Global Virtual Reality Market: Size, Trend, Share, Opportunity Analysis & Forecast, 2014-2025
Virtual reality is the creation of computer generated simulated virtual environment to provide real-life sensory experience to the person. It creates a highly immersive, visual, and three-dimensional environment, in which an individual is able to manipulate virtual objects and perform a series of tasks. The environment is either of real or simulated world, in which an individual is able to feel and interact with the objects and characters. Virtual treatment has certain advantages over conventional methods of treatment, for example virtual treatment often eliminates the use of drugs and complex invasive surgical procedures for treatment, thus saving the cost and time. The global virtual reality market is expected to grow at a CAGR of 51.9% from 2017 to 2025.
Based on technology, the global virtual reality market is segmented as non-immersive, semi immersive, and fully immersive. Based on component, the market is segmented as hardware and software. Furthermore, the market is segmented into smartphone, PC, console, and others. Geographic breakdown and deep analysis of each of the aforesaid segments is included for North America, Europe, Asia-Pacific, and LAMEA.
MARKET DYNAMICS:
Drivers:
The top players in the global virtual reality market include Samsung Electronics Co., Ltd., HTC Corporation, Oculus VR, LLC, Google Inc., Sony Corporation, CyberGlove Systems Inc., EON Reality Inc., Microsoft Corporation, Vuzix Corporation, and Sensics, Inc.
KEY TAKEAWAYS
MARKET LANDSCAPE
Based on technology, the global virtual reality market is segmented as non-immersive, semi immersive, and fully immersive. Based on component, the market is segmented as hardware and software. Furthermore, the market is segmented into smartphone, PC, console, and others. Geographic breakdown and deep analysis of each of the aforesaid segments is included for North America, Europe, Asia-Pacific, and LAMEA.
MARKET DYNAMICS:
Drivers:
- Continuous advancements in graphic gaming.
- Heavy investment by the players in the market.
- Advancement in the field of information technology.
- Market is still in commercialization stage.
- Inaccessibility to virtual reality technology in developing economies.
The top players in the global virtual reality market include Samsung Electronics Co., Ltd., HTC Corporation, Oculus VR, LLC, Google Inc., Sony Corporation, CyberGlove Systems Inc., EON Reality Inc., Microsoft Corporation, Vuzix Corporation, and Sensics, Inc.
KEY TAKEAWAYS
MARKET LANDSCAPE
- By Technology
- Non-Immersive
- Semi Immersive
- Fully Immersive
- By Component
- Software
- Hardware
- By Application
- Smartphone
- PC
- Console
- Others
- By Geography
- North America
- U.S.
