Virtual Reality (VR): Market Research Report
This report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand. The Global market is analyzed by the following End-Use Sectors: Consumer Electronics, Industrial, Aerospace, and Others.
The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2015 through 2024. Market data and analytics are derived from primary and secondary research.
Company profiles are primarily based on public domain information including company URLs. The report profiles 126 companies including many key and niche players such as -
The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2015 through 2024. Market data and analytics are derived from primary and secondary research.
Company profiles are primarily based on public domain information including company URLs. The report profiles 126 companies including many key and niche players such as -
- Barco N.V.
- EON Reality Inc.
- Google Inc.
- HTC Corporation
- Immersive Robotics
- Intel Corporation
1. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
Study Reliability and Reporting Limitations
Disclaimers
Data Interpretation & Reporting Level
Quantitative Techniques & Analytics
Product Definitions and Scope of Study
2. INDUSTRY OVERVIEW
Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
The Second Wave of VR Will Unleash VR as a Communication System/Interface
From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking
Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
A Peek Into Active AR & VR Investors & the Companies Funded by Them
Crowdfunding, Emerges as the New Way Forward
Participants across the Value Chain Bet Big on Virtual Reality
VR Value Chain Participants
The Rise & Fall of Mobile VR: The Insider Story of Why Consumer VR is Falling
The Rise of VR Arcades: The Last Ditch Attempt to Revive the Consumer Gaming Market
Non-Consumer Applications: The Future of VR
Value of VR in Advertising Rises InSync With the Importance of Immersive & Interactive Visualization in Digital Marketing
Enterprise Sector to Mobilize a Sizable Chunk of Growth in the VR Market
Industrial/Manufacturing Sector Hide a Goldmine of Opportunities for VR
Backed by the Promise of “Adding Value in Care”, VR in Healthcare Poised for Rapid Growth in a Rapidly Transforming Value Based Healthcare System
VR Ready for Fishing Opportunities in the US$1.5 Trillion Aerospace Industry
VR’s Room-Scale Immersive Experience to Revolutionize Real Estate and Architecture
Educational VR Experiences to Complement Traditional Teaching Methods
VR Technology Promotes Immersive and Cost-effective Simulation Based Training
Future of VR Lies in the Hardware Design: A Review
A Peek Into the Latest Headset Innovations in the Market
HTC Vive Pros Features Improved Visual Fidelity and Room Scale Experience to Attract Enterprise Users
Upgrades Propel Affordable Oculus Rift and Sony PSVR to Compete With HTC Vive in Immersive Gameplay
Standalone VR Headsets Promote Untethered VR Experience: Oculus Go Stands Out Among Pricier Competitors
Pimax 8K VR Premium Headset Provides Widest FOV to Increase Immersive Effect
Increased Focus on Innovations in Mobile VR Headsets in a Bid to Battle the Threat of Standalone VR Headsets
Innovations in VR Accessories to Enhance Immersive Experience
VR Content/Apps Rise in Significance On Par With Hardware to Influence the Commercial Success of VR Technology
List of Leading VR Apps Classified by End Use Application
Convergence of VR & AR Into Mixed Reality to be the Bold New Future
Issues & Challenges
Yet to be Resolved Technology Issues – A Major Concern
Low Resolution of HMDs
Performance Issues from Display Latency of VR Devices
Massive Size of HMDs
Non-Compatibility with Other Devices
Need for Systems with High End Configuration & its Cost Implications
Maintaining Consistent Video Quality – A Major Technology Challenge
Data Storage – A Critical But Often Ignored VR Function
Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue
Lack of Awareness & Penetration in Addressable Markets
Market Outlook
3. PRODUCT OVERVIEW
Virtual Reality – Introduction
Types of Virtual Reality
Fully Immersive
Non-Immersive
Collaborative
Web-Based
Virtual Reality Solutions
Head-Mounted Display (HMD)
Immersive Rooms
Sensory Gloves
Wands
Applications of virtual reality
Games and Entertainment
Medicine
Industrial Design and Architecture
