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Virtual Reality Market by Technology (Non-immersive, Semi & Fully Immersive), Offering, Device Type (Head-mounted Devices, Gesture Tracking Devices, Projectors & Display Walls), Application and Region - Global Forecast to 2029

May 2024 | 224 pages | ID: V84D2691948EN
MarketsandMarkets

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The global virtual reality market was valued at USD 15.9 billion in 2024 and is projected to reach USD 38.0 billion by 2029; it is expected to register a CAGR of 19.1% during the forecast period. Rapid adoption of digital technologies in healthcare and gaming & entertainment sectors is driving the growth of the virtual reality market. Whereas Latency issues and high energy consumption is restraining the growth of the virtual reality market.

“The Head-mounted Display (HMD’s) segment is expected to grow at the second highest CAGR during the forecast period.”

The Head-mounted Display (HMD’s) segment is expected to grow at a second highest CAGR of 22.5% during the forecast period. The use of head-mounted displays in gaming and entertainment is a major driver for the growth of virtual reality hardware devices. Virtual reality head-mounted displays enable gamers and entertainment enthusiasts to step into immersive, interactive virtual worlds where they can explore, interact with virtual objects, and engage in gameplay that feels incredibly realistic. This level of immersion and interactivity has revolutionized the gaming and entertainment industries, offering users experiences that go beyond traditional gaming or media consumption. As a result, virtual reality head-mounted displays have garnered significant interest and investment, leading to advancements in virtual reality technology and a growing ecosystem of virtual reality content.

The software segment is likely to grow at the second higher CAGR during the forecast period

The software segment is expected to grow at second higher CAGR of 16.7% during the forecast period. The growth is attributed to VR software finding applications beyond just gaming and entertainment. Industries like healthcare, education, retail, and automotive are increasingly utilizing VR for training, simulations, and product design. It enables virtual reality experiences such as informative overlays, interactive games, and navigation aids. In contrast, virtual reality software creates entirely digital environments where users can explore, interact, and manipulate objects. VR based on cloud computing is used to compare the captured images with the database and send back relevant information to the mobile device. The mobile device further processes the image, and then detects, resizes, and generates 3D images. In VR, cloud platform solutions include benefits such as scalable processing, accessible browser downloads, reliable real-time processes, and secure Software as a Service (SaaS) platform.

“The North America segment is likely to grow at the second highest CAGR during the forecast period.”

The market in North America is expected to witness the second highest CAGR of 19.4% during the forecast period. VR’s extensive usage across various sectors, particularly in consumer electronics, propels the virtual reality market’s expansion. Sectors like aerospace & defense, healthcare, consumer goods, and commercial industries are increasingly adopting virtual reality technologies for further advancements. The US boasts numerous global players offering virtual reality products and solutions, solidifying North America’s prominence in the global virtual reality market.

Breakdown of primaries

The study contains insights from various industry experts, ranging from component suppliers to Tier 1 companies and OEMs. The break-up of the primaries is as follows:
  • By Company Type - Tier 1 – 35%, Tier 2 – 45%, Tier 3 – 20%
  • By Designation— C-level Executives - 40%, Directors - 30%, Others - 30%
  • By Region—North America - 40%, Europe - 20%, Asia Pacific - 30%, RoW - 10%
The virtual reality market is dominated by a few globally established players such as Meta (US), Sony (Japan), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Unity Technologies (US), Barco (Belgium), Penumbra, Inc. (US), HTC Corporation (Taiwan), PICO Immersive Pte.ltd (US), and DPVR (China). The study includes an in-depth competitive analysis of these key players in the virtual reality market, with their company profiles, recent developments, and key market strategies.

Research Coverage:

The report segments the virtual reality market and forecasts its size by technology, offering, device type, application, and region. The report also discusses the drivers, restraints, opportunities, and challenges pertaining to the market. It gives a detailed view of the market across four main regions—North America, Europe, Asia Pacific, and RoW. Supply chain analysis has been included in the report, along with the key players and their competitive analysis in the virtual reality ecosystem.

