Virtual Reality Comprehensive Study by Type (Head-Mounted Display (HMD), Gesture Tracking Devices (GTD)), Application (Aerospace & Defense, Commercial, Consumer Electronics, Industrial, Medical, Others), Offerings (Hardware, Software) Players and Region - Global Market Outlook to 2026

Virtual Reality Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Industry Background:
Virtual reality (VR) is refers to communicating computer-generated experience taking place within a simulated environment. It indicates a complete involvement experience that shuts out the physical world. It is most prominently incorporated auditory as well as visual feedback. Also, it allows sensory feedback like haptic. VR has become a crucial technique for treating post-traumatic stress.
This growth is primarily driven by Proliferation of Virtual Reality in Entertainment and Gaming Sector and Upsurging Digitalization and ‘IT Infrastructure’ across the Globe.

Globally, a noticeable market trend is evident Highly Enhanced Augmented Reality as well as Virtual Reality Solutions with Artificial Intelligence . The Application Software sector in the North America region has been increasing at a sustainable rate and further growth is expected to be witnessed over the forecast period, owing to the robust investments and expansion in production facilities in the region. Major Players, such as Sony Corporation (Japan), Samsung Electronics (South Korea), Alphabet Inc. (United States), Microsoft Corporation (United States), HTC (Taiwan), Oculus VR (United States), Eon Reality (United States), Vuzix (United States), CyberGlove Systems (United States), Leap Motion (United States), Sensics (United States) and Sixense Enterprises (United States) etc have either set up their manufacturing facilities or are planning to start new provision in the dominated region in the upcoming years.

Key Developments in the Market:
On January 27th, 2019, Samsung Electronics has announced that the company will start taking positive steps towards replacing plastic packaging materials biodegradable packaging products like papers or other environmentally sustainable elements. From the first quarter of 2019, recently used packaging for Samsung’s products and accessories will be substituted with environmentally sustainable materials like recycled/bio-based plastics and paper.
On January 7th, 2019, Sony Corporation has introduced all-new “360 Reality Audio” music system which has attracted consumers in a Three-Dimensional Sound Field Powered by Object-Based Spatial Audio Technology. Moreover, the company has been working with major music labels, music distribution services, and other such music organizations to provide the technology for building a musical ecosystem around 360 Reality Audio.

Market Drivers
  • Proliferation of Virtual Reality in Entertainment and Gaming Sector
  • Upsurging Digitalization and ‘IT Infrastructure’ across the Globe

Market Trend
  • Highly Enhanced Augmented Reality as well as Virtual Reality Solutions with Artificial Intelligence
  • Introduction to Machine Learning Enabled VRs

Restraints
  • Growing Health Concerns with respect Lack of Physical Movement
  • Comparatively Expensive Product with Delicate Uses

Opportunities
Growing Adoption of Virtual Reality in Architectural and Healthcare Applications and Increasing Application of Virtual Reality in Defense Training and Simulation
Challenges
Hardware Prerequisites such as Mobile Phones, Tablets or Any other Video Sources and Manufacturing and Developing Low Cost and User-Friendly VR Systems

AMA Research follow a focused and realistic research framework that provides the ability to study the crucial market dynamics in several regions across the world. Moreover, an in-depth assessment is mostly conducted by our analysts on geographical regions to provide clients and businesses the opportunity to dominate in niche markets and expand in emerging markets across the globe. This market research study also showcase the spontaneously changing Players landscape impacting the growth of the market. Furthermore, our market researchers extensively analyse the products and services offered by multiple players competing to increase their market share and presence.

Customization in the Report
AMA Research features not only specific market forecasts, but also include significant value-added commentary on:
- Market Trends
- Technological Trends and Innovations
- Market Maturity Indicators
- Growth Drivers and Constraints
- New Entrants into the Market & Entry/Exit Barriers
- To Seize Powerful Market Opportunities
- Identify Key Business Segments, Market Proposition & Gap Analysis

Against this Challenging Backdrop, Virtual Reality Study Sheds Light on
— The Virtual Reality Market status quo and key characteristics. To end this, Analyst at AMA organize and took survey of the Virtual Reality industry Players. The resultant snapshot serves as a basis for understanding why and how the industry can be expected to change.
— Where Virtual Reality industry is heading and what are the top priorities. Insights are drawn from financial analysis, the survey and interviews with key executives and industry experts.
— How every company in this diverse set of Players can best navigate the emerging competition landscape and follow a strategy that helps them position to hold value they currently claim, or capture the new addressable opportunity.