Education
Scientific Visualization
Tracing the Evolutionary Path of Virtual Reality
Research Work on VR Concepts Traces Back to 1950s
1980S & THE 90S – EARLY COMMERCIALIZATION EFFORTS
Into the 21st Century – Product Developments for Achieving Commercial Viability
Development of Prototype Oculus Rift HMD in 2012 – A Major Breakthrough in VR
More Device Prototypes Come Up in 2014
Companies Keep Up the Tempo with New Product Developments in 2015
Samsung Gear VR Makes Commercial Entry – The First Modern Day Commercial VR Device in the Market
4. COMPETITIVE LANDSCAPE
4.1 Focus on Select Players
VR Hardware Manufacturers
Barco N. V (Belgium)
EON Reality Inc. (USA)
Google Inc. (USA)
HTC Corporation (Taiwan)
Immersive Robotics (Australia)
Intel Corporation (USA)
Kopin Corporation, Inc. (USA)
Leap Motion, Inc. (USA)
Lenovo (China)
MindMaze Holding SA (Switzerland)
Oculus VR, LLC (USA)
Pimax Technology (Shanghai) Co., LTD
Qualcomm Technologies, Inc. (USA)
Samsung Electronics Co., Ltd., (South Korea)
Sensics, Inc. (USA)
Sixense Enterprises Inc. (USA)
Sony Interactive Entertainment (USA)
StarVR Corporation (Taiwan)
Varjo Technologies (Finland)
Virtalis Limited (UK)
VirtaMed AG (Switzerland)
VRgineers, Inc (Czech Republic)
WorldViz (USA)
VR Software Developers (Includes Software Tools for VR Content, VR Video Capture, and VR App Developers)
Advanced Micro Devices, Inc. (USA)
AppReal-VR (Israel)
Cubicle Ninjas (USA)
Crytek GmbH (Germany)
Epic Games, Inc. (USA)
Erminesoft (USA)
Firsthand Technology Inc. (USA)
Hyperlink Infosystem (India)
Jaunt, Inc. (USA)
NVIDIA Corporation (USA)
Pixvana, Inc. (USA)
Unigine Corp. (Russia)
Unity Technologies, Inc. (USA)
4.2 Product Launches
Cybershoes Introduces VR Accessory Cybershoes
Qualcomm Releases New VR Development Kit
Kopin Unveils AR, VR and Mobile Entertainment Headsets
HTC Unveils Vive Pro VR Headset
Raymond Launches VR Simulator
VirtaMed Launches ArthroS Ankle Simulator
Sensics Launches New VR Headset
Kopin and Goertek Unveils New Reference Design – Elf VR
Qualcomm Introduces New VRDK for Qualcomm Snapdragon 835 Mobile Platform
Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications
Sony and Oculus Set to Introduce VR Device Platforms
4.3 Recent Industry Activity
Biome Grow to Acquire Weed VR
McLaren Partners with HTC for VR Technology Usage
ValueSetters Acquires SpaceoutVR
Rogue Initiative Enters into Partnership with Emblematic Group
Snap Acquires PlayCanvas
Walmart Acquires Spatialand
ART Partners with Sensics for Content and Development Tools
Apple Acquires Vrvana
AECOM Signs a MOU with HTC to Develop VR Technology
Intel and Turner Sports Enter into a Multiyear Partnership to Deliver Live Content
Microsoft Acquires AltspaceVR
UTC to Acquire Rockwell Collins
ALPINA Acquires Virtalis
MelodyVR Partners with Microsoft for MelodyVR’s app
Samsung Enters into Partnership with MLB for VR Solutions
Nokia and Technicolor Announces a Virtual Reality Partnership
Samsung Announces VR Partnerships with UFC, X Games and Live Nation
Google Partners with HTC and Lenovo for VR Headsets
Qualcomm Collaborates with Google to Develop VR Headset
Nokia Announces VR Technology Agreement with The Walt Disney Studios
5. GLOBAL MARKET PERSPECTIVE
6. REGIONAL MARKET PERSPECTIVE
6.1 The United States
Market Analysis
6.2 Canada
Market Analysis
6.3 Japan
Market Analysis
6.4 Europe
Market Analysis
6.4.1 France
Market Analysis
6.4.2 Germany
Market Analysis
6.4.3 Italy
Market Analysis
6.4.4 United Kingdom
Market Analysis
6.4.5 Rest of Europe
Market Analysis
6.5 Asia-Pacific
Market Analysis
6.6 Rest of World
Market Analysis
7. COMPANY PROFILES
Total Companies Profiled:126 (including Divisions/Subsidiaries - 131)
The United States (73)
Canada (5)
Japan (4)
Europe (32)
France (6)
Germany (5)
The United Kingdom (3)
Spain (1)
Rest of Europe (17)
Asia-Pacific (Excluding Japan) (15)
Middle East (2)
Study Reliability and Reporting Limitations
Disclaimers
Data Interpretation & Reporting Level
Quantitative Techniques & Analytics
Product Definitions and Scope of Study
2. INDUSTRY OVERVIEW
Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
The Second Wave of VR Will Unleash VR as a Communication System/Interface
From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking
Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