Key Benefits to Buy the Report:
  • Analysis of key drivers (The growing penetration of the Metaverse, Rapid adoption of digital technologies in healthcare and gaming & entertainment sectors, Increased investments in virtual reality market, Significant adoption of HMDs across various sectors). Restraint (Latency issues and high energy consumption, Health issues caused by excessive use of virtual reality devices), Opportunity (Latency issues and high energy consumption, Health issues caused by excessive use of virtual reality devices), Challenges (Latency issues and high energy consumption, Health issues caused by excessive use of virtual reality devices)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research and development activities, and new product launches in the virtual reality market.
  • Market Development: Comprehensive information about lucrative markets – the report analyses the virtual reality market across varied regions
  • Market Diversification: Exhaustive information about new products and services, untapped geographies, recent developments, and investments in the virtual reality market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players like Meta (US), Sony (Japan), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Unity Technologies (US), Barco (Belgium), Penumbra, Inc. (US), HTC Corporation (Taiwan), PICO Immersive Pte.ltd (US), and DPVR (China) among others in the virtual reality market.
1 INTRODUCTION

1.1 STUDY OBJECTIVES
1.2 MARKET DEFINITION
  1.2.1 INCLUSIONS AND EXCLUSIONS
1.3 STUDY SCOPE
  1.3.1 MARKETS COVERED
FIGURE 1 MARKET SEGMENTATION
  1.3.2 REGIONAL SCOPE
1.4 YEARS CONSIDERED
1.5 CURRENCY CONSIDERED
1.6 UNITS CONSIDERED
1.7 LIMITATIONS
1.8 STAKEHOLDERS
1.9 SUMMARY OF CHANGES
  1.9.1 IMPACT OF RECESSION

2 RESEARCH METHODOLOGY

2.1 INTRODUCTION
FIGURE 2 VIRTUAL REALITY MARKET: RESEARCH DESIGN
2.2 RESEARCH DATA
FIGURE 3 VIRTUAL REALITY MARKET: RESEARCH APPROACH
  2.2.1 SECONDARY DATA
    2.2.1.1 List of major secondary sources
    2.2.1.2 Key data from secondary sources
  2.2.2 PRIMARY DATA
    2.2.2.1 List of key participants in primary interviews
    2.2.2.2 Breakdown of primary profiles
    2.2.2.3 Key data from primary sources
    2.2.2.4 Key insights from industry experts
2.3 FACTOR ANALYSIS
  2.3.1 SUPPLY-SIDE ANALYSIS
FIGURE 4 REVENUE GENERATED FROM SALES OF VIRTUAL REALITY SOLUTIONS
FIGURE 5 VIRTUAL REALITY MARKET: REVENUE ANALYSIS OF SONY
2.4 MARKET SIZE ESTIMATION METHODOLOGY
FIGURE 6 VIRTUAL REALITY MARKET: SUPPLY-SIDE ANALYSIS
  2.4.1 BOTTOM-UP APPROACH
    2.4.1.1 Approach to arrive at market size using bottom-up analysis (demand side)
FIGURE 7 VIRTUAL REALITY MARKET: BOTTOM-UP APPROACH
  2.4.2 TOP-DOWN APPROACH
    2.4.2.1 Approach to arrive at market size using top-down approach (supply side)
FIGURE 8 VIRTUAL REALITY MARKET: TOP-DOWN APPROACH
  2.4.3 GROWTH PROJECTIONS AND FORECAST-RELATED ASSUMPTIONS
TABLE 1 VIRTUAL REALITY MARKET: GROWTH ASSUMPTIONS
2.5 MARKET BREAKDOWN AND DATA TRIANGULATION
FIGURE 9 VIRTUAL REALITY MARKET: DATA TRIANGULATION
2.6 RESEARCH ASSUMPTIONS
TABLE 2 VIRTUAL REALITY MARKET: RESEARCH ASSUMPTIONS
2.7 LIMITATIONS
2.8 RISK ASSESSMENT
TABLE 3 VIRTUAL REALITY MARKET: RISK ASSESSMENT
2.9 PARAMETERS CONSIDERED TO ANALYZE RECESSION IMPACT
TABLE 4 VIRTUAL REALITY MARKET: PARAMETERS CONSIDERED TO ANALYZE RECESSION IMPACT

3 EXECUTIVE SUMMARY

FIGURE 10 VIRTUAL REALITY MARKET, 2020–2029 (USD MILLION)
FIGURE 11 HARDWARE SEGMENT TO WITNESS HIGHER CAGR DURING FORECAST PERIOD
FIGURE 12 GESTURE-TRACKING DEVICES SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
FIGURE 13 HEALTHCARE SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
FIGURE 14 ASIA PACIFIC TO RECORD HIGHEST CAGR DURING FORECAST PERIOD