- Canada
- Mexico
- Europe
- UK
- Germany
- France
- Rest of Europe
- Asia-Pacific
- China
- India
- Japan
- Taiwan
- South Korea
- Rest of Asia-Pacific
- LAMEA
- Brazil
- Saudi Arabia
- South Africa
- Rest of LAMEA
1. EXECUTIVE SUMMARY
1.1. Key Findings
1.2. Market Attractiveness and Trend analysis
1.3. Competitive Landscape and recent industry development analysis
2. INTRODUCTION
2.1. Report Description
2.2. Scope and Definitions
2.3. Research Methodology
3. MARKET LANDSCAPE
3.1. Growth Drivers
3.1.1. Impact Analysis
3.2. Restrains and Challenges
3.2.1. Impact Analysis
3.3. Porter’s Analysis
3.3.1. Bargaining power of buyers
3.3.2. Bargaining power of suppliers
3.3.3. Threat of substitutes
3.3.4. Industry rivalry
3.3.5. Threat of new entrants
3.4. Global Virtual Reality Market Shares Analysis, 2014-2025
3.4.1. Global Virtual Reality Market Share by technology, 2014-2025
3.4.2. Global Virtual Reality Market Share by component, 2014-2025
3.4.3. Global Virtual Reality Market Share by application, 2014-2025
3.4.4. Global Virtual Reality Market Share by geography, 2014-2025
4. GLOBAL VIRTUAL REALITY MARKET BY TECHNOLOGY
4.1. Non-Immersive
4.1.1. Historical Market Size by Region, 2014-2016
4.1.2. Market Forecast by Region, 2017-2025
4.2. Semi Immersive
4.2.1. Historical Market Size by Region, 2014-2016
4.2.2. Market Forecast by Region, 2017-2025
4.3. Fully Immersive
4.3.1. Historical Market Size by Region, 2014-2016
4.3.2. Market Forecast by Region, 2017-2025
5. GLOBAL VIRTUAL REALITY MARKET BY COMPONENT
5.1. Software
5.1.1. Historical Market Size by Region, 2014-2016
5.1.2. Market Forecast by Region, 2017-2025
5.2. Hardware
5.2.1. Historical Market Size by Region, 2014-2016
5.2.2. Market Forecast by Region, 2017-2025
6. GLOBAL VIRTUAL REALITY MARKET BY APPLICATION
6.1. Smartphone
6.1.1. Historical Market Size by Region, 2014-2016
6.1.2. Market Forecast by Region, 2017-2025
6.2. Personal Computer
6.2.1. Historical Market Size by Region, 2014-2016
6.2.2. Market Forecast by Region, 2017-2025
6.3. Console
6.3.1. Historical Market Size by Region, 2014-2016
6.3.2. Market Forecast by Region, 2017-2025
6.4. Others
6.4.1. Historical Market Size by Region, 2014-2016
6.4.2. Market Forecast by Region, 2017-2025
7. GLOBAL VIRTUAL REALITY MARKET BY GEOGRAPHY
7.1. North America
7.1.1. U.S.
7.1.1.1. Historical Market Size, 2014-2016
7.1.1.2. Market Forecast, 2017-2025
7.1.2. Canada
7.1.2.1. Historical Market Size, 2014-2016
7.1.2.2. Market Forecast, 2017-2025
7.1.3. Mexico
7.1.3.1. Historical Market Size, 2014-2016
7.1.3.2. Market Forecast, 2017-2025
7.2. Europe
7.2.1. UK
7.2.1.1. Historical Market Size, 2014-2016
7.2.1.2. Market Forecast, 2017-2025
7.2.2. Germany
7.2.2.1. Historical Market Size, 2014-2016
7.2.2.2. Market Forecast, 2017-2025
7.2.3. France
7.2.3.1. Historical Market Size, 2014-2016
7.2.3.2. Market Forecast, 2017-2025
7.2.4. Rest of Europe
7.2.4.1. Historical Market Size, 2014-2016
7.2.4.2. Market Forecast, 2017-2025
7.3. Asia-Pacific
7.3.1. China
7.3.1.1. Historical Market Size, 2014-2016
7.3.1.2. Market Forecast, 2017-2025
7.3.2. Japan
7.3.2.1. Historical Market Size, 2014-2016
7.3.2.2. Market Forecast, 2017-2025
7.3.3. India
7.3.3.1. Historical Market Size, 2014-2016
7.3.3.2. Market Forecast, 2017-2025
7.3.4. South Korea
7.3.4.1. Historical Market Size, 2014-2016
7.3.4.2. Market Forecast, 2017-2025
7.3.5. Taiwan
7.3.5.1. Historical Market Size, 2014-2016
7.3.5.2. Market Forecast, 2017-2025
7.3.6. Rest of Asia-Pacific
7.3.6.1. Historical Market Size, 2014-2016
7.3.6.2. Market Forecast, 2017-2025
7.4. LAMEA
7.4.1. Brazil
7.4.1.1. Historical Market Size, 2014-2016
7.4.1.2. Market Forecast, 2017-2025
7.4.2. South Arabia
7.4.2.1. Historical Market Size, 2014-2016
7.4.2.2. Market Forecast, 2017-2025
7.4.3. South Africa
7.4.3.1. Historical Market Size, 2014-2016
7.4.3.2. Market Forecast, 2017-2025
7.4.4. Rest of LAMEA
7.4.4.1. Historical Market Size, 2014-2016
