封面
市场调查报告书
商品编码
1438172

2030年VR娱乐和互动产品市场预测:按产品类型、应用和地区分類的全球分析

Virtual Reality Entertainment and Interactive Products Market Forecasts to 2030 - Global Analysis By Product Type, Application and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,全球 VR 娱乐和互动产品市场在预测期内将以 25.9% 的复合年增长率成长。

VR娱乐和互动产品市场是指致力于创建、开发和分销用于娱乐和互动目的的虚拟实境体验和产品的行业。 VR 娱乐通常使用耳机和其他互动设备将使用者带入电脑生成的世界,创造一种真实感和沈浸感。该市场的公司专注于提供吸引用户的尖端VR解决方案,在各个领域提供多样化的娱乐选择和互动体验。

根据欧盟委员会发布的报告,预计到2020年欧洲VR和AR产业产值将增加至380亿美元。

与游戏产业融合

随着VR技术的不断进步,游戏体验达到了前所未有的沉浸感,吸引了许多用户。高品质VR游戏的开发,加上相容的游戏周边设备,正在创造VR和游戏之间的协同关係,促进两个产业的发展。此外,游戏玩家也被 VR 提供的无与伦比的沉浸感和互动性所吸引。因为您可以步入虚拟世界,以您以前从未想像过的方式沉浸在您最喜欢的游戏中。

初始成本高

VR 硬件,包括先进的耳机、动作控制器和强大的计算系统,通常价格昂贵,从而让一些潜在消费者望而却步。财务障碍阻碍了普及,尤其是那些精打细算、不愿投资昂贵 VR 设备的消费者。然而,这种限制不仅阻碍了VR娱乐和互动产品市场的直接成长,也影响了该产业接触更广泛受众的能力。

内容创作增加

多元化且不断扩大的内容创作者生态系统,包括游戏开发者、电影製作人、教育工作者和各种创造性专业人士,正在积极为 VR 体验的丰富性做出贡献。这些创作者在探索身临其境型技术所提供的可能性时,正在创作各种引人入胜、引人入胜的 VR 内容。此外,这种涌入不仅满足了消费者对新颖、互动式数位体验不断增长的需求,而且还确保了 VR 应用在游戏、教育、虚拟旅游和模拟等领域的不断发展。

隐私问题

VR 应用程式通常会收集和处理敏感的个人资料,例如使用者动作、互动,有时还会收集生物辨识资讯。这引起了消费者对虚拟环境中个人资料可能被滥用或不当处理的担忧。随着 VR 体验变得更加身临其境和个人化,强有力的隐私措施的需求变得至关重要。感知到的隐私风险可能会阻止使用者充分利用 VR 技术,从而限制普及。

COVID-19 的影响:

封锁期间对远端协作和虚拟体验的需求不断增加,推动了虚拟会议、活动和培训专案采用 VR。随着越来越多的人待在家中寻找创新的娱乐方式,VR 游戏和身临其境型体验变得越来越流行。然而,该行业面临一些挑战,例如供应链中断影响了 VR 硬体生产,经济不确定性影响了消费者在昂贵的 VR 设备上的支出。疫情也可能扰乱内容製作流程并推迟 VR 游戏和体验的发布。

预计硬体领域将在预测期内成为最大的领域

在整个预测期内,硬体领域占据了市场的最大份额。 VR 硬体(包括耳机、控制器和运动追踪设备)的技术进步非常显着,为使用者提供了越来越身临其境和复杂的体验。此外,更强大、更有效率的处理器、更高解析度的显示器以及增强的追踪能力的发展显着提高了VR硬体的整体品质。

预计医疗保健领域的 VR 领域在预测期内将呈现最高的复合年增长率

预计医疗保健领域的 VR 领域将在预测期内保持盈利成长。 VR 技术越来越多地应用于医疗保健领域,用于治疗目的、医疗培训和患者照护。在治疗应用中,VR 可用于疼痛管理、减轻焦虑和心理健康介入。 VR 的沉浸式特性使患者能够融入虚拟环境,从而分散注意力、进行教育并增强他们的整体幸福感。此外,VR 已成为医疗训练中的重要工具,为手术过程和诊断场景提供真实的模拟。

占比最大的地区:

