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Global Vr Equipment Market Research Report 2023

March 2023 | 300 pages | ID: GED06CCFF8F5EN
Introspective Market Research

US$ 3,450.00

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Global Vr Equipment Market Overview:
Global Vr Equipment Market Report 2022 comes with the extensive industry analysis by Introspective Market Research with development components, patterns, flows and sizes. The report also calculates present and past market values to forecast potential market management through the forecast period between 2022-2028.This research study of Vr Equipment involved the extensive usage of both primary and secondary data sources. This includes the study of various parameters affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry.

Scope of the Vr Equipment Market
The Vr Equipment Market Research report incorporate value chain analysis for each of the product type. Value chain analysis offers in depth information about value addition at each stage.The study includes drivers and restraints for Vr Equipment Market along with their impact on demand during the forecast period. The study also provides key market indicators affecting thegrowth of the market. Research report includes major key player analysis with shares of each player inside market, growth rate and market attractiveness in different endusers/regions. Our study Vr Equipment Market helps user to make precise decision in order to expand their market presence and increase market share.

Impact of COVID-19 on Vr Equipment Market
Report covers Impact of Coronavirus COVID-19: Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost every country around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Vr Equipment market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor/outdoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.

Global Vr Equipment Market Segmentation
Global Vr Equipment Market Research report comprises of Porter's five forces analysis to do the detail study about its each segmentation like Product segmentation, End user/application segment analysis and Major key players analysis mentioned as below;

By Type, Vr Equipment market has been segmented into:
Head Mounted Displays
Head Trackers
Motion Trackers
3D Controllers
Data Gloves
Haptic Devices
Others

By Application, Vr Equipment market has been segmented into:
Educational
Industrial
Medical
Entertainment
Others

Regional Analysis:
North America (U.S., Canada, Mexico)
Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
South America (Brazil, Argentina, Rest of SA)
Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)

Competitive Landscape:
Competitive analysis is the study of strength and weakness, market investment, market share, market sales volume, market trends of major players in the market.The Vr Equipment market study focused on including all the primary level, secondary level and tertiary level competitors in the report. The data generated by conducting the primary and secondary research.The report covers detail analysis of driver, constraints and scope for new players entering the Vr Equipment market.

Top Key Players Covered in Vr Equipment market are:

Sony
Zeiss
FOVE
Vive
Microsoft
Oculus
Starbreeze
HTC
Avegant
Google
Freefly
Samsung
Vuzix
VisusVR
Razer
Meta

Objective to buy this Report:
1. Vr Equipment analysis predicts the representation of this market, supply and demand, capacity, detailed investigations, etc.
2. Even the report, along with the international series, conducts an in-depth study of rules, policies and current policy.
3. In addition, additional factors are mentioned: imports, arrangement of commodity prices for the market, supply and demand of industry products, major manufacturers.
4. The report starts with Vr Equipment market statistics and moves to important points, with dependent markets categorized by market trend by application.
5. Applications of market may also be assessed based on their performances.
6. Other market attributes, such as future aspects, limitations and growth for all departments.
CHAPTER 1: INTRODUCTION

1.1 Research Objectives
1.2 Research Methodology
1.3 Research Process
1.4 Scope and Coverage
  1.4.1 Market Definition
  1.4.2 Key Questions Answered
1.5 Market Segmentation

CHAPTER 2:EXECUTIVE SUMMARY

CHAPTER 3:GROWTH OPPORTUNITIES BY SEGMENT

3.1 By Type
3.2 By Application

CHAPTER 4: MARKET LANDSCAPE

4.1 Porter's Five Forces Analysis
  4.1.1 Bargaining Power of Supplier
  4.1.2 Threat of New Entrants
  4.1.3 Threat of Substitutes
  4.1.4 Competitive Rivalry
  4.1.5 Bargaining Power Among Buyers
4.2 Industry Value Chain Analysis
4.3 Market Dynamics
  4.3.1 Drivers
  4.3.2 Restraints
  4.3.3 Opportunities
  4.5.4 Challenges
4.4 Pestle Analysis
4.5 Technological Roadmap
4.6 Regulatory Landscape
4.7 SWOT Analysis
4.8 Price Trend Analysis
4.9 Patent Analysis
4.10 Analysis of the Impact of Covid-19
  4.10.1 Impact on the Overall Market
  4.10.2 Impact on the Supply Chain
  4.10.3 Impact on the Key Manufacturers
  4.10.4 Impact on the Pricing