7.4.4.2. Market Forecast, 2017-2025
8. COMPANY PROFILES
8.1. Samsung Electronics Co., Ltd.
8.1.1. Overview
8.1.2. Financials and business segments
8.1.3. Recent developments
8.2. HTC Corporation
8.2.1. Overview
8.2.2. Financials and business segments
8.2.3. Recent developments
8.3. Oculus VR, LLC
8.3.1. Overview
8.3.2. Financials and business segments
8.3.3. Recent developments
8.4. Google Inc.
8.4.1. Overview
8.4.2. Financials and business segments
8.4.3. Recent developments
8.5. Sony Corporation
8.5.1. Overview
8.5.2. Financials and business segments
8.5.3. Recent developments
8.6. CyberGlove Systems Inc.
8.6.1. Overview
8.6.2. Financials and business segments
8.6.3. Recent developments
8.7. EON Reality Inc.
8.7.1. Overview
8.7.2. Financials and business segments
8.7.3. Recent developments
8.8. Microsoft Corporation
8.8.1. Overview
8.8.2. Financials and business segments
8.8.3. Recent developments
8.9. Vuzix Corporation
8.9.1. Overview
8.9.2. Financials and business segments
8.9.3. Recent developments
8.10. Sensics, Inc.
8.10.1. Overview
8.10.2. Financials and business segments
8.10.3. Recent developments
1.1. Key Findings
1.2. Market Attractiveness and Trend analysis
1.3. Competitive Landscape and recent industry development analysis
2. INTRODUCTION
2.1. Report Description
2.2. Scope and Definitions
2.3. Research Methodology
3. MARKET LANDSCAPE
3.1. Growth Drivers
3.1.1. Impact Analysis
3.2. Restrains and Challenges
3.2.1. Impact Analysis
3.3. Porter’s Analysis
3.3.1. Bargaining power of buyers
3.3.2. Bargaining power of suppliers
3.3.3. Threat of substitutes
3.3.4. Industry rivalry
3.3.5. Threat of new entrants
3.4. Global Virtual Reality Market Shares Analysis, 2014-2025
3.4.1. Global Virtual Reality Market Share by technology, 2014-2025
3.4.2. Global Virtual Reality Market Share by component, 2014-2025
3.4.3. Global Virtual Reality Market Share by application, 2014-2025
3.4.4. Global Virtual Reality Market Share by geography, 2014-2025
4. GLOBAL VIRTUAL REALITY MARKET BY TECHNOLOGY
4.1. Non-Immersive
4.1.1. Historical Market Size by Region, 2014-2016
4.1.2. Market Forecast by Region, 2017-2025
4.2. Semi Immersive
4.2.1. Historical Market Size by Region, 2014-2016
4.2.2. Market Forecast by Region, 2017-2025
4.3. Fully Immersive
4.3.1. Historical Market Size by Region, 2014-2016
4.3.2. Market Forecast by Region, 2017-2025
5. GLOBAL VIRTUAL REALITY MARKET BY COMPONENT
5.1. Software
5.1.1. Historical Market Size by Region, 2014-2016
5.1.2. Market Forecast by Region, 2017-2025
5.2. Hardware
5.2.1. Historical Market Size by Region, 2014-2016
5.2.2. Market Forecast by Region, 2017-2025
6. GLOBAL VIRTUAL REALITY MARKET BY APPLICATION
6.1. Smartphone
6.1.1. Historical Market Size by Region, 2014-2016
6.1.2. Market Forecast by Region, 2017-2025
6.2. Personal Computer
6.2.1. Historical Market Size by Region, 2014-2016
6.2.2. Market Forecast by Region, 2017-2025
6.3. Console
6.3.1. Historical Market Size by Region, 2014-2016
6.3.2. Market Forecast by Region, 2017-2025
6.4. Others
6.4.1. Historical Market Size by Region, 2014-2016
6.4.2. Market Forecast by Region, 2017-2025
7. GLOBAL VIRTUAL REALITY MARKET BY GEOGRAPHY
7.1. North America
7.1.1. U.S.
7.1.1.1. Historical Market Size, 2014-2016
7.1.1.2. Market Forecast, 2017-2025
7.1.2. Canada
7.1.2.1. Historical Market Size, 2014-2016
7.1.2.2. Market Forecast, 2017-2025
7.1.3. Mexico
7.1.3.1. Historical Market Size, 2014-2016
7.1.3.2. Market Forecast, 2017-2025
7.2. Europe
7.2.1. UK
7.2.1.1. Historical Market Size, 2014-2016
7.2.1.2. Market Forecast, 2017-2025
7.2.2. Germany
7.2.2.1. Historical Market Size, 2014-2016
7.2.2.2. Market Forecast, 2017-2025
7.2.3. France
7.2.3.1. Historical Market Size, 2014-2016
7.2.3.2. Market Forecast, 2017-2025
7.2.4. Rest of Europe
7.2.4.1. Historical Market Size, 2014-2016
7.2.4.2. Market Forecast, 2017-2025
7.3. Asia-Pacific
7.3.1. China