该地区精通技术的人口和浓厚的游戏文化,加上该地区精通技术的人口和浓厚的游戏文化,正在推动对身临其境型娱乐体验的需求,特别是在游戏领域,其中欧洲地区在本季度占据最大的市场占有率预测期。欧洲国家处于采用先进技术的前沿,这种热情延伸到了游戏、教育和企业解决方案中的 VR 应用。此外,积极的政府倡议和对高科技领域的投资正在支持该地区虚拟实境新兴企业和公司的发展。

复合年增长率最高的地区:

预计北美地区在预测期内将呈现良好的成长动能。内容创作者、开发人员和领先公司之间的策略合作进一步推动了该地区的成长,并确保了高品质 VR 内容的稳定流动。监管机构已经认识到 VR 技术在游戏、医疗保健和教育等各个行业的潜力,并正在实施政策以支持其发展。此外,监管支援可确保消费者安全和资料隐私,并在使用者之间建立信任。例如,美国政府拨款用于研究和开发包括VR在内的新兴技术。

提供免费客製化:

订阅此报告的客户可以存取以下免费自订选项之一:

  • 公司简介
    • 其他市场参与者的综合分析(最多 3 家公司)
    • 主要企业SWOT分析(最多3家企业)
  • 区域分割
    • 根据客户兴趣对主要国家的市场估计、预测和复合年增长率(註:基于可行性检查)
  • 竞争基准化分析
    • 根据产品系列、地理分布和策略联盟对主要企业基准化分析

目录

第一章执行摘要

第二章 前言

  • 概述
  • 相关利益者
  • 调查范围
  • 调查方法
    • 资料探勘
    • 资料分析
    • 资料检验
    • 研究途径
  • 调查来源
    • 主要调查来源
    • 二次调查来源
    • 先决条件

第三章市场趋势分析

  • 促进因素
  • 抑制因素
  • 机会
  • 威胁
  • 产品分析
  • 应用分析
  • 新兴市场
  • 新型冠状病毒感染疾病(COVID-19)的影响

第4章波特五力分析

  • 供应商的议价能力
  • 买方议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争公司之间的敌对关係

第五章全球VR娱乐与互动产品市场:依产品类型

  • 软体
  • 硬体
    • VR头戴装置
    • VR感测器和摄影机
    • VR控制器
    • 其他的
  • 服务
  • 配件
    • VR手套
    • VR触觉回馈设备
    • 其他的
  • 其他的

第六章全球VR娱乐与互动产品市场:依应用分类

  • VR游戏
  • VR 医疗保健
  • VR 教育
  • 其他的

第七章全球VR娱乐与互动产品市场:按地区

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲国家
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲

第八章 主要进展

  • 合约、伙伴关係、协作和合资企业
  • 收购和合併
  • 新产品发布
  • 业务扩展
  • 其他关键策略

第九章 公司简介

  • EON Reality Inc
  • Google LLC
  • HTC Corporation
  • Lenovo
  • Microsoft Corporation
  • NVIDIA Corporation
  • Qualcomm Technologies, Inc
  • Samsung Electronics Co., Ltd
  • Seiko Epson Corporation
  • Sixense Entertainment
  • Sony Corporation
  • Vuzix Corporation
Product Code: SMRC25141

According to Stratistics MRC, the Global Virtual Reality (VR) Entertainment and Interactive Products Market is growing at a CAGR of 25.9% during the forecast period. The Virtual Reality (VR) Entertainment and Interactive Products Market refers to the industry dedicated to creating, developing, and distributing virtual reality experiences and products for entertainment and interactive purposes. VR entertainment typically involves the use of headsets and other interactive devices to transport users into computer-generated worlds, providing a heightened sense of presence and engagement. Companies within this market focus on delivering cutting-edge virtual reality solutions that captivate users, offering a diverse array of entertainment options and interactive experiences across various sectors.

According to the report published by the European Commission, the European virtual and augmented reality (AR) industry is expected to increase its production value to USD 38 billion by 2020.

Market Dynamics:

Driver:

Gaming industry integration

With continuous advancements in VR technology, gaming experiences have reached unprecedented levels of immersion, attracting a substantial user base. The development of high-quality VR games, coupled with compatible gaming peripherals, has created a synergistic relationship between VR and gaming, elevating both industries. Furthermore, gamers are drawn to the unparalleled sense of presence and interactivity offered by VR, as it allows them to step into virtual worlds and engage with their favorite titles in ways previously unimaginable.