4 PREMIUM INSIGHTS

4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR KEY PLAYERS IN VIRTUAL REALITY MARKET
FIGURE 15 CONTINUOUS TECHNOLOGICAL ADVANCEMENTS IN VARIOUS SECTORS AND GROWING PENETRATION OF METAVERSE TO DRIVE MARKET
4.2 VIRTUAL REALITY MARKET, BY COMPONENT
FIGURE 16 DISPLAY & PROJECTORS SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
4.3 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION
FIGURE 17 HEALTHCARE SEGMENT TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD
4.4 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION
FIGURE 18 COMMERCIAL SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
4.5 CONSUMERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE
FIGURE 19 GESTURE-TRACKING DEVICES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
4.6 VIRTUAL REALITY MARKET, BY REGION
FIGURE 20 ASIA PACIFIC TO HOLD LARGEST MARKET SHARE IN 2029
4.7 VIRTUAL REALITY MARKET, BY COUNTRY
FIGURE 21 CHINA TO RECORD HIGHEST CAGR DURING FORECAST PERIOD

5 MARKET OVERVIEW

5.1 INTRODUCTION
5.2 MARKET DYNAMICS
FIGURE 22 VIRTUAL REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  5.2.1 DRIVERS
FIGURE 23 VIRTUAL REALITY MARKET: IMPACT OF DRIVERS
    5.2.1.1 Growing penetration of metaverse
    5.2.1.2 Rapid adoption of digital technologies in healthcare and gaming & entertainment sectors
    5.2.1.3 Potential for transformative change across numerous industries
    5.2.1.4 Significant adoption of HMDs
    5.2.1.5 Emergence of virtual classrooms offering immersive and engaging learning experiences
  5.2.2 RESTRAINTS
FIGURE 24 VIRTUAL REALITY MARKET: IMPACT OF RESTRAINTS
    5.2.2.1 Latency issues and high energy consumption
    5.2.2.2 Health issues caused by excessive use of VR devices
  5.2.3 OPPORTUNITIES
FIGURE 25 VIRTUAL REALITY MARKET: IMPACT OF OPPORTUNITIES
    5.2.3.1 Emerging applications of VR in telemedicine
    5.2.3.2 Continuous developments in 5G technology
    5.2.3.3 Growth of global travel & tourism industry
  5.2.4 CHALLENGES
FIGURE 26 VIRTUAL REALITY MARKET: IMPACT OF CHALLENGES
    5.2.4.1 Creating VR systems with user-friendly interface
    5.2.4.2 Display latency and limited field of view
5.3 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES
FIGURE 27 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES
5.4 PRICING ANALYSIS
  5.4.1 AVERAGE SELLING PRICE TREND FOR TOP PLAYERS, BY HEAD-MOUNTED DISPLAY
FIGURE 28 AVERAGE SELLING PRICE TREND FOR TOP PLAYERS, BY HEAD-MOUNTED DISPLAY
TABLE 5 AVERAGE SELLING PRICE TREND, BY DEVICE TYPE, 2018–2023 (USD)
  5.4.2 AVERAGE SELLING PRICE TREND, BY REGION
TABLE 6 AVERAGE SELLING PRICE TREND, BY REGION, 2019–2023 (USD)
5.5 VALUE CHAIN ANALYSIS
FIGURE 29 VIRTUAL REALITY MARKET: VALUE CHAIN ANALYSIS
5.6 ECOSYSTEM ANALYSIS
FIGURE 30 KEY PLAYERS IN VIRTUAL REALITY MARKET ECOSYSTEM
TABLE 7 VIRTUAL REALITY MARKET: ECOSYSTEM
5.7 INVESTMENT AND FUNDING SCENARIO
FIGURE 31 INVESTMENT AND FUNDING SCENARIO
5.8 TECHNOLOGY ANALYSIS
  5.8.1 KEY TECHNOLOGIES
    5.8.1.1 Motion tracking
    5.8.1.2 Haptic technology
  5.8.2 COMPLEMENTARY TECHNOLOGY
    5.8.2.1 Cloud computing
  5.8.3 ADJACENT TECHNOLOGIES
    5.8.3.1 Artificial Intelligence (AI)
    5.8.3.2 5G and high-speed networking
5.9 PATENT ANALYSIS
TABLE 8 INNOVATIONS AND PATENT REGISTRATIONS, 2022–2023
FIGURE 32 LIST OF MAJOR PATENTS FOR VIRTUAL REALITY, 2013–2023
FIGURE 33 REGIONAL ANALYSIS OF PATENTS, 2013–2023
5.10 TRADE DATA ANALYSIS
  5.10.1 IMPORT DATA
FIGURE 34 IMPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
TABLE 9 IMPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
  5.10.2 EXPORT DATA
FIGURE 35 EXPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
TABLE 10 EXPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
5.11 KEY CONFERENCES AND EVENTS
TABLE 11 KEY CONFERENCES AND EVENTS, 2024–2025
5.12 CASE STUDY ANALYSIS
  5.12.1 EUROPEAN MANUFACTURING COMPANY TRANSFORMED MANUFACTURING TRAINING WITH INNOWISE’S VIRTUAL REALITY APP
  5.12.2 TSINGHUA UNIVERSITY PARTNERED WITH BARCO TO CREATE VIRTUAL SIMULATION DISASTER EMERGENCY RESPONSE LABORATORY
  5.12.3 NESTLE PURINA ACHIEVED EFFICIENCY AND GAINED PRODUCTIVITY WITH QUEST VR
  5.12.4 TATA STEEL LIMITED PARTNERED WITH STEEL SIM VR AND VARJO TO IMPROVE SAFETY AND REDUCE COSTS ASSOCIATED WITH TRADITIONAL TRAINING METHODS
5.13 TARIFF AND REGULATORY LANDSCAPE
  5.13.1 COUNTRY-WISE TARIFFS FOR HS CODE 9504-COMPLIANT PRODUCTS
TABLE 12 MOST-FAVORED NATION TARIFF FOR HS CODE 9504-COMPLIANT PRODUCTS EXPORTED BY UNITED STATES, 2023
  5.13.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 13 NORTH AMERICA: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 14 EUROPE: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 15 ASIA PACIFIC: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 16 REST OF THE WORLD: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  5.13.3 REGULATORY STANDARDS
5.14 PORTER’S FIVE FORCES ANALYSIS
TABLE 17 PORTER’S FIVE FORCES’ IMPACT ON VIRTUAL REALITY MARKET
FIGURE 36 PORTER’S FIVE FORCES’ ANALYSIS: VIRTUAL REALITY MARKET
  5.14.1 THREAT OF NEW ENTRANTS
  5.14.2 THREAT OF SUBSTITUTES
  5.14.3 BARGAINING POWER OF SUPPLIERS
  5.14.4 BARGAINING POWER OF BUYERS
  5.14.5 INTENSITY OF COMPETITIVE RIVALRY
5.15 KEY STAKEHOLDERS AND BUYING CRITERIA
  5.15.1 KEY STAKEHOLDERS IN BUYING PROCESS
FIGURE 37 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING
TABLE 18 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING (%)
  5.15.2 BUYING CRITERIA
FIGURE 38 KEY BUYING CRITERIA, BY APPLICATION
TABLE 19 KEY BUYING CRITERIA, BY APPLICATION