CHAPTER 5: VR EQUIPMENT MARKET BY TYPE

5.1 Vr Equipment Market Overview Snapshot and Growth Engine
5.2 Vr Equipment Market Overview
5.3 Head Mounted Displays
  5.3.1 Introduction and Market Overview
  5.3.2 Historic and Forecasted Market Size (2016-2028F)
  5.3.3 Key Market Trends, Growth Factors and Opportunities
  5.3.4 Head Mounted Displays: Geographic Segmentation
5.4 Head Trackers
  5.4.1 Introduction and Market Overview
  5.4.2 Historic and Forecasted Market Size (2016-2028F)
  5.4.3 Key Market Trends, Growth Factors and Opportunities
  5.4.4 Head Trackers: Geographic Segmentation
5.5 Motion Trackers
  5.5.1 Introduction and Market Overview
  5.5.2 Historic and Forecasted Market Size (2016-2028F)
  5.5.3 Key Market Trends, Growth Factors and Opportunities
  5.5.4 Motion Trackers: Geographic Segmentation
5.6 3D Controllers
  5.6.1 Introduction and Market Overview
  5.6.2 Historic and Forecasted Market Size (2016-2028F)
  5.6.3 Key Market Trends, Growth Factors and Opportunities
  5.6.4 3D Controllers: Geographic Segmentation
5.7 Data Gloves
  5.7.1 Introduction and Market Overview
  5.7.2 Historic and Forecasted Market Size (2016-2028F)
  5.7.3 Key Market Trends, Growth Factors and Opportunities
  5.7.4 Data Gloves: Geographic Segmentation
5.8 Haptic Devices
  5.8.1 Introduction and Market Overview
  5.8.2 Historic and Forecasted Market Size (2016-2028F)
  5.8.3 Key Market Trends, Growth Factors and Opportunities
  5.8.4 Haptic Devices: Geographic Segmentation
5.9 Others
  5.9.1 Introduction and Market Overview
  5.9.2 Historic and Forecasted Market Size (2016-2028F)
  5.9.3 Key Market Trends, Growth Factors and Opportunities
  5.9.4 Others: Geographic Segmentation

CHAPTER 6: VR EQUIPMENT MARKET BY APPLICATION

6.1 Vr Equipment Market Overview Snapshot and Growth Engine
6.2 Vr Equipment Market Overview
6.3 Educational
  6.3.1 Introduction and Market Overview
  6.3.2 Historic and Forecasted Market Size (2016-2028F)
  6.3.3 Key Market Trends, Growth Factors and Opportunities
  6.3.4 Educational: Geographic Segmentation
6.4 Industrial
  6.4.1 Introduction and Market Overview
  6.4.2 Historic and Forecasted Market Size (2016-2028F)
  6.4.3 Key Market Trends, Growth Factors and Opportunities
  6.4.4 Industrial: Geographic Segmentation
6.5 Medical
  6.5.1 Introduction and Market Overview
  6.5.2 Historic and Forecasted Market Size (2016-2028F)
  6.5.3 Key Market Trends, Growth Factors and Opportunities
  6.5.4 Medical: Geographic Segmentation
6.6 Entertainment
  6.6.1 Introduction and Market Overview
  6.6.2 Historic and Forecasted Market Size (2016-2028F)
  6.6.3 Key Market Trends, Growth Factors and Opportunities
  6.6.4 Entertainment: Geographic Segmentation
6.7 Others
  6.7.1 Introduction and Market Overview
  6.7.2 Historic and Forecasted Market Size (2016-2028F)
  6.7.3 Key Market Trends, Growth Factors and Opportunities
  6.7.4 Others: Geographic Segmentation