7.3.1.1. Historical Market Size, 2014-2016
7.3.1.2. Market Forecast, 2017-2025
7.3.2. Japan
7.3.2.1. Historical Market Size, 2014-2016
7.3.2.2. Market Forecast, 2017-2025
7.3.3. India
7.3.3.1. Historical Market Size, 2014-2016
7.3.3.2. Market Forecast, 2017-2025
7.3.4. South Korea
7.3.4.1. Historical Market Size, 2014-2016
7.3.4.2. Market Forecast, 2017-2025
7.3.5. Taiwan
7.3.5.1. Historical Market Size, 2014-2016
7.3.5.2. Market Forecast, 2017-2025
7.3.6. Rest of Asia-Pacific
7.3.6.1. Historical Market Size, 2014-2016
7.3.6.2. Market Forecast, 2017-2025
7.4. LAMEA
7.4.1. Brazil
7.4.1.1. Historical Market Size, 2014-2016
7.4.1.2. Market Forecast, 2017-2025
7.4.2. South Arabia
7.4.2.1. Historical Market Size, 2014-2016
7.4.2.2. Market Forecast, 2017-2025
7.4.3. South Africa
7.4.3.1. Historical Market Size, 2014-2016
7.4.3.2. Market Forecast, 2017-2025
7.4.4. Rest of LAMEA
7.4.4.1. Historical Market Size, 2014-2016
7.4.4.2. Market Forecast, 2017-2025
8. COMPANY PROFILES
8.1. Samsung Electronics Co., Ltd.
8.1.1. Overview
8.1.2. Financials and business segments
8.1.3. Recent developments
8.2. HTC Corporation
8.2.1. Overview
8.2.2. Financials and business segments
8.2.3. Recent developments
8.3. Oculus VR, LLC
8.3.1. Overview
8.3.2. Financials and business segments
8.3.3. Recent developments
8.4. Google Inc.
8.4.1. Overview
8.4.2. Financials and business segments
8.4.3. Recent developments
8.5. Sony Corporation
8.5.1. Overview
8.5.2. Financials and business segments
8.5.3. Recent developments
8.6. CyberGlove Systems Inc.
8.6.1. Overview
8.6.2. Financials and business segments
8.6.3. Recent developments
8.7. EON Reality Inc.
8.7.1. Overview
8.7.2. Financials and business segments
8.7.3. Recent developments
8.8. Microsoft Corporation
8.8.1. Overview
8.8.2. Financials and business segments
8.8.3. Recent developments
8.9. Vuzix Corporation
8.9.1. Overview
8.9.2. Financials and business segments
8.9.3. Recent developments
8.10. Sensics, Inc.
8.10.1. Overview
8.10.2. Financials and business segments
8.10.3. Recent developments
LIST OF TABLES
Table 1. Virtual Reality Market Share, by Technology, 2014-2025, (%)
Table 2. Virtual Reality Market Value for Non-Immersive, by Region, 2017-2025, $million
Table 3. Virtual Reality Market Value for Semi Immersive, by Region, 2017-2025, $million
Table 4. Virtual Reality Market Value for Fully Immersive, by Region, 2017-2025, $million
Table 5. Virtual Reality Market Share, by Component, 2014-2025, (%)
Table 6. Virtual Reality Market Value for Software, by Region, 2017-2025, $million
Table 7. Virtual Reality Market Value for Hardware, by Region, 2017-2025, $million
Table 8. Virtual Reality Market Share, by Application, 2014-2025, (%)
Table 9. Virtual Reality Market Value for Smartphone, by Region, 2017-2025, $million
Table 10. Virtual Reality Market Value for PC, by Region, 2017-2025, $million
Table 11. Virtual Reality Market Value for Console, by Region, 2017-2025, $million
Table 12. Virtual Reality Market Value for others, by Region, 2017-2025, $million
Table 13. Virtual Reality Market Value for Milling, Cutting, & Processing, by Region, 2017-2025, $million
Table 14. Virtual Reality Market Value for others, by Region, 2017-2025, $million
Table 15. Virtual Reality Market Value, by Region, 2014-2025, $million
Table 16. Virtual Reality Market Value for North America, by Country, 2014-2025, $million
Table 17. Virtual Reality Market Value for North America, by Technology, 2014-2025, $million
Table 18. Virtual Reality Market Value for North America, by Component, 2014-2025, $million
Table 19. Virtual Reality Market Value for North America, by Application, 2014-2025, $million
Table 20. Virtual Reality Market Value for Europe, by Country, 2014-2025, $million
Table 21. Virtual Reality Market Value for Europe, by Technology, 2014-2025, $million
Table 22. Virtual Reality Market Value for Europe, by Component, 2014-2025, $million