Restraint:

High initial costs

VR hardware, including advanced headsets, motion controllers, and powerful computing systems, often comes with a substantial price tag, deterring a portion of potential consumers. The financial barrier inhibits widespread adoption, particularly among budget-conscious consumers who may be reluctant to invest in expensive VR equipment. However, this limitation not only hampers the immediate growth of the VR Entertainment and Interactive Products market but also impacts the industry's ability to reach a broader audience.

Opportunity:

Increasing content creation

A diverse and expanding ecosystem of content creators, including game developers, filmmakers, educators, and various creative professionals, is actively contributing to the richness of VR experiences. As these creators explore the possibilities offered by immersive technologies, they produce a broad array of compelling and engaging VR content. Moreover, this influx not only caters to the rising consumer demand for novel and interactive digital experiences but also ensures the continual evolution of VR applications across diverse sectors, such as gaming, education, virtual tourism, and simulations.

Threat:

Privacy concerns

VR applications often collect and process sensitive personal data, including user movements, interactions, and sometimes even biometric information. This raises apprehensions among consumers regarding the potential misuse or mishandling of their private data within virtual environments. As VR experiences become more immersive and personalized, the need for robust privacy measures becomes paramount. Users may be hesitant to fully engage with VR technology if they perceive a risk to their privacy, limiting widespread adoption.

Covid-19 Impact:

The increased demand for remote collaboration and virtual experiences during lockdowns propelled the adoption of VR for virtual meetings, events, and training programs. As people sought novel forms of entertainment while staying at home, VR gaming and immersive experiences gained popularity. However, the industry faced challenges such as supply chain disruptions, impacting the production of VR hardware, and economic uncertainties affecting consumer spending on high-cost VR equipment. The pandemic also disrupted content creation pipelines, potentially delaying the release of VR games and experiences.

The hardware segment is expected to be the largest during the forecast period

Hardware segment commanded the largest share of the market throughout the extrapolated period. Technological advancements in VR hardware, including headsets, controllers, and motion-tracking devices, have reached remarkable heights, offering users increasingly immersive and sophisticated experiences. Moreover, the development of more powerful and efficient processors, higher-resolution displays, and enhanced tracking capabilities has significantly elevated the overall quality of VR hardware.

The VR in healthcare segment is expected to have the highest CAGR during the forecast period

VR in healthcare segment is projected to hold profitable growth over the domination time frame. VR technology is increasingly utilized in healthcare for therapeutic purposes, medical training, and patient care. In therapeutic applications, VR is employed for pain management, anxiety reduction, and mental health interventions. The immersive nature of VR enables patients to engage in virtual environments that can distract, educate, enhance overall well-being. Moreover, VR has become an invaluable tool in medical training, offering realistic simulations for surgical procedures and diagnostic scenarios.

Region with largest share:

Due to the region's tech-savvy population, coupled with a robust gaming culture, has fostered a growing demand for immersive entertainment experiences, particularly in the gaming sector, Europe region is dominating the largest market share over the projection period. European countries have been at the forefront of adopting advanced technologies, and this enthusiasm extends to VR applications for gaming, education, and enterprise solutions. Moreover, favorable government initiatives and investments in the tech sector have propelled the growth of VR startups and enterprises in the region.

Region with highest CAGR:

North America region is projected to witness lucrative growth during the forecast period. Strategic collaborations between content creators, developers, and major corporations further propel the regional growth, ensuring a steady stream of high-quality VR content. Regulatory bodies have recognized the potential of VR technologies in various industries, from gaming to healthcare and education, and have implemented policies that support their development. Additionally, regulatory support ensures consumer safety and data privacy, building trust among users. The U.S. government, for instance, has allocated funds for research and development in emerging technologies, including VR.

Key players in the market

Some of the key players in Virtual Reality (VR) Entertainment and Interactive Products market include EON Reality Inc, Google LLC, HTC Corporation, Lenovo, Microsoft Corporation, NVIDIA Corporation, Qualcomm Technologies, Inc, Samsung Electronics Co., Ltd, Seiko Epson Corporation, Sixense Entertainment, Sony Corporation and Vuzix Corporation.

Key Developments:

In June 2023, Highlight Tech Corp. (HTC) Announces Entry into US Market to Address Rapid Semiconductor Fab Growth. The move is driven by an increase in market demand in the U.S. due to new fab development and expansion as part of the CHIPS Act. HTC-America will enable HTC to provide faster time to market and to better serve its growing client base in the U.S.