CHAPTER 7: COMPANY PROFILES AND COMPETITIVE ANALYSIS

7.1 Competitive Landscape
  7.1.1 Competitive Positioning
  7.1.2 Vr Equipment Sales and Market Share By Players
  7.1.3 Industry BCG Matrix
  7.1.4 Heat Map Analysis
  7.1.5 Vr Equipment Industry Concentration Ratio (CR5 and HHI)
  7.1.6 Top 5 Vr Equipment Players Market Share
  7.1.7 Mergers and Acquisitions
  7.1.8 Business Strategies By Top Players
7.2 SONY
  7.2.1 Company Overview
  7.2.2 Key Executives
  7.2.3 Company Snapshot
  7.2.4 Operating Business Segments
  7.2.5 Product Portfolio
  7.2.6 Business Performance
  7.2.7 Key Strategic Moves and Recent Developments
  7.2.8 SWOT Analysis
7.3 ZEISS
7.4 FOVE
7.5 VIVE
7.6 MICROSOFT
7.7 OCULUS
7.8 STARBREEZE
7.9 HTC
7.10 AVEGANT
7.11 GOOGLE
7.12 FREEFLY
7.13 SAMSUNG
7.14 VUZIX
7.15 VISUSVR
7.16 RAZER
7.17 META

CHAPTER 8: GLOBAL VR EQUIPMENT MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

8.1 Market Overview
8.2 Historic and Forecasted Market Size By Type
  8.2.1 Head Mounted Displays
  8.2.2 Head Trackers
  8.2.3 Motion Trackers
  8.2.4 3D Controllers
  8.2.5 Data Gloves
  8.2.6 Haptic Devices
  8.2.7 Others
8.3 Historic and Forecasted Market Size By Application
  8.3.1 Educational
  8.3.2 Industrial
  8.3.3 Medical
  8.3.4 Entertainment
  8.3.5 Others

CHAPTER 9: NORTH AMERICA VR EQUIPMENT MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

9.1 Key Market Trends, Growth Factors and Opportunities
9.2 Impact of Covid-19
9.3 Key Players
9.4 Key Market Trends, Growth Factors and Opportunities
9.4 Historic and Forecasted Market Size By Type
  9.4.1 Head Mounted Displays
  9.4.2 Head Trackers
  9.4.3 Motion Trackers
  9.4.4 3D Controllers
  9.4.5 Data Gloves
  9.4.6 Haptic Devices
  9.4.7 Others
9.5 Historic and Forecasted Market Size By Application
  9.5.1 Educational
  9.5.2 Industrial
  9.5.3 Medical
  9.5.4 Entertainment
  9.5.5 Others
9.6 Historic and Forecast Market Size by Country
  9.6.1 U.S.
  9.6.2 Canada
  9.6.3 Mexico

CHAPTER 10: EUROPE VR EQUIPMENT MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

10.1 Key Market Trends, Growth Factors and Opportunities
10.2 Impact of Covid-19
10.3 Key Players
10.4 Key Market Trends, Growth Factors and Opportunities
10.4 Historic and Forecasted Market Size By Type
  10.4.1 Head Mounted Displays
  10.4.2 Head Trackers
  10.4.3 Motion Trackers
  10.4.4 3D Controllers
  10.4.5 Data Gloves
  10.4.6 Haptic Devices
  10.4.7 Others
10.5 Historic and Forecasted Market Size By Application
  10.5.1 Educational
  10.5.2 Industrial
  10.5.3 Medical
  10.5.4 Entertainment
  10.5.5 Others
10.6 Historic and Forecast Market Size by Country
  10.6.1 Germany
  10.6.2 U.K.
  10.6.3 France
  10.6.4 Italy
  10.6.5 Russia
  10.6.6 Spain
  10.6.7 Rest of Europe