Table 23. Virtual Reality Market Value for Europe, by Application, 2014-2025, $million
Table 24. Virtual Reality Market Value for Asia-Pacific, by Country, 2014-2025, $million
Table 25. Virtual Reality Market Value for Asia-Pacific, by Technology, 2014-2025, $million
Table 26. Virtual Reality Market Value for Asia-Pacific, by Component, 2014-2025, $million
Table 27. Virtual Reality Market Value for Asia-Pacific, by Application, 2014-2025, $million
Table 28. Virtual Reality Market Value for LAMEA, by Country, 2014-2025, $million
Table 29. Virtual Reality Market Value for LAMEA, by Technology, 2014-2025, $million
Table 30. Virtual Reality Market Value for LAMEA, by Component, 2014-2025, $million
Table 31. Virtual Reality Market Value for LAMEA, by Application, 2014-2025, $million
Table 32. Samsung Electronics Co. , Ltd. - Company Snapshot
Table 33. HTC Corporation - Company Snapshot
Table 34. Oculus VR, LLC - Company Snapshot
Table 35. Google Inc. - Company Snapshot
Table 36. Sony Corporation - Company Snapshot
Table 37. CyberGlove Systems Inc. - Company Snapshot
Table 38. EON Reality Inc. - Company Snapshot
Table 39. Microsoft Corporation - Company Snapshot
Table 40. Vuzix Corporation - Company Snapshot
Table 41. Sensics, Inc. - Company Snapshot
Table 1. Virtual Reality Market Share, by Technology, 2014-2025, (%)
Table 2. Virtual Reality Market Value for Non-Immersive, by Region, 2017-2025, $million
Table 3. Virtual Reality Market Value for Semi Immersive, by Region, 2017-2025, $million
Table 4. Virtual Reality Market Value for Fully Immersive, by Region, 2017-2025, $million
Table 5. Virtual Reality Market Share, by Component, 2014-2025, (%)
Table 6. Virtual Reality Market Value for Software, by Region, 2017-2025, $million
Table 7. Virtual Reality Market Value for Hardware, by Region, 2017-2025, $million
Table 8. Virtual Reality Market Share, by Application, 2014-2025, (%)
Table 9. Virtual Reality Market Value for Smartphone, by Region, 2017-2025, $million
Table 10. Virtual Reality Market Value for PC, by Region, 2017-2025, $million
Table 11. Virtual Reality Market Value for Console, by Region, 2017-2025, $million
Table 12. Virtual Reality Market Value for others, by Region, 2017-2025, $million
Table 13. Virtual Reality Market Value for Milling, Cutting, & Processing, by Region, 2017-2025, $million
Table 14. Virtual Reality Market Value for others, by Region, 2017-2025, $million
Table 15. Virtual Reality Market Value, by Region, 2014-2025, $million
Table 16. Virtual Reality Market Value for North America, by Country, 2014-2025, $million
Table 17. Virtual Reality Market Value for North America, by Technology, 2014-2025, $million
Table 18. Virtual Reality Market Value for North America, by Component, 2014-2025, $million
Table 19. Virtual Reality Market Value for North America, by Application, 2014-2025, $million
Table 20. Virtual Reality Market Value for Europe, by Country, 2014-2025, $million
Table 21. Virtual Reality Market Value for Europe, by Technology, 2014-2025, $million
Table 22. Virtual Reality Market Value for Europe, by Component, 2014-2025, $million
Table 23. Virtual Reality Market Value for Europe, by Application, 2014-2025, $million
Table 24. Virtual Reality Market Value for Asia-Pacific, by Country, 2014-2025, $million
Table 25. Virtual Reality Market Value for Asia-Pacific, by Technology, 2014-2025, $million
Table 26. Virtual Reality Market Value for Asia-Pacific, by Component, 2014-2025, $million
Table 27. Virtual Reality Market Value for Asia-Pacific, by Application, 2014-2025, $million
Table 28. Virtual Reality Market Value for LAMEA, by Country, 2014-2025, $million
Table 29. Virtual Reality Market Value for LAMEA, by Technology, 2014-2025, $million
Table 30. Virtual Reality Market Value for LAMEA, by Component, 2014-2025, $million
Table 31. Virtual Reality Market Value for LAMEA, by Application, 2014-2025, $million