Table 1. Unbroken Faith in the Promised Potential of VR Technology to Sustain Growth in Funding Support for VR Start-Ups: Global Annual Investments in AR & VR Companies (in US$ Million) for the Years 2015, 2016 and 2017 (includes corresponding Graph/Chart)
A Peek Into Active AR & VR Investors & the Companies Funded by Them
Crowdfunding, Emerges as the New Way Forward
Participants across the Value Chain Bet Big on Virtual Reality
VR Value Chain Participants
The Rise & Fall of Mobile VR: The Insider Story of Why Consumer VR is Falling
Table 2. In the Consumer Market, Smartphone Based VR Fails to Harness the Power of Emotions: Global Smartphone Sales Vs VR Headset Unit Sales (in Million) and % Penetration of VR Headsets Among Smartphone Users for the Years 2018, 2020 and 2022 (includes corresponding Graph/Chart)
Table 3. Augmented Reality (AR) Finds Greater Favor Among Consumers for Entertainment, Gaming and Mobile Applications: % Breakdown of AR & VR Spending for the Years 2016, 2018, 2020 and 2022 (includes corresponding Graph/Chart)
The Rise of VR Arcades: The Last Ditch Attempt to Revive the Consumer Gaming Market
Table 4. Convergence of eSports With VR to Open New Revenue Opportunities for VR Arcades as the Gaming Centers of the Future: Global eSports Market (in US$ Million) for the Years 2015, 2018, 2020 and 2022 (includes corresponding Graph/Chart)
Non-Consumer Applications: The Future of VR
Value of VR in Advertising Rises InSync With the Importance of Immersive & Interactive Visualization in Digital Marketing
Table 5. The Power of Immersive Telepresence on Consumer Perception Brings Out VR as a Powerful Marketing Tool in the US$ 600 Billion Opportunity Laden Advertising Industry: Global Advertising Spending (in US$ Billion) for the Years 2016, 2018, 2020 and 2022 (includes corresponding Graph/Chart)
Table 6. Role of VR in Building Virtual Showrooms to Receive a Boost from the Optimistic Growth of the e-Commerce Industry: Global B2C E-Commerce Sales (in US$ Billion) for the Years 2015, 2018 and 2022 (includes corresponding Graph/Chart)
Enterprise Sector to Mobilize a Sizable Chunk of Growth in the VR Market
Table 7. Promised Role of VR in Managing Distributed Teams Via Remote Collaboration to Grow Bigger Against the Backdrop of the Growing Base of Mobile Workers: Breakdown of Global Mobile Worker Population (in Million) by Geographic Region for the Years 2017 & 2024 (includes corresponding Graph/Chart)
Table 8. VR to Corner an Increasing Share of the Enterprise Communication & Collaboration Market as the Next Disruptive Technology After IP Video Conferencing: Global Enterprise Collaboration & Communication Market (in US$ Billion) for the Years 2018, 2022 and 2024 (includes corresponding Graph/Chart)
Industrial/Manufacturing Sector Hide a Goldmine of Opportunities for VR
Table 9. Policy Led Focus on Improving Manufacturing’s Share in Global GDP Opens Up the Industry’s Willingness to Adopt New Technologies like VR: Contribution of Manufacturing to Global GDP (in %) for the Years 2016 and 2017 in Select Country (includes corresponding Graph/Chart)
Table 10. Global Epidemic of Occupational Injuries & Workplace Accidents & the Need for a New Paradigm of Prevention Throws the Spotlight on VR in the Manufacturing Industry: Global Cost of Work-Related Injuries Deaths (in US$ Trillion) for the Years 2016, 2018 & 2020 (includes corresponding Graph/Chart)
Table 11. As the Pinnacle of Machine Monitoring & Diagnostics Technology, VR to Benefit From the Growing Focus Shed on Remote Monitoring & Diagnostics: Global Opportunity in Plant Asset Management (PAM) (in US$ Billion) for the Years 2018, 2020 and 2022 (includes corresponding Graph/Chart)
Backed by the Promise of “Adding Value in Care”, VR in Healthcare Poised for Rapid Growth in a Rapidly Transforming Value Based Healthcare System
Table 12. Value-Based Reimbursement (VBR) Trend Spurs Greater Need for Smarter, More Efficient & Effective Provision of Healthcare Services Which Spells Opportunities for VR as a Key Enabler: U. S. Medicare Payment Reform as a Case in Point – Percentage of Traditional Fee-for-Service (FFS) Payments and Value-Based Alternative Payment Models (APMs) for the Years 2015 and 2019 (includes corresponding Graph/Chart)
VR Ready for Fishing Opportunities in the US$1.5 Trillion Aerospace Industry