Report Objectives / Segmentation Covered

By Type
  • Head-Mounted Display (HMD)
  • Gesture Tracking Devices (GTD)
By Application
  • Aerospace & Defense
  • Commercial
  • Consumer Electronics
  • Industrial
  • Medical
  • Others
By Offerings
  • Hardware
  • Software

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Proliferation of Virtual Reality in Entertainment and Gaming Sector
      • 3.2.2. Upsurging Digitalization and ‘IT Infrastructure’ across the Globe
    • 3.3. Market Challenges
      • 3.3.1. Hardware Prerequisites such as Mobile Phones, Tablets or Any other Video Sources
      • 3.3.2. Manufacturing and Developing Low Cost and User-Friendly VR Systems
    • 3.4. Market Trends
      • 3.4.1. Highly Enhanced Augmented Reality as well as Virtual Reality Solutions with Artificial Intelligence
      • 3.4.2. Introduction to Machine Learning Enabled VRs
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Virtual Reality, by Type, Application, Offerings and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Virtual Reality (Value)
      • 5.2.1. Global Virtual Reality by: Type (Value)
        • 5.2.1.1. Head-Mounted Display (HMD)
        • 5.2.1.2. Gesture Tracking Devices (GTD)
      • 5.2.2. Global Virtual Reality by: Application (Value)
        • 5.2.2.1. Aerospace & Defense
        • 5.2.2.2. Commercial
        • 5.2.2.3. Consumer Electronics
        • 5.2.2.4. Industrial
        • 5.2.2.5. Medical
        • 5.2.2.6. Others
      • 5.2.3. Global Virtual Reality by: Offerings (Value)
        • 5.2.3.1. Hardware
        • 5.2.3.2. Software
      • 5.2.4. Global Virtual Reality Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Virtual Reality: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Sony Corporation (Japan)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Samsung Electronics (South Korea)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Alphabet Inc. (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Microsoft Corporation (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. HTC (Taiwan)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Oculus VR (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Eon Reality (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Vuzix (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. CyberGlove Systems (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Leap Motion (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. Sensics (United States)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. Sixense Enterprises (United States)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
  • 7. Global Virtual Reality Sale, by Type, Application, Offerings and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Virtual Reality (Value)
      • 7.2.1. Global Virtual Reality by: Type (Value)
        • 7.2.1.1. Head-Mounted Display (HMD)
        • 7.2.1.2. Gesture Tracking Devices (GTD)
      • 7.2.2. Global Virtual Reality by: Application (Value)
        • 7.2.2.1. Aerospace & Defense
        • 7.2.2.2. Commercial
        • 7.2.2.3. Consumer Electronics
        • 7.2.2.4. Industrial
        • 7.2.2.5. Medical
        • 7.2.2.6. Others
      • 7.2.3. Global Virtual Reality by: Offerings (Value)
        • 7.2.3.1. Hardware
        • 7.2.3.2. Software
      • 7.2.4. Global Virtual Reality Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Virtual Reality: by Type(USD Million)
  • Table 2. Virtual Reality Head-Mounted Display (HMD) , by Region USD Million (2015-2020)
  • Table 3. Virtual Reality Gesture Tracking Devices (GTD) , by Region USD Million (2015-2020)
  • Table 4. Virtual Reality: by Application(USD Million)
  • Table 5. Virtual Reality Aerospace & Defense , by Region USD Million (2015-2020)
  • Table 6. Virtual Reality Commercial , by Region USD Million (2015-2020)
  • Table 7. Virtual Reality Consumer Electronics , by Region USD Million (2015-2020)
  • Table 8. Virtual Reality Industrial , by Region USD Million (2015-2020)
  • Table 9. Virtual Reality Medical , by Region USD Million (2015-2020)
  • Table 10. Virtual Reality Others , by Region USD Million (2015-2020)
  • Table 11. Virtual Reality: by Offerings(USD Million)
  • Table 12. Virtual Reality Hardware , by Region USD Million (2015-2020)
  • Table 13. Virtual Reality Software , by Region USD Million (2015-2020)
  • Table 14. South America Virtual Reality, by Country USD Million (2015-2020)
  • Table 15. South America Virtual Reality, by Type USD Million (2015-2020)