CHAPTER 11: ASIA-PACIFIC VR EQUIPMENT MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

11.1 Key Market Trends, Growth Factors and Opportunities
11.2 Impact of Covid-19
11.3 Key Players
11.4 Key Market Trends, Growth Factors and Opportunities
11.4 Historic and Forecasted Market Size By Type
  11.4.1 Head Mounted Displays
  11.4.2 Head Trackers
  11.4.3 Motion Trackers
  11.4.4 3D Controllers
  11.4.5 Data Gloves
  11.4.6 Haptic Devices
  11.4.7 Others
11.5 Historic and Forecasted Market Size By Application
  11.5.1 Educational
  11.5.2 Industrial
  11.5.3 Medical
  11.5.4 Entertainment
  11.5.5 Others
11.6 Historic and Forecast Market Size by Country
  11.6.1 China
  11.6.2 India
  11.6.3 Japan
  11.6.4 Singapore
  11.6.5 Australia
  11.6.6 New Zealand
  11.6.7 Rest of APAC

CHAPTER 12: MIDDLE EAST & AFRICA VR EQUIPMENT MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

12.1 Key Market Trends, Growth Factors and Opportunities
12.2 Impact of Covid-19
12.3 Key Players
12.4 Key Market Trends, Growth Factors and Opportunities
12.4 Historic and Forecasted Market Size By Type
  12.4.1 Head Mounted Displays
  12.4.2 Head Trackers
  12.4.3 Motion Trackers
  12.4.4 3D Controllers
  12.4.5 Data Gloves
  12.4.6 Haptic Devices
  12.4.7 Others
12.5 Historic and Forecasted Market Size By Application
  12.5.1 Educational
  12.5.2 Industrial
  12.5.3 Medical
  12.5.4 Entertainment
  12.5.5 Others
12.6 Historic and Forecast Market Size by Country
  12.6.1 Turkey
  12.6.2 Saudi Arabia
  12.6.3 Iran
  12.6.4 UAE
  12.6.5 Africa
  12.6.6 Rest of MEA

CHAPTER 13: SOUTH AMERICA VR EQUIPMENT MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

13.1 Key Market Trends, Growth Factors and Opportunities
13.2 Impact of Covid-19
13.3 Key Players
13.4 Key Market Trends, Growth Factors and Opportunities
13.4 Historic and Forecasted Market Size By Type
  13.4.1 Head Mounted Displays
  13.4.2 Head Trackers
  13.4.3 Motion Trackers
  13.4.4 3D Controllers
  13.4.5 Data Gloves
  13.4.6 Haptic Devices
  13.4.7 Others
13.5 Historic and Forecasted Market Size By Application
  13.5.1 Educational
  13.5.2 Industrial
  13.5.3 Medical
  13.5.4 Entertainment
  13.5.5 Others
13.6 Historic and Forecast Market Size by Country
  13.6.1 Brazil
  13.6.2 Argentina
  13.6.3 Rest of SA