In March 2022, Google acquires MicroLED startup Raxium to aid AR headset ambitions. Google LLC has big ambitions in the augmented reality business, it reports that it has just paid $1 billion to acquire a startup called Raxium.

Product Types Covered:

  • Software
  • Hardware
  • Services
  • Accessories
  • Other Product Types

Applications Covered:

  • VR Gaming
  • VR in Healthcare
  • VR in Education
  • Other Applications

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Product Analysis
  • 3.7 Application Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Virtual Reality (VR) Entertainment and Interactive Products Market, By Product Type

  • 5.1 Introduction
  • 5.2 Software
  • 5.3 Hardware
    • 5.3.1 Virtual Reality Headsets
    • 5.3.2 Virtual Reality Sensors and Cameras
    • 5.3.3 Virtual Reality Controllers
    • 5.3.4 Other Hardwares
  • 5.4 Services
  • 5.5 Accessories
    • 5.5.1 Virtual Reality Gloves
    • 5.5.2 Virtual Reality Haptic Feedback Devices
    • 5.5.3 Other Accessories
  • 5.6 Other Product Types

6 Global Virtual Reality (VR) Entertainment and Interactive Products Market, By Application

  • 6.1 Introduction
  • 6.2 VR Gaming
  • 6.3 VR in Healthcare
  • 6.4 VR in Education
  • 6.5 Other Applications

7 Global Virtual Reality (VR) Entertainment and Interactive Products Market, By Geography

  • 7.1 Introduction
  • 7.2 North America
    • 7.2.1 US
    • 7.2.2 Canada
    • 7.2.3 Mexico
  • 7.3 Europe
    • 7.3.1 Germany
    • 7.3.2 UK
    • 7.3.3 Italy
    • 7.3.4 France
    • 7.3.5 Spain
    • 7.3.6 Rest of Europe
  • 7.4 Asia Pacific
    • 7.4.1 Japan
    • 7.4.2 China
    • 7.4.3 India
    • 7.4.4 Australia
    • 7.4.5 New Zealand
    • 7.4.6 South Korea
    • 7.4.7 Rest of Asia Pacific
  • 7.5 South America
    • 7.5.1 Argentina
    • 7.5.2 Brazil
    • 7.5.3 Chile
    • 7.5.4 Rest of South America
  • 7.6 Middle East & Africa
    • 7.6.1 Saudi Arabia
    • 7.6.2 UAE
    • 7.6.3 Qatar
    • 7.6.4 South Africa
    • 7.6.5 Rest of Middle East & Africa

8 Key Developments

  • 8.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 8.2 Acquisitions & Mergers
  • 8.3 New Product Launch
  • 8.4 Expansions
  • 8.5 Other Key Strategies

9 Company Profiling

  • 9.1 EON Reality Inc
  • 9.2 Google LLC
  • 9.3 HTC Corporation
  • 9.4 Lenovo
  • 9.5 Microsoft Corporation
  • 9.6 NVIDIA Corporation
  • 9.7 Qualcomm Technologies, Inc
  • 9.8 Samsung Electronics Co., Ltd
  • 9.9 Seiko Epson Corporation
  • 9.10 Sixense Entertainment
  • 9.11 Sony Corporation
  • 9.12 Vuzix Corporation

List of Tables

  • Table 1 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 3 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 4 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 5 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 6 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 7 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 8 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 9 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 10 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 11 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 12 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 13 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 14 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 15 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 16 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 17 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 18 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 19 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 20 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 21 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 22 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 23 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 24 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 25 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 26 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 27 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 28 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 29 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 30 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 31 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 32 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 33 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 34 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 35 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 36 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 37 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 38 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 39 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 40 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 41 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 42 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 43 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 44 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 45 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 46 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 47 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 48 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 49 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 50 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 51 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 52 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 53 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 54 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 55 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 56 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 57 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 58 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 59 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 60 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 61 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 62 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 63 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 64 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 65 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 66 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 67 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 68 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 69 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 70 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 71 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 72 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 73 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 74 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 75 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 76 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 77 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 78 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 79 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 80 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 81 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 82 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 83 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 84 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 85 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 86 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 87 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 88 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 89 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 90 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 91 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 92 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 93 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 94 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 95 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 96 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 97 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 98 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 99 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 100 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 101 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 102 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 103 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 104 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 105 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 106 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 107 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 108 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 109 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 110 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 111 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 112 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 113 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 114 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)