4.1. Revenue (US$ Bn) Comparison, By Component
    • 9.4.2. Revenue (US$ Bn) Comparison, By Industries
    • 9.4.3. Revenue (US$ Bn) Comparison, By Industries
  • 9.5. Italy Virtual Reality Market Size and Forecast, 2024-2031
    • 9.5.1. Revenue (US$ Bn) Comparison, By Component
    • 9.5.2. Revenue (US$ Bn) Comparison, By Industries
    • 9.5.3. Revenue (US$ Bn) Comparison, By Industries
  • 9.6. Rest of Europe Virtual Reality Market Size and Forecast, 2024-2031
    • 9.6.1. Revenue (US$ Bn) Comparison, By Component
    • 9.6.2. Revenue (US$ Bn) Comparison, By Industries
    • 9.6.3. Revenue (US$ Bn) Comparison, By Industries

10. Japan Virtual Reality Market Analysis and Forecast, By Country, 2024-2031

  • 10.1. Japan Virtual Reality Market Size and Forecast, 2024-2031
    • 10.1.1. Revenue (US$ Bn) Comparison, By Component
    • 10.1.2. Revenue (US$ Bn) Comparison, By Industries
    • 10.1.3. Revenue (US$ Bn) Comparison, By Industries

11. APEJ Virtual Reality Market Analysis and Forecast, By Country, 2024-2031

  • 11.1. China Virtual Reality Market Size and Forecast, 2024-2031
    • 11.1.1. Revenue (US$ Bn) Comparison, By Component
    • 11.1.2. Revenue (US$ Bn) Comparison, By Industries
    • 11.1.3. Revenue (US$ Bn) Comparison, By Industries
  • 11.2. India Virtual Reality Market Size and Forecast, 2024-2031
    • 11.2.1. Revenue (US$ Bn) Comparison, By Component
    • 11.2.2. Revenue (US$ Bn) Comparison, By Industries
    • 11.2.3. Revenue (US$ Bn) Comparison, By Industries
  • 11.3. Thailand Virtual Reality Market Size and Forecast, 2024-2031
    • 11.3.1. Revenue (US$ Bn) Comparison, By Component
    • 11.3.2. Revenue (US$ Bn) Comparison, By Industries
    • 11.3.3. Revenue (US$ Bn) Comparison, By Industries
  • 11.4. Singapore Virtual Reality Market Size and Forecast, 2024-2031
    • 11.4.1. Revenue (US$ Bn) Comparison, By Component
    • 11.4.2. Revenue (US$ Bn) Comparison, By Industries
    • 11.4.3. Revenue (US$ Bn) Comparison, By Industries
  • 11.5. Australia Virtual Reality Market Size and Forecast, 2024-2031
    • 11.5.1. Revenue (US$ Bn) Comparison, By Component
    • 11.5.2. Revenue (US$ Bn) Comparison, By Industries
    • 11.5.3. Revenue (US$ Bn) Comparison, By Industries
  • 11.6. Rest of APEJ Virtual Reality Market Size and Forecast, 2024-2031
    • 11.6.1. Revenue (US$ Bn) Comparison, By Component
    • 11.6.2. Revenue (US$ Bn) Comparison, By Industries
    • 11.6.3. Revenue (US$ Bn) Comparison, By Industries

12. MEA Virtual Reality Market Analysis and Forecast, By Country, 2024-2031

  • 12.1. GCC Countries Virtual Reality Market Size and Forecast, 2024-2031
    • 12.1.1. Revenue (US$ Bn) Comparison, By Component
    • 12.1.2. Revenue (US$ Bn) Comparison, By Industries
    • 12.1.3. Revenue (US$ Bn) Comparison, By Industries
  • 12.2. South Africa Virtual Reality Market Size and Forecast, 2024-2031
    • 12.2.1. Revenue (US$ Bn) Comparison, By Component
    • 12.2.2. Revenue (US$ Bn) Comparison, By Industries
    • 12.2.3. Revenue (US$ Bn) Comparison, By Industries
  • 12.3. Nigeria Virtual Reality Market Size and Forecast, 2024-2031
    • 12.3.1. Revenue (US$ Bn) Comparison, By Component
    • 12.3.2. Revenue (US$ Bn) Comparison, By Industries
    • 12.3.3. Revenue (US$ Bn) Comparison, By Industries
  • 12.4. Rest of MEA Virtual Reality Market Size and Forecast, 2024-2031
    • 12.4.1. Revenue (US$ Bn) Comparison, By Component
    • 12.4.2. Revenue (US$ Bn) Comparison, By Industries
    • 12.4.3. Revenue (US$ Bn) Comparison, By Industries

13. Global Virtual Reality Market Company Share, Competition Landscape and Company Profiles

  • 13.1. Company Share Analysis
  • 13.2. Competition Landscape
  • 13.3. Company Profiles
    • 13.3.1. Sony Corporation
    • 13.3.2. HTC Corporation
    • 13.3.3. Google Inc.
    • 13.3.4. Microsoft Corporation
    • 13.3.5. Samsung Electronics
    • 13.3.6. Magic Leap, Inc
    • 13.3.7. Unity Technologies, Inc.
    • 13.3.8. Vuzix Corporation
    • 13.3.9. Eon Reality Inc
    • 13.3.10. Lumus Ltd

14. Research Methodology

15. Secondary and Primary Sources

16. Assumptions and Acronyms

17. Disclaimer