Table 13. The Benefits of Designing & Troubleshooting in Virtual Spaces Drives Adoption of VR in the Increasingly Technologically Complex Aircraft Manufacturing & MRO Space: Global Market for Aircraft Product & Services (in US$ Billion) by Segment for the Years 2018, 2022 and 2024 (includes corresponding Graph/Chart)
VR’s Room-Scale Immersive Experience to Revolutionize Real Estate and Architecture
Educational VR Experiences to Complement Traditional Teaching Methods
VR Technology Promotes Immersive and Cost-effective Simulation Based Training
Future of VR Lies in the Hardware Design: A Review
Table 14. Offering the Best of Mobile & Tethered Worlds, Standalone VR Headsets Emerge to Drive the Future of VR: Global % Share of VR Headset Sales by Form Factor for the Years 2018 and 2022 (includes corresponding Graph/Chart)
Table 15. Headsets Rule the VR Hardware Market: Global % Share of VR Hardware Volume Shipments by Product Type for the Years 2016, 2018 and 2020 (includes corresponding Graph/Chart)
Table 16. Supported by High Volume Shipments of Low Priced PlayStation VR Headset, Sony Emerges as the Leader: Global Market Share (in %) of Leading VR Headset Vendors Based on Volume Shipments for the Year 2018 (includes corresponding Graph/Chart)
A Peek Into the Latest Headset Innovations in the Market
HTC Vive Pros Features Improved Visual Fidelity and Room Scale Experience to Attract Enterprise Users
Upgrades Propel Affordable Oculus Rift and Sony PSVR to Compete With HTC Vive in Immersive Gameplay
Standalone VR Headsets Promote Untethered VR Experience: Oculus Go Stands Out Among Pricier Competitors
Pimax 8K VR Premium Headset Provides Widest FOV to Increase Immersive Effect
Increased Focus on Innovations in Mobile VR Headsets in a Bid to Battle the Threat of Standalone VR Headsets
Innovations in VR Accessories to Enhance Immersive Experience
VR Content/Apps Rise in Significance On Par With Hardware to Influence the Commercial Success of VR Technology
List of Leading VR Apps Classified by End Use Application
Convergence of VR & AR Into Mixed Reality to be the Bold New Future
Issues & Challenges
Yet to be Resolved Technology Issues – A Major Concern
Low Resolution of HMDs
Performance Issues from Display Latency of VR Devices
Massive Size of HMDs
Non-Compatibility with Other Devices
Need for Systems with High End Configuration & its Cost Implications
Maintaining Consistent Video Quality – A Major Technology Challenge
Data Storage – A Critical But Often Ignored VR Function
Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue
Lack of Awareness & Penetration in Addressable Markets
Market Outlook
3. PRODUCT OVERVIEW
Virtual Reality – Introduction
Types of Virtual Reality
Fully Immersive
Non-Immersive
Collaborative
Web-Based
Virtual Reality Solutions
Head-Mounted Display (HMD)
Immersive Rooms
Sensory Gloves
Wands
Applications of virtual reality
Games and Entertainment
Medicine
Industrial Design and Architecture
Education
Scientific Visualization
Tracing the Evolutionary Path of Virtual Reality
Research Work on VR Concepts Traces Back to 1950s
1980S & THE 90S – EARLY COMMERCIALIZATION EFFORTS
Into the 21st Century – Product Developments for Achieving Commercial Viability
Development of Prototype Oculus Rift HMD in 2012 – A Major Breakthrough in VR
More Device Prototypes Come Up in 2014
Companies Keep Up the Tempo with New Product Developments in 2015
Samsung Gear VR Makes Commercial Entry – The First Modern Day Commercial VR Device in the Market
4. COMPETITIVE LANDSCAPE
4.1 Focus on Select Players
VR Hardware Manufacturers
Barco N. V (Belgium)
EON Reality Inc. (USA)
Google Inc. (USA)
HTC Corporation (Taiwan)
Immersive Robotics (Australia)
Intel Corporation (USA)
Kopin Corporation, Inc. (USA)
Leap Motion, Inc. (USA)
Lenovo (China)
MindMaze Holding SA (Switzerland)
Oculus VR, LLC (USA)
Pimax Technology (Shanghai) Co., LTD
Qualcomm Technologies, Inc. (USA)
Samsung Electronics Co., Ltd., (South Korea)
Sensics, Inc. (USA)
Sixense Enterprises Inc. (USA)
Sony Interactive Entertainment (USA)
StarVR Corporation (Taiwan)
Varjo Technologies (Finland)
Virtalis Limited (UK)
VirtaMed AG (Switzerland)
VRgineers, Inc (Czech Republic)
WorldViz (USA)
VR Software Developers (Includes Software Tools for VR Content, VR Video Capture, and VR App Developers)
Advanced Micro Devices, Inc. (USA)
AppReal-VR (Israel)
Cubicle Ninjas (USA)
Crytek GmbH (Germany)