6 VIRTUAL REALITY MARKET, BY APPLICATION

6.1 INTRODUCTION
FIGURE 39 CONSUMERS SEGMENT TO ACCOUNT FOR LARGEST MARKET DURING FORECAST PERIOD
TABLE 20 VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 21 VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
6.2 CONSUMERS
  6.2.1 INCREASING DEMAND, ADVANCED VIRTUAL REALITY HARDWARE EVOLUTION, AND REDUCED COSTS OF VIRTUAL REALITY DEVICES TO CONTRIBUTE TO MARKET GROWTH
FIGURE 40 HEAD-MOUNTED DISPLAYS SEGMENT FOR CONSUMERS TO ACCOUNT FOR LARGEST MARKET DURING FORECAST PERIOD
TABLE 22 CONSUMERS: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 23 CONSUMERS: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 24 CONSUMERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 25 CONSUMERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 26 CONSUMERS: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 27 CONSUMERS: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 28 CONSUMERS: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 29 CONSUMERS: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  6.2.2 GAMING & ENTERTAINMENT
  6.2.3 SPORTS
  6.2.4 USE CASES OF VIRTUAL REALITY IN CONSUMER APPLICATIONS
6.3 COMMERCIAL
  6.3.1 STREAMLINED LEARNING EXPERIENCES, EFFECTIVE PROMOTIONS, AND IMPACTFUL ADVERTISING TO FUEL DEMAND FOR VR IN RETAIL AND ECOMMERCE SECTORS
TABLE 30 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 31 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 32 COMMERCIAL: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 33 COMMERCIAL: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 34 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 35 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 36 COMMERCIAL: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 37 COMMERCIAL: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  6.3.2 RETAIL & ECOMMERCE
  6.3.3 EDUCATION & TRAINING
  6.3.4 TRAVEL & TOURISM
  6.3.5 ADVERTISING
  6.3.6 USE CASES OF VIRTUAL REALITY IN COMMERCIAL APPLICATIONS
6.4 ENTERPRISES (MANUFACTURING)
  6.4.1 NEED FOR HEIGHTENED LEVEL OF IMMERSION AND ENHANCED COMPREHENSION FOR TRAINEES TO FOSTER MARKET GROWTH
TABLE 38 ENTERPRISES: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 39 ENTERPRISES: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 40 ENTERPRISES: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 41 ENTERPRISES: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 42 ENTERPRISES: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 43 ENTERPRISES: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 44 ENTERPRISES: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 45 ENTERPRISES: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  6.4.2 USE CASES OF VIRTUAL REALITY IN ENTERPRISE (MANUFACTURING) APPLICATIONS
6.5 HEALTHCARE
  6.5.1 INCREASING ADOPTION OF VIRTUAL REALITY TO ENHANCE SURGICAL PLANNING, TRAINING, AND SKILL DEVELOPMENT TO ACCELERATE MARKET GROWTH
TABLE 46 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 47 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 48 HEALTHCARE: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 49 HEALTHCARE: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 50 HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 51 HEALTHCARE VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 52 HEALTHCARE: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 53 HEALTHCARE: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  6.5.2 SURGERY
  6.5.3 PATIENT CARE MANAGEMENT
  6.5.4 FITNESS MANAGEMENT
  6.5.5 PHARMACY MANAGEMENT
  6.5.6 MEDICAL TRAINING & EDUCATION
  6.5.7 USE CASES OF VIRTUAL REALITY IN HEALTHCARE APPLICATIONS
6.6 AEROSPACE & DEFENSE
  6.6.1 INTEGRATION OF VIRTUAL REALITY IN COCKPIT DESIGN & TESTING AND VIRTUAL COMBAT TRAINING TO SUPPORT MARKET GROWTH
TABLE 54 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 55 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 56 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 57 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 58 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 59 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 60 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 61 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  6.6.2 USE CASES OF VIRTUAL REALITY IN AEROSPACE & DEFENSE APPLICATIONS
6.7 OTHER APPLICATIONS
TABLE 62 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 63 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 64 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 65 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 66 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 67 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 68 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 69 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  6.7.1 AUTOMOTIVE
  6.7.2 REAL ESTATE (ARCHITECTURE & BUILDING DESIGN)
  6.7.3 GEOSPATIAL MINING
  6.7.4 USE CASES OF VIRTUAL REALITY IN OTHER APPLICATIONS