  • Table 16. South America Virtual Reality, by Application USD Million (2015-2020)
  • Table 17. South America Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 18. Brazil Virtual Reality, by Type USD Million (2015-2020)
  • Table 19. Brazil Virtual Reality, by Application USD Million (2015-2020)
  • Table 20. Brazil Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 21. Argentina Virtual Reality, by Type USD Million (2015-2020)
  • Table 22. Argentina Virtual Reality, by Application USD Million (2015-2020)
  • Table 23. Argentina Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 24. Rest of South America Virtual Reality, by Type USD Million (2015-2020)
  • Table 25. Rest of South America Virtual Reality, by Application USD Million (2015-2020)
  • Table 26. Rest of South America Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 27. Asia Pacific Virtual Reality, by Country USD Million (2015-2020)
  • Table 28. Asia Pacific Virtual Reality, by Type USD Million (2015-2020)
  • Table 29. Asia Pacific Virtual Reality, by Application USD Million (2015-2020)
  • Table 30. Asia Pacific Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 31. China Virtual Reality, by Type USD Million (2015-2020)
  • Table 32. China Virtual Reality, by Application USD Million (2015-2020)
  • Table 33. China Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 34. Japan Virtual Reality, by Type USD Million (2015-2020)
  • Table 35. Japan Virtual Reality, by Application USD Million (2015-2020)
  • Table 36. Japan Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 37. India Virtual Reality, by Type USD Million (2015-2020)
  • Table 38. India Virtual Reality, by Application USD Million (2015-2020)
  • Table 39. India Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 40. South Korea Virtual Reality, by Type USD Million (2015-2020)
  • Table 41. South Korea Virtual Reality, by Application USD Million (2015-2020)
  • Table 42. South Korea Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 43. Taiwan Virtual Reality, by Type USD Million (2015-2020)
  • Table 44. Taiwan Virtual Reality, by Application USD Million (2015-2020)
  • Table 45. Taiwan Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 46. Australia Virtual Reality, by Type USD Million (2015-2020)
  • Table 47. Australia Virtual Reality, by Application USD Million (2015-2020)
  • Table 48. Australia Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 49. Rest of Asia-Pacific Virtual Reality, by Type USD Million (2015-2020)
  • Table 50. Rest of Asia-Pacific Virtual Reality, by Application USD Million (2015-2020)
  • Table 51. Rest of Asia-Pacific Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 52. Europe Virtual Reality, by Country USD Million (2015-2020)
  • Table 53. Europe Virtual Reality, by Type USD Million (2015-2020)
  • Table 54. Europe Virtual Reality, by Application USD Million (2015-2020)
  • Table 55. Europe Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 56. Germany Virtual Reality, by Type USD Million (2015-2020)
  • Table 57. Germany Virtual Reality, by Application USD Million (2015-2020)
  • Table 58. Germany Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 59. France Virtual Reality, by Type USD Million (2015-2020)
  • Table 60. France Virtual Reality, by Application USD Million (2015-2020)
  • Table 61. France Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 62. Italy Virtual Reality, by Type USD Million (2015-2020)
  • Table 63. Italy Virtual Reality, by Application USD Million (2015-2020)
  • Table 64. Italy Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 65. United Kingdom Virtual Reality, by Type USD Million (2015-2020)
  • Table 66. United Kingdom Virtual Reality, by Application USD Million (2015-2020)
  • Table 67. United Kingdom Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 68. Netherlands Virtual Reality, by Type USD Million (2015-2020)
  • Table 69. Netherlands Virtual Reality, by Application USD Million (2015-2020)
  • Table 70. Netherlands Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 71. Rest of Europe Virtual Reality, by Type USD Million (2015-2020)
  • Table 72. Rest of Europe Virtual Reality, by Application USD Million (2015-2020)
  • Table 73. Rest of Europe Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 74. MEA Virtual Reality, by Country USD Million (2015-2020)
  • Table 75. MEA Virtual Reality, by Type USD Million (2015-2020)
  • Table 76. MEA Virtual Reality, by Application USD Million (2015-2020)