Table 32. Samsung Electronics Co. , Ltd. - Company Snapshot
Table 33. HTC Corporation - Company Snapshot
Table 34. Oculus VR, LLC - Company Snapshot
Table 35. Google Inc. - Company Snapshot
Table 36. Sony Corporation - Company Snapshot
Table 37. CyberGlove Systems Inc. - Company Snapshot
Table 38. EON Reality Inc. - Company Snapshot
Table 39. Microsoft Corporation - Company Snapshot
Table 40. Vuzix Corporation - Company Snapshot
Table 41. Sensics, Inc. - Company Snapshot
LIST OF FIGURES
Figure 1. Virtual Reality Non-Immersive Market Value, 2014-2016, $million
Figure 2. Virtual Reality Semi Immersive Market Value, 2014-2016, $million
Figure 3. Virtual Reality Fully Immersive Market Value, 2014-2016, $million
Figure 4. Virtual Reality Software Market Value, 2014-2016, $million
Figure 5. Virtual Reality Hardware Market Value, 2014-2016, $million
Figure 6. Virtual Reality Smartphone Market Value, 2014-2016, $million
Figure 7. Virtual Reality PC Market Value, 2014-2016, $million
Figure 8. Virtual Reality Console Market Value, 2014-2016, $million
Figure 9. Virtual Reality Others Market Value, 2014-2016, $million
Figure 10. Virtual Reality Milling, Cutting, & Processing Market Value, 2014-2016, $million
Figure 11. Virtual Reality Others Market Value, 2014-2016, $million
Figure 12. Virtual Reality: U.S. Market Value, 2014-2016, $million
Figure 13. Virtual Reality: U.S. Market Value, 2017-2025, $million
Figure 14. Virtual Reality: Canada Market Value, 2014-2016, $million
Figure 15. Virtual Reality: Canada Market Value, 2017-2025, $million
Figure 16. Virtual Reality: Mexico Market Value, 2014-2016, $million
Figure 17. Virtual Reality: Mexico Market Value, 2017-2025, $million
Figure 18. Virtual Reality: UK Market Value, 2014-2016, $million
Figure 19. Virtual Reality: UK Market Value, 2017-2025, $million
Figure 20. Virtual Reality: Germany Market Value, 2014-2016, $million
Figure 21. Virtual Reality: Germany Market Value, 2017-2025, $million
Figure 22. Virtual Reality: France Market Value, 2014-2016, $million
Figure 23. Virtual Reality: France Market Value, 2017-2025, $million
Figure 24. Virtual Reality: Rest of Europe Market Value, 2014-2016, $million
Figure 25. Virtual Reality: Rest of Europe Market Value, 2017-2025, $million
Figure 26. Virtual Reality: China Market Value, 2014-2016, $million
Figure 27. Virtual Reality: China Market Value, 2017-2025, $million
Figure 28. Virtual Reality: Japan Market Value, 2014-2016, $million
Figure 29. Virtual Reality: Japan Market Value, 2017-2025, $million
Figure 30. Virtual Reality: India Market Value, 2014-2016, $million
Figure 31. Virtual Reality: India Market Value, 2017-2025, $million
Figure 32. Virtual Reality: South Korea Market Value, 2014-2016, $million
Figure 33. Virtual Reality: South Korea Market Value, 2017-2025, $million
Figure 34. Virtual Reality: Taiwan Market Value, 2014-2016, $million
Figure 35. Virtual Reality: Taiwan Market Value, 2017-2025, $million
Figure 36. Virtual Reality: Rest of Asia-Pacific Market Value, 2014-2016, $million
Figure 37. Virtual Reality: Rest of Asia-Pacific Market Value, 2017-2025, $million
Figure 38. Virtual Reality: Brazil Market Value, 2014-2016, $million
Figure 39. Virtual Reality: Brazil Market Value, 2017-2025, $million
Figure 40. Virtual Reality: Saudi Arabia Market Value, 2014-2016, $million
Figure 41. Virtual Reality: Saudi Arabia Market Value, 2017-2025, $million
Figure 42. Virtual Reality: South Africa Market Value, 2014-2016, $million
Figure 43. Virtual Reality: South Africa Market Value, 2017-2025, $million
Figure 44. Virtual Reality: Rest of LAMEA Market Value, 2014-2016, $million
Figure 45. Virtual Reality: Rest of LAMEA Market Value, 2017-2025, $million
COMPANIES MENTIONED
HTC Corporation, Oculus VR, LLC, Google Inc., Sony Corporation, CyberGlove Systems Inc., EON Reality Inc., Microsoft Corporation, Vuzix Corporation, and Sensics, Inc.