7 VIRTUAL REALITY MARKET, BY DEVICE TYPE

7.1 INTRODUCTION
FIGURE 41 HEAD-MOUNTED DISPLAYS SEGMENT TO HOLD LARGEST MARKET DURING FORECAST PERIOD
TABLE 70 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 71 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 72 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)
TABLE 73 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)
7.2 HEAD-MOUNTED DISPLAYS
  7.2.1 WIDESPREAD USE OF HEAD-MOUNTED DISPLAY DEVICES IN GAMING AND ENTERTAINMENT APPLICATIONS TO DRIVE MARKET
FIGURE 42 DISPLAY & PROJECTORS SEGMENT FOR HEAD-MOUNTED DISPLAYS TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
TABLE 74 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 75 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY COMPONENT, 2024–2029 (USD MILLION)
TABLE 76 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 77 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
7.3 GESTURE-TRACKING DEVICES
  7.3.1 GESTURE-TRACKING DEVICES TO MONITOR PATIENTS’ MOVEMENTS, PROVIDE REAL-TIME FEEDBACK, AND IMPROVE EFFECTIVENESS OF TREATMENTS
  7.3.2 DATA GLOVES
  7.3.3 OTHER GESTURE-TRACKING DEVICES
FIGURE 43 DISPLAY & PROJECTORS SEGMENT FOR GESTURE-TRACKING DEVICES TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
TABLE 78 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 79 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY COMPONENT, 2024–2029 (USD MILLION)
TABLE 80 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 81 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
7.4 PROJECTORS & DISPLAY WALLS
  7.4.1 PROJECTORS AND DISPLAY WALLS TO ENABLE MULTIPLE USERS TO INTERACT WITH VIRTUAL ENVIRONMENTS OR LARGE-SCALE VISUALIZATIONS
FIGURE 44 DISPLAY & PROJECTORS SEGMENT FOR PROJECTORS & DISPLAY WALLS TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
TABLE 82 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 83 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY COMPONENT, 2024–2029 (USD MILLION)
TABLE 84 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 85 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)