CHAPTER 14 INVESTMENT ANALYSIS

CHAPTER 15 ANALYST VIEWPOINT AND CONCLUSION
LIST OF TABLES

TABLE 001. EXECUTIVE SUMMARY
TABLE 002. VR EQUIPMENT MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. VR EQUIPMENT MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. VR EQUIPMENT MARKET COMPETITIVE RIVALRY
TABLE 005. VR EQUIPMENT MARKET THREAT OF NEW ENTRANTS
TABLE 006. VR EQUIPMENT MARKET THREAT OF SUBSTITUTES
TABLE 007. VR EQUIPMENT MARKET BY TYPE
TABLE 008. HEAD MOUNTED DISPLAYS MARKET OVERVIEW (2016-2028)
TABLE 009. HEAD TRACKERS MARKET OVERVIEW (2016-2028)
TABLE 010. MOTION TRACKERS MARKET OVERVIEW (2016-2028)
TABLE 011. 3D CONTROLLERS MARKET OVERVIEW (2016-2028)
TABLE 012. DATA GLOVES MARKET OVERVIEW (2016-2028)
TABLE 013. HAPTIC DEVICES MARKET OVERVIEW (2016-2028)
TABLE 014. OTHERS MARKET OVERVIEW (2016-2028)
TABLE 015. VR EQUIPMENT MARKET BY APPLICATION
TABLE 016. EDUCATIONAL MARKET OVERVIEW (2016-2028)
TABLE 017. INDUSTRIAL MARKET OVERVIEW (2016-2028)
TABLE 018. MEDICAL MARKET OVERVIEW (2016-2028)
TABLE 019. ENTERTAINMENT MARKET OVERVIEW (2016-2028)
TABLE 020. OTHERS MARKET OVERVIEW (2016-2028)
TABLE 021. NORTH AMERICA VR EQUIPMENT MARKET, BY TYPE (2016-2028)
TABLE 022. NORTH AMERICA VR EQUIPMENT MARKET, BY APPLICATION (2016-2028)
TABLE 023. N VR EQUIPMENT MARKET, BY COUNTRY (2016-2028)
TABLE 024. EUROPE VR EQUIPMENT MARKET, BY TYPE (2016-2028)
TABLE 025. EUROPE VR EQUIPMENT MARKET, BY APPLICATION (2016-2028)
TABLE 026. VR EQUIPMENT MARKET, BY COUNTRY (2016-2028)
TABLE 027. ASIA PACIFIC VR EQUIPMENT MARKET, BY TYPE (2016-2028)
TABLE 028. ASIA PACIFIC VR EQUIPMENT MARKET, BY APPLICATION (2016-2028)
TABLE 029. VR EQUIPMENT MARKET, BY COUNTRY (2016-2028)
TABLE 030. MIDDLE EAST & AFRICA VR EQUIPMENT MARKET, BY TYPE (2016-2028)
TABLE 031. MIDDLE EAST & AFRICA VR EQUIPMENT MARKET, BY APPLICATION (2016-2028)
TABLE 032. VR EQUIPMENT MARKET, BY COUNTRY (2016-2028)
TABLE 033. SOUTH AMERICA VR EQUIPMENT MARKET, BY TYPE (2016-2028)
TABLE 034. SOUTH AMERICA VR EQUIPMENT MARKET, BY APPLICATION (2016-2028)
TABLE 035. VR EQUIPMENT MARKET, BY COUNTRY (2016-2028)
TABLE 036. SONY: SNAPSHOT
TABLE 037. SONY: BUSINESS PERFORMANCE
TABLE 038. SONY: PRODUCT PORTFOLIO
TABLE 039. SONY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 039. ZEISS: SNAPSHOT
TABLE 040. ZEISS: BUSINESS PERFORMANCE
TABLE 041. ZEISS: PRODUCT PORTFOLIO
TABLE 042. ZEISS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 042. FOVE: SNAPSHOT
TABLE 043. FOVE: BUSINESS PERFORMANCE
TABLE 044. FOVE: PRODUCT PORTFOLIO
TABLE 045. FOVE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 045. VIVE: SNAPSHOT
TABLE 046. VIVE: BUSINESS PERFORMANCE
TABLE 047. VIVE: PRODUCT PORTFOLIO
TABLE 048. VIVE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 048. MICROSOFT: SNAPSHOT
TABLE 049. MICROSOFT: BUSINESS PERFORMANCE
TABLE 050. MICROSOFT: PRODUCT PORTFOLIO
TABLE 051. MICROSOFT: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 051. OCULUS: SNAPSHOT
TABLE 052. OCULUS: BUSINESS PERFORMANCE
TABLE 053. OCULUS: PRODUCT PORTFOLIO