  • Table 77. MEA Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 78. Middle East Virtual Reality, by Type USD Million (2015-2020)
  • Table 79. Middle East Virtual Reality, by Application USD Million (2015-2020)
  • Table 80. Middle East Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 81. Africa Virtual Reality, by Type USD Million (2015-2020)
  • Table 82. Africa Virtual Reality, by Application USD Million (2015-2020)
  • Table 83. Africa Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 84. North America Virtual Reality, by Country USD Million (2015-2020)
  • Table 85. North America Virtual Reality, by Type USD Million (2015-2020)
  • Table 86. North America Virtual Reality, by Application USD Million (2015-2020)
  • Table 87. North America Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 88. United States Virtual Reality, by Type USD Million (2015-2020)
  • Table 89. United States Virtual Reality, by Application USD Million (2015-2020)
  • Table 90. United States Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 91. Canada Virtual Reality, by Type USD Million (2015-2020)
  • Table 92. Canada Virtual Reality, by Application USD Million (2015-2020)
  • Table 93. Canada Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 94. Mexico Virtual Reality, by Type USD Million (2015-2020)
  • Table 95. Mexico Virtual Reality, by Application USD Million (2015-2020)
  • Table 96. Mexico Virtual Reality, by Offerings USD Million (2015-2020)
  • Table 97. Company Basic Information, Sales Area and Its Competitors
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Company Basic Information, Sales Area and Its Competitors
  • Table 109. Virtual Reality: by Type(USD Million)
  • Table 110. Virtual Reality Head-Mounted Display (HMD) , by Region USD Million (2021-2026)
  • Table 111. Virtual Reality Gesture Tracking Devices (GTD) , by Region USD Million (2021-2026)
  • Table 112. Virtual Reality: by Application(USD Million)
  • Table 113. Virtual Reality Aerospace & Defense , by Region USD Million (2021-2026)
  • Table 114. Virtual Reality Commercial , by Region USD Million (2021-2026)
  • Table 115. Virtual Reality Consumer Electronics , by Region USD Million (2021-2026)
  • Table 116. Virtual Reality Industrial , by Region USD Million (2021-2026)
  • Table 117. Virtual Reality Medical , by Region USD Million (2021-2026)
  • Table 118. Virtual Reality Others , by Region USD Million (2021-2026)
  • Table 119. Virtual Reality: by Offerings(USD Million)
  • Table 120. Virtual Reality Hardware , by Region USD Million (2021-2026)
  • Table 121. Virtual Reality Software , by Region USD Million (2021-2026)
  • Table 122. South America Virtual Reality, by Country USD Million (2021-2026)
  • Table 123. South America Virtual Reality, by Type USD Million (2021-2026)
  • Table 124. South America Virtual Reality, by Application USD Million (2021-2026)
  • Table 125. South America Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 126. Brazil Virtual Reality, by Type USD Million (2021-2026)
  • Table 127. Brazil Virtual Reality, by Application USD Million (2021-2026)
  • Table 128. Brazil Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 129. Argentina Virtual Reality, by Type USD Million (2021-2026)
  • Table 130. Argentina Virtual Reality, by Application USD Million (2021-2026)
  • Table 131. Argentina Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 132. Rest of South America Virtual Reality, by Type USD Million (2021-2026)
  • Table 133. Rest of South America Virtual Reality, by Application USD Million (2021-2026)
  • Table 134. Rest of South America Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 135. Asia Pacific Virtual Reality, by Country USD Million (2021-2026)
  • Table 136. Asia Pacific Virtual Reality, by Type USD Million (2021-2026)
  • Table 137. Asia Pacific Virtual Reality, by Application USD Million (2021-2026)
  • Table 138. Asia Pacific Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 139. China Virtual Reality, by Type USD Million (2021-2026)
  • Table 140. China Virtual Reality, by Application USD Million (2021-2026)
  • Table 141. China Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 142. Japan Virtual Reality, by Type USD Million (2021-2026)
  • Table 143. Japan Virtual Reality, by Application USD Million (2021-2026)
  • Table 144. Japan Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 145. India Virtual Reality, by Type USD Million (2021-2026)
  • Table 146. India Virtual Reality, by Application USD Million (2021-2026)