8 VIRTUAL REALITY MARKET, BY OFFERING

8.1 INTRODUCTION
FIGURE 45 SOFTWARE SEGMENT TO CAPTURE LARGER MARKET DURING FORECAST PERIOD
TABLE 86 VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 87 VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
8.2 HARDWARE
  8.2.1 VIRTUAL REALITY HARDWARE DEVICES TO CREATE IMMERSIVE AND INTERACTIVE EXPERIENCES IN VARIOUS FIELDS
FIGURE 46 DISPLAY & PROJECTORS FOR HARDWARE SEGMENT TO CAPTURE LARGEST MARKET DURING FORECAST PERIOD
TABLE 88 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 89 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT, 2024–2029 (USD MILLION)
  8.2.2 SENSORS
    8.2.2.1 Need to detect and capture motions, velocity, magnetic fields, and presence of objects to fuel demand for sensors
TABLE 90 SENSORS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 91 SENSORS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
    8.2.2.2 Accelerometers
    8.2.2.3 Gyroscopes
    8.2.2.4 Magnetometers
    8.2.2.5 Proximity sensors
  8.2.3 SEMICONDUCTOR COMPONENTS
    8.2.3.1 Significant role of controllers in smartphones and tablets to increase demand for virtual reality devices
TABLE 92 SEMICONDUCTOR COMPONENTS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 93 SEMICONDUCTOR COMPONENTS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
    8.2.3.2 Controllers & processors
    8.2.3.3 Integrated circuits
  8.2.4 DISPLAY & PROJECTORS
    8.2.4.1 Display & projectors to shape how users perceive and interact with digital content
TABLE 94 DISPLAY & PROJECTORS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 95 DISPLAY & PROJECTORS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
  8.2.5 POSITION TRACKERS
    8.2.5.1 Position trackers to monitor users’ movements accurately and position within virtual or augmented environments
TABLE 96 POSITION TRACKERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 97 POSITION TRACKERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
  8.2.6 CAMERAS
    8.2.6.1 Need to enhance user experience, capture user’s surroundings, and facilitate outside-in tracking to boost demand for cameras
TABLE 98 CAMERAS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 99 CAMERAS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
  8.2.7 OTHER COMPONENTS
TABLE 100 OTHER COMPONENTS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 101 OTHER COMPONENTS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 102 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 103 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
8.3 SOFTWARE
  8.3.1 VIRTUAL REALITY SOFTWARE TO BLEND DIGITAL INFORMATION AND VIRTUAL OBJECTS SEAMLESSLY WITH REAL-WORLD ENVIRONMENT
  8.3.2 SDKS
  8.3.3 CLOUD-BASED SERVICES
TABLE 104 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 105 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)

9 VIRTUAL REALITY MARKET, BY TECHNOLOGY

9.1 INTRODUCTION
FIGURE 47 SEMI & FULLY IMMERSIVE SEGMENT TO CAPTURE LARGER MARKET DURING FORECAST PERIOD
TABLE 106 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 107 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
9.2 NON-IMMERSIVE TECHNOLOGY
  9.2.1 GROWING USE OF NON-IMMERSIVE TECHNOLOGY IN DEVELOPING VIRTUAL REALITY SOFTWARE TO DRIVE MARKET
9.3 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY
  9.3.1 NEED FOR HIGH LEVEL OF IMMERSION AND AWARENESS OF PHYSICAL WORLD WHILE GAMING TO PROPEL MARKET