TABLE 054. OCULUS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 054. STARBREEZE: SNAPSHOT
TABLE 055. STARBREEZE: BUSINESS PERFORMANCE
TABLE 056. STARBREEZE: PRODUCT PORTFOLIO
TABLE 057. STARBREEZE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 057. HTC: SNAPSHOT
TABLE 058. HTC: BUSINESS PERFORMANCE
TABLE 059. HTC: PRODUCT PORTFOLIO
TABLE 060. HTC: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 060. AVEGANT: SNAPSHOT
TABLE 061. AVEGANT: BUSINESS PERFORMANCE
TABLE 062. AVEGANT: PRODUCT PORTFOLIO
TABLE 063. AVEGANT: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 063. GOOGLE: SNAPSHOT
TABLE 064. GOOGLE: BUSINESS PERFORMANCE
TABLE 065. GOOGLE: PRODUCT PORTFOLIO
TABLE 066. GOOGLE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 066. FREEFLY: SNAPSHOT
TABLE 067. FREEFLY: BUSINESS PERFORMANCE
TABLE 068. FREEFLY: PRODUCT PORTFOLIO
TABLE 069. FREEFLY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 069. SAMSUNG: SNAPSHOT
TABLE 070. SAMSUNG: BUSINESS PERFORMANCE
TABLE 071. SAMSUNG: PRODUCT PORTFOLIO
TABLE 072. SAMSUNG: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 072. VUZIX: SNAPSHOT
TABLE 073. VUZIX: BUSINESS PERFORMANCE
TABLE 074. VUZIX: PRODUCT PORTFOLIO
TABLE 075. VUZIX: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 075. VISUSVR: SNAPSHOT
TABLE 076. VISUSVR: BUSINESS PERFORMANCE
TABLE 077. VISUSVR: PRODUCT PORTFOLIO
TABLE 078. VISUSVR: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 078. RAZER: SNAPSHOT
TABLE 079. RAZER: BUSINESS PERFORMANCE
TABLE 080. RAZER: PRODUCT PORTFOLIO
TABLE 081. RAZER: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 081. META: SNAPSHOT
TABLE 082. META: BUSINESS PERFORMANCE
TABLE 083. META: PRODUCT PORTFOLIO
TABLE 084. META: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. VR EQUIPMENT MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. VR EQUIPMENT MARKET OVERVIEW BY TYPE
FIGURE 012. HEAD MOUNTED DISPLAYS MARKET OVERVIEW (2016-2028)
FIGURE 013. HEAD TRACKERS MARKET OVERVIEW (2016-2028)
FIGURE 014. MOTION TRACKERS MARKET OVERVIEW (2016-2028)
FIGURE 015. 3D CONTROLLERS MARKET OVERVIEW (2016-2028)
FIGURE 016. DATA GLOVES MARKET OVERVIEW (2016-2028)
FIGURE 017. HAPTIC DEVICES MARKET OVERVIEW (2016-2028)
FIGURE 018. OTHERS MARKET OVERVIEW (2016-2028)
FIGURE 019. VR EQUIPMENT MARKET OVERVIEW BY APPLICATION
FIGURE 020. EDUCATIONAL MARKET OVERVIEW (2016-2028)
FIGURE 021. INDUSTRIAL MARKET OVERVIEW (2016-2028)
FIGURE 022. MEDICAL MARKET OVERVIEW (2016-2028)
FIGURE 023. ENTERTAINMENT MARKET OVERVIEW (2016-2028)
FIGURE 024. OTHERS MARKET OVERVIEW (2016-2028)
FIGURE 025. NORTH AMERICA VR EQUIPMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 026. EUROPE VR EQUIPMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 027. ASIA PACIFIC VR EQUIPMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 028. MIDDLE EAST & AFRICA VR EQUIPMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 029. SOUTH AMERICA VR EQUIPMENT MARKET OVERVIEW BY COUNTRY (2016-2028)


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