Figure 1. Virtual Reality Non-Immersive Market Value, 2014-2016, $million
Figure 2. Virtual Reality Semi Immersive Market Value, 2014-2016, $million
Figure 3. Virtual Reality Fully Immersive Market Value, 2014-2016, $million
Figure 4. Virtual Reality Software Market Value, 2014-2016, $million
Figure 5. Virtual Reality Hardware Market Value, 2014-2016, $million
Figure 6. Virtual Reality Smartphone Market Value, 2014-2016, $million
Figure 7. Virtual Reality PC Market Value, 2014-2016, $million
Figure 8. Virtual Reality Console Market Value, 2014-2016, $million
Figure 9. Virtual Reality Others Market Value, 2014-2016, $million
Figure 10. Virtual Reality Milling, Cutting, & Processing Market Value, 2014-2016, $million
Figure 11. Virtual Reality Others Market Value, 2014-2016, $million
Figure 12. Virtual Reality: U.S. Market Value, 2014-2016, $million
Figure 13. Virtual Reality: U.S. Market Value, 2017-2025, $million
Figure 14. Virtual Reality: Canada Market Value, 2014-2016, $million
Figure 15. Virtual Reality: Canada Market Value, 2017-2025, $million
Figure 16. Virtual Reality: Mexico Market Value, 2014-2016, $million
Figure 17. Virtual Reality: Mexico Market Value, 2017-2025, $million
Figure 18. Virtual Reality: UK Market Value, 2014-2016, $million
Figure 19. Virtual Reality: UK Market Value, 2017-2025, $million
Figure 20. Virtual Reality: Germany Market Value, 2014-2016, $million
Figure 21. Virtual Reality: Germany Market Value, 2017-2025, $million
Figure 22. Virtual Reality: France Market Value, 2014-2016, $million
Figure 23. Virtual Reality: France Market Value, 2017-2025, $million
Figure 24. Virtual Reality: Rest of Europe Market Value, 2014-2016, $million
Figure 25. Virtual Reality: Rest of Europe Market Value, 2017-2025, $million
Figure 26. Virtual Reality: China Market Value, 2014-2016, $million
Figure 27. Virtual Reality: China Market Value, 2017-2025, $million
Figure 28. Virtual Reality: Japan Market Value, 2014-2016, $million
Figure 29. Virtual Reality: Japan Market Value, 2017-2025, $million
Figure 30. Virtual Reality: India Market Value, 2014-2016, $million
Figure 31. Virtual Reality: India Market Value, 2017-2025, $million
Figure 32. Virtual Reality: South Korea Market Value, 2014-2016, $million
Figure 33. Virtual Reality: South Korea Market Value, 2017-2025, $million
Figure 34. Virtual Reality: Taiwan Market Value, 2014-2016, $million
Figure 35. Virtual Reality: Taiwan Market Value, 2017-2025, $million
Figure 36. Virtual Reality: Rest of Asia-Pacific Market Value, 2014-2016, $million
Figure 37. Virtual Reality: Rest of Asia-Pacific Market Value, 2017-2025, $million
Figure 38. Virtual Reality: Brazil Market Value, 2014-2016, $million
Figure 39. Virtual Reality: Brazil Market Value, 2017-2025, $million
Figure 40. Virtual Reality: Saudi Arabia Market Value, 2014-2016, $million
Figure 41. Virtual Reality: Saudi Arabia Market Value, 2017-2025, $million
Figure 42. Virtual Reality: South Africa Market Value, 2014-2016, $million
Figure 43. Virtual Reality: South Africa Market Value, 2017-2025, $million
Figure 44. Virtual Reality: Rest of LAMEA Market Value, 2014-2016, $million
Figure 45. Virtual Reality: Rest of LAMEA Market Value, 2017-2025, $million
COMPANIES MENTIONED
HTC Corporation, Oculus VR, LLC, Google Inc., Sony Corporation, CyberGlove Systems Inc., EON Reality Inc., Microsoft Corporation, Vuzix Corporation, and Sensics, Inc.