10 VIRTUAL REALITY MARKET, BY REGION

10.1 INTRODUCTION
FIGURE 48 NORTH AMERICA ACCOUNTED FOR LARGEST MARKET IN 2023
TABLE 108 VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 109 VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
10.2 NORTH AMERICA
FIGURE 49 NORTH AMERICA: VIRTUAL REALITY MARKET SNAPSHOT
TABLE 110 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 111 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 112 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 113 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  10.2.1 US
    10.2.1.1 Presence of industry giants and need for VR to promote marketing campaigns to drive market
  10.2.2 CANADA
    10.2.2.1 Need to streamline workflow automation, enhance operational efficiency, and deliver interactive information within tourism and hospitality sectors to propel market
  10.2.3 MEXICO
    10.2.3.1 Advancements in commercial & consumer sectors and utilization of VR in real-life situations to stimulate market expansion
  10.2.4 RECESSION IMPACT ON VIRTUAL REALITY MARKET IN NORTH AMERICA
10.3 EUROPE
FIGURE 50 EUROPE: VIRTUAL REALITY MARKET SNAPSHOT
TABLE 114 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 115 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 116 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 117 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  10.3.1 GERMANY
    10.3.1.1 Widespread adoption of emerging technologies in enterprises to fuel demand for VR solutions
  10.3.2 FRANCE
    10.3.2.1 High digital display adoption, increased spending on VR devices, and focus on online advertising to spur market growth
  10.3.3 UK
    10.3.3.1 Ongoing investments, presence of major vendors, and predominant focus on content production to foster market growth
  10.3.4 REST OF EUROPE
  10.3.5 RECESSION IMPACT ON VIRTUAL REALITY MARKET IN EUROPE
10.4 ASIA PACIFIC
FIGURE 51 ASIA PACIFIC: VIRTUAL REALITY MARKET SNAPSHOT
TABLE 118 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 119 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 120 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 121 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  10.4.1 CHINA
    10.4.1.1 Emergence of numerous start-ups, focus on exploring emerging technologies, and rising trends of expos and conferences to drive market
  10.4.2 INDIA
    10.4.2.1 Heightened awareness of advanced technology and extensive R&D to accelerate market growth
  10.4.3 JAPAN
    10.4.3.1 Growing integration of advanced technologies within healthcare sector to boost demand for VR solutions
  10.4.4 SOUTH KOREA
    10.4.4.1 Digital transformation within industrial sector to stimulate market growth
  10.4.5 REST OF ASIA PACIFIC
  10.4.6 RECESSION IMPACT ON VIRTUAL REALITY MARKET IN ASIA PACIFIC
10.5 ROW
TABLE 122 ROW: VIRTUAL REALITY MARKET, BY SUBREGION, 2020–2023 (USD MILLION)
TABLE 123 ROW: VIRTUAL REALITY MARKET, BY SUBREGION, 2024–2029 (USD MILLION)
TABLE 124 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 125 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  10.5.1 SOUTH AMERICA
    10.5.1.1 Expanding consumer market, favorable low-interest rates, and robust commodity pricing to bolster market growth
  10.5.2 MIDDLE EAST & AFRICA
    10.5.2.1 Rising incorporation of virtual reality into various applications of healthcare industry to propel market
TABLE 126 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 127 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
    10.5.2.2 GCC countries
      10.5.2.2.1 Rising government focus on digital transformation and increasing awareness regarding benefits of wearable VR to spur market growth
    10.5.2.3 Rest of Middle East & Africa
  10.5.3 RECESSION IMPACT ON VIRTUAL REALITY MARKET IN ROW

11 COMPETITIVE LANDSCAPE

11.1 OVERVIEW
11.2 KEY PLAYER STRATEGIES/RIGHT TO WIN
TABLE 128 OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS
11.3 MARKET SHARE ANALYSIS
FIGURE 52 VIRTUAL REALITY MARKET SHARE ANALYSIS, 2023
TABLE 129 VIRTUAL REALITY MARKET: DEGREE OF COMPETITION, 2023
11.4 REVENUE ANALYSIS, 2019–2023
FIGURE 53 VIRTUAL REALITY MARKET: REVENUE ANALYSIS OF TOP PLAYERS, 2019–2023
11.5 COMPANY VALUATION AND FINANCIAL METRICS
FIGURE 54 COMPANY VALUATION AND FINANCIAL METRICS: VIRTUAL REALITY MARKET
  11.5.1 VIRTUAL REALITY MARKET: FINANCIAL METRICS
FIGURE 55 FINANCIAL METRICS (EV/EBITDA), 2023
11.6 VIRTUAL REALITY MARKET: BRAND/PRODUCT COMPARISON
FIGURE 56 BRAND COMPARISON
11.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
  11.7.1 STARS
  11.7.2 EMERGING LEADERS
  11.7.3 PERVASIVE PLAYERS
  11.7.4 PARTICIPANTS
FIGURE 57 VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX FOR KEY PLAYERS, 2023
  11.7.5 COMPANY FOOTPRINT
    11.7.5.1 Company footprint
FIGURE 58 VIRTUAL REALITY MARKET: OVERALL COMPANY FOOTPRINT
    11.7.5.2 Technology footprint
TABLE 130 VIRTUAL REALITY MARKET: TECHNOLOGY FOOTPRINT
    11.7.5.3 Offering footprint
TABLE 131 VIRTUAL REALITY MARKET: OFFERING FOOTPRINT
    11.7.5.4 Device type footprint
TABLE 132 VIRTUAL REALITY MARKET: DEVICE TYPE FOOTPRINT
    11.7.5.5 Application footprint
TABLE 133 VIRTUAL REALITY MARKET: APPLICATION FOOTPRINT
    11.7.5.6 Regional footprint
TABLE 134 VIRTUAL REALITY MARKET: REGIONAL FOOTPRINT
11.8 COMPANY EVALUATION MATRIX: START-UPS/SMES, 2023
  11.8.1 PROGRESSIVE COMPANIES
  11.8.2 RESPONSIVE COMPANIES
  11.8.3 DYNAMIC COMPANIES
  11.8.4 STARTING BLOCKS
FIGURE 59 VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX FOR START-UPS/SMES, 2023
  11.8.5 COMPETITIVE BENCHMARKING, START-UPS/SMES, 2023
    11.8.5.1 Detailed list of key start-ups/SMEs
TABLE 135 VIRTUAL REALITY MARKET: LIST OF KEY START-UPS/SMES
  11.8.6 COMPETITIVE BENCHMARKING OF KEY START-UPS/SMES
TABLE 136 VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING OF KEY START-UPS/SMES
11.9 COMPETITIVE SCENARIOS AND TRENDS
  11.9.1 PRODUCT LAUNCHES
TABLE 137 VIRTUAL REALITY MARKET: PRODUCT LAUNCHES, 2020–2023
  11.9.2 DEALS
TABLE 138 VIRTUAL REALITY MARKET: DEALS, 2020–2023