  • Table 147. India Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 148. South Korea Virtual Reality, by Type USD Million (2021-2026)
  • Table 149. South Korea Virtual Reality, by Application USD Million (2021-2026)
  • Table 150. South Korea Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 151. Taiwan Virtual Reality, by Type USD Million (2021-2026)
  • Table 152. Taiwan Virtual Reality, by Application USD Million (2021-2026)
  • Table 153. Taiwan Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 154. Australia Virtual Reality, by Type USD Million (2021-2026)
  • Table 155. Australia Virtual Reality, by Application USD Million (2021-2026)
  • Table 156. Australia Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 157. Rest of Asia-Pacific Virtual Reality, by Type USD Million (2021-2026)
  • Table 158. Rest of Asia-Pacific Virtual Reality, by Application USD Million (2021-2026)
  • Table 159. Rest of Asia-Pacific Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 160. Europe Virtual Reality, by Country USD Million (2021-2026)
  • Table 161. Europe Virtual Reality, by Type USD Million (2021-2026)
  • Table 162. Europe Virtual Reality, by Application USD Million (2021-2026)
  • Table 163. Europe Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 164. Germany Virtual Reality, by Type USD Million (2021-2026)
  • Table 165. Germany Virtual Reality, by Application USD Million (2021-2026)
  • Table 166. Germany Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 167. France Virtual Reality, by Type USD Million (2021-2026)
  • Table 168. France Virtual Reality, by Application USD Million (2021-2026)
  • Table 169. France Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 170. Italy Virtual Reality, by Type USD Million (2021-2026)
  • Table 171. Italy Virtual Reality, by Application USD Million (2021-2026)
  • Table 172. Italy Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 173. United Kingdom Virtual Reality, by Type USD Million (2021-2026)
  • Table 174. United Kingdom Virtual Reality, by Application USD Million (2021-2026)
  • Table 175. United Kingdom Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 176. Netherlands Virtual Reality, by Type USD Million (2021-2026)
  • Table 177. Netherlands Virtual Reality, by Application USD Million (2021-2026)
  • Table 178. Netherlands Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 179. Rest of Europe Virtual Reality, by Type USD Million (2021-2026)
  • Table 180. Rest of Europe Virtual Reality, by Application USD Million (2021-2026)
  • Table 181. Rest of Europe Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 182. MEA Virtual Reality, by Country USD Million (2021-2026)
  • Table 183. MEA Virtual Reality, by Type USD Million (2021-2026)
  • Table 184. MEA Virtual Reality, by Application USD Million (2021-2026)
  • Table 185. MEA Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 186. Middle East Virtual Reality, by Type USD Million (2021-2026)
  • Table 187. Middle East Virtual Reality, by Application USD Million (2021-2026)
  • Table 188. Middle East Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 189. Africa Virtual Reality, by Type USD Million (2021-2026)
  • Table 190. Africa Virtual Reality, by Application USD Million (2021-2026)
  • Table 191. Africa Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 192. North America Virtual Reality, by Country USD Million (2021-2026)
  • Table 193. North America Virtual Reality, by Type USD Million (2021-2026)
  • Table 194. North America Virtual Reality, by Application USD Million (2021-2026)
  • Table 195. North America Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 196. United States Virtual Reality, by Type USD Million (2021-2026)
  • Table 197. United States Virtual Reality, by Application USD Million (2021-2026)
  • Table 198. United States Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 199. Canada Virtual Reality, by Type USD Million (2021-2026)
  • Table 200. Canada Virtual Reality, by Application USD Million (2021-2026)
  • Table 201. Canada Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 202. Mexico Virtual Reality, by Type USD Million (2021-2026)
  • Table 203. Mexico Virtual Reality, by Application USD Million (2021-2026)
  • Table 204. Mexico Virtual Reality, by Offerings USD Million (2021-2026)
  • Table 205. Research Programs/Design for This Report
  • Table 206. Key Data Information from Secondary Sources
  • Table 207. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Virtual Reality: by Type USD Million (2015-2020)