Epic Games, Inc. (USA)
Erminesoft (USA)
Firsthand Technology Inc. (USA)
Hyperlink Infosystem (India)
Jaunt, Inc. (USA)
NVIDIA Corporation (USA)
Pixvana, Inc. (USA)
Unigine Corp. (Russia)
Unity Technologies, Inc. (USA)
4.2 Product Launches
Cybershoes Introduces VR Accessory Cybershoes
Qualcomm Releases New VR Development Kit
Kopin Unveils AR, VR and Mobile Entertainment Headsets
HTC Unveils Vive Pro VR Headset
Raymond Launches VR Simulator
VirtaMed Launches ArthroS Ankle Simulator
Sensics Launches New VR Headset
Kopin and Goertek Unveils New Reference Design – Elf VR
Qualcomm Introduces New VRDK for Qualcomm Snapdragon 835 Mobile Platform
Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications
Sony and Oculus Set to Introduce VR Device Platforms
4.3 Recent Industry Activity
Biome Grow to Acquire Weed VR
McLaren Partners with HTC for VR Technology Usage
ValueSetters Acquires SpaceoutVR
Rogue Initiative Enters into Partnership with Emblematic Group
Snap Acquires PlayCanvas
Walmart Acquires Spatialand
ART Partners with Sensics for Content and Development Tools
Apple Acquires Vrvana
AECOM Signs a MOU with HTC to Develop VR Technology
Intel and Turner Sports Enter into a Multiyear Partnership to Deliver Live Content
Microsoft Acquires AltspaceVR
UTC to Acquire Rockwell Collins
ALPINA Acquires Virtalis
MelodyVR Partners with Microsoft for MelodyVR’s app
Samsung Enters into Partnership with MLB for VR Solutions
Nokia and Technicolor Announces a Virtual Reality Partnership
Samsung Announces VR Partnerships with UFC, X Games and Live Nation
Google Partners with HTC and Lenovo for VR Headsets
Qualcomm Collaborates with Google to Develop VR Headset
Nokia Announces VR Technology Agreement with The Walt Disney Studios
5. GLOBAL MARKET PERSPECTIVE
Table 17. World Recent Past, Current & Future Analysis for Virtual Reality by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan) and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
Table 18. World 10-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan) and Rest of World Markets for Years 2015, 2018 & 2024 (includes corresponding Graph/Chart)
Table 19. World Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer Electronics, Industrial, Aerospace and Others Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
Table 20. World 10-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer Electronics, Industrial, Aerospace and Others Markets for Years 2015, 2018 & 2024 (includes corresponding Graph/Chart)
6. REGIONAL MARKET PERSPECTIVE
6.1 The United States
Market Analysis
Table 21. US Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
6.2 Canada
Market Analysis
Table 22. Canadian Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
6.3 Japan
Market Analysis
Table 23. Japanese Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
6.4 Europe
Market Analysis
Table 24. European Recent Past, Current & Future Analysis for Virtual Reality by Geographic Region - France, Germany, Italy, UK, and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
Table 25. European 10-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Revenues for France, Germany, Italy, UK, and Rest of Europe Markets for Years 2015, 2018 & 2024 (includes corresponding Graph/Chart)
6.4.1 France
Market Analysis
Table 26. French Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
6.4.2 Germany
Market Analysis
Table 27. German Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
6.4.3 Italy
Market Analysis
Table 28. Italian Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
6.4.4 United Kingdom
Market Analysis
Table 29. The United Kingdom Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
6.4.5 Rest of Europe
Market Analysis
Table 30. Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
6.5 Asia-Pacific
Market Analysis
Table 31. Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
6.6 Rest of World
Market Analysis
Table 32. Rest of World Recent Past, Current & Future Analysis for Virtual Reality Market Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2024 (includes corresponding Graph/Chart)
7. COMPANY PROFILES
Total Companies Profiled:126 (including Divisions/Subsidiaries - 131)
The United States (73)
Canada (5)
Japan (4)
Europe (32)
France (6)
Germany (5)
The United Kingdom (3)
Spain (1)
Rest of Europe (17)
Asia-Pacific (Excluding Japan) (15)
Middle East (2)