12 COMPANY PROFILES

(Business Overview, Products/Solutions/Services Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats))*
12.1 KEY PLAYERS
  12.1.1 SONY
TABLE 139 SONY: BUSINESS OVERVIEW
FIGURE 60 SONY: COMPANY SNAPSHOT
TABLE 140 SONY: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 141 SONY: PRODUCT LAUNCHES AND ENHANCEMENTS
  12.1.2 SAMSUNG ELECTRONICS CO., LTD.
TABLE 142 SAMSUNG ELECTRONICS CO., LTD.: BUSINESS OVERVIEW
FIGURE 61 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
TABLE 143 SAMSUNG ELECTRONICS CO., LTD.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  12.1.3 MICROSOFT
TABLE 144 MICROSOFT: BUSINESS OVERVIEW
FIGURE 62 MICROSOFT: COMPANY SNAPSHOT
TABLE 145 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 146 MICROSOFT: DEALS
  12.1.4 META
TABLE 147 META: BUSINESS OVERVIEW
FIGURE 63 META: COMPANY SNAPSHOT
TABLE 148 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 149 META: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 150 META: DEALS
  12.1.5 HTC CORPORATION
TABLE 151 HTC CORPORATION: BUSINESS OVERVIEW
FIGURE 64 HTC CORPORATION: COMPANY SNAPSHOT
TABLE 152 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 153 HTC CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
  12.1.6 BARCO
TABLE 154 BARCO: BUSINESS OVERVIEW
FIGURE 65 BARCO: COMPANY SNAPSHOT
TABLE 155 BARCO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 156 BARCO: DEALS
  12.1.7 PICO IMMERSIVE PTE.LTD.
TABLE 157 PICO IMMERSIVE PTE. LTD.: BUSINESS OVERVIEW
TABLE 158 PICO IMMERSIVE PTE.LTD.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 159 PICO IMMERSIVE PTE.LTD.: PRODUCT LAUNCHES AND ENHANCEMENTS
  12.1.8 CYBERGLOVE SYSTEMS INC.
TABLE 160 CYBERGLOVE SYSTEMS INC.: BUSINESS OVERVIEW
TABLE 161 CYBERGLOVE SYSTEMS INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  12.1.9 UNITY TECHNOLOGIES
TABLE 162 UNITY TECHNOLOGIES: BUSINESS OVERVIEW
FIGURE 66 UNITY TECHNOLOGIES: COMPANY SNAPSHOT
TABLE 163 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  12.1.10 PENUMBRA, INC.
TABLE 164 PENUMBRA, INC.: BUSINESS OVERVIEW
FIGURE 67 PENUMBRA, INC.: COMPANY SNAPSHOT
TABLE 165 PENUMBRA, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 166 PENUMBRA, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 167 PENUMBRA, INC.: DEALS
  12.1.11 DPVR
TABLE 168 DPVR: BUSINESS OVERVIEW
TABLE 169 DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 170 DPVR: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 171 DPVR: DEALS
12.2 OTHER PLAYERS
  12.2.1 ULTRALEAP
  12.2.2 FOVE INC
  12.2.3 QUYTECH
  12.2.4 HQSOFTWARE
  12.2.5 INNOWISE
  12.2.6 XRHEALTH IL LTD.
  12.2.7 VECTION TECHNOLOGIES
  12.2.8 MINDMAZE
  12.2.9 FIRSTHAND TECHNOLOGY
  12.2.10 WORLDVIZ, INC.
  12.2.11 VIRTUIX
  12.2.12 VIGHNESH INC.
  12.2.13 MERGE LABS, INC.
  12.2.14 SPACEVR
*Details on Business Overview, Products/Solutions/Services Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) might not be captured in case of unlisted companies.

13 APPENDIX

13.1 INSIGHTS FROM INDUSTRY EXPERTS
13.2 DISCUSSION GUIDE
13.3 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
13.4 CUSTOMIZATION OPTIONS
13.5 RELATED REPORTS
13.6 AUTHOR DETAILS


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