  • Figure 5. Global Virtual Reality: by Application USD Million (2015-2020)
  • Figure 6. Global Virtual Reality: by Offerings USD Million (2015-2020)
  • Figure 7. South America Virtual Reality Share (%), by Country
  • Figure 8. Asia Pacific Virtual Reality Share (%), by Country
  • Figure 9. Europe Virtual Reality Share (%), by Country
  • Figure 10. MEA Virtual Reality Share (%), by Country
  • Figure 11. North America Virtual Reality Share (%), by Country
  • Figure 12. Global Virtual Reality share by Players 2020 (%)
  • Figure 13. Global Virtual Reality share by Players (Top 3) 2020(%)
  • Figure 14. Global Virtual Reality share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Sony Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 17. Sony Corporation (Japan) Revenue: by Geography 2020
  • Figure 18. Samsung Electronics (South Korea) Revenue, Net Income and Gross profit
  • Figure 19. Samsung Electronics (South Korea) Revenue: by Geography 2020
  • Figure 20. Alphabet Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 21. Alphabet Inc. (United States) Revenue: by Geography 2020
  • Figure 22. Microsoft Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 23. Microsoft Corporation (United States) Revenue: by Geography 2020
  • Figure 24. HTC (Taiwan) Revenue, Net Income and Gross profit
  • Figure 25. HTC (Taiwan) Revenue: by Geography 2020
  • Figure 26. Oculus VR (United States) Revenue, Net Income and Gross profit
  • Figure 27. Oculus VR (United States) Revenue: by Geography 2020
  • Figure 28. Eon Reality (United States) Revenue, Net Income and Gross profit
  • Figure 29. Eon Reality (United States) Revenue: by Geography 2020
  • Figure 30. Vuzix (United States) Revenue, Net Income and Gross profit
  • Figure 31. Vuzix (United States) Revenue: by Geography 2020
  • Figure 32. CyberGlove Systems (United States) Revenue, Net Income and Gross profit
  • Figure 33. CyberGlove Systems (United States) Revenue: by Geography 2020
  • Figure 34. Leap Motion (United States) Revenue, Net Income and Gross profit
  • Figure 35. Leap Motion (United States) Revenue: by Geography 2020
  • Figure 36. Sensics (United States) Revenue, Net Income and Gross profit
  • Figure 37. Sensics (United States) Revenue: by Geography 2020
  • Figure 38. Sixense Enterprises (United States) Revenue, Net Income and Gross profit
  • Figure 39. Sixense Enterprises (United States) Revenue: by Geography 2020
  • Figure 40. Global Virtual Reality: by Type USD Million (2021-2026)
  • Figure 41. Global Virtual Reality: by Application USD Million (2021-2026)
  • Figure 42. Global Virtual Reality: by Offerings USD Million (2021-2026)
  • Figure 43. South America Virtual Reality Share (%), by Country
  • Figure 44. Asia Pacific Virtual Reality Share (%), by Country
  • Figure 45. Europe Virtual Reality Share (%), by Country
  • Figure 46. MEA Virtual Reality Share (%), by Country
  • Figure 47. North America Virtual Reality Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Sony Corporation (Japan)
  • Samsung Electronics (South Korea)
  • Alphabet Inc. (United States)
  • Microsoft Corporation (United States)
  • HTC (Taiwan)
  • Oculus VR (United States)
  • Eon Reality (United States)
  • Vuzix (United States)
  • CyberGlove Systems (United States)
  • Leap Motion (United States)
  • Sensics (United States)
  • Sixense Enterprises (United States)
Additional players considered in the study are as follows:
Nintendo (Japan) , Psious (Spain) , Mindmaze (Switzerland) , WorldViz (United States) , Firsthand Technology (United States) , Virtuix (United States) , Survios (United States) , Merge Labs (United States) , SpaceVR (United States) , Virtually Live (Switzerland)
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Oct 2021 235 Pages 64 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The Virtual Reality market is expected to see a CAGR of % during projected year 2020 to 2026.
Top performing companies in the Global Virtual Reality market are Sony Corporation (Japan), Samsung Electronics (South Korea), Alphabet Inc. (United States), Microsoft Corporation (United States), HTC (Taiwan), Oculus VR (United States), Eon Reality (United States), Vuzix (United States), CyberGlove Systems (United States), Leap Motion (United States), Sensics (United States) and Sixense Enterprises (United States), to name a few.
North America is dominating the Virtual Reality Market.

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