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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

Market Report I 2024-05-07 I 224 Pages I MarketsandMarkets

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 30
1.1 STUDY OBJECTIVES 30
1.2 MARKET DEFINITION 30
1.2.1 INCLUSIONS AND EXCLUSIONS 31
1.3 STUDY SCOPE 31
1.3.1 MARKETS COVERED 32
FIGURE 1 MARKET SEGMENTATION 32
1.3.2 REGIONAL SCOPE 32
1.4 YEARS CONSIDERED 33
1.5 CURRENCY CONSIDERED 33
1.6 UNITS CONSIDERED 33
1.7 LIMITATIONS 33
1.8 STAKEHOLDERS 34
1.9 SUMMARY OF CHANGES 34
1.9.1 IMPACT OF RECESSION 35
2 RESEARCH METHODOLOGY 36
2.1 INTRODUCTION 36
FIGURE 2 VIRTUAL REALITY MARKET: RESEARCH DESIGN 36
2.2 RESEARCH DATA 38
FIGURE 3 VIRTUAL REALITY MARKET: RESEARCH APPROACH 38
2.2.1 SECONDARY DATA 38
2.2.1.1 List of major secondary sources 39
2.2.1.2 Key data from secondary sources 39
2.2.2 PRIMARY DATA 39
2.2.2.1 List of key participants in primary interviews 40
2.2.2.2 Breakdown of primary profiles 40
2.2.2.3 Key data from primary sources 41
2.2.2.4 Key insights from industry experts 41
2.3 FACTOR ANALYSIS 42
2.3.1 SUPPLY-SIDE ANALYSIS 42
FIGURE 4 REVENUE GENERATED FROM SALES OF VIRTUAL REALITY SOLUTIONS 42
FIGURE 5 VIRTUAL REALITY MARKET: REVENUE ANALYSIS OF SONY 43
2.4 MARKET SIZE ESTIMATION METHODOLOGY 44
FIGURE 6 VIRTUAL REALITY MARKET: SUPPLY-SIDE ANALYSIS 44
2.4.1 BOTTOM-UP APPROACH 44
2.4.1.1 Approach to arrive at market size using bottom-up analysis (demand side) 44
FIGURE 7 VIRTUAL REALITY MARKET: BOTTOM-UP APPROACH 45
2.4.2 TOP-DOWN APPROACH 45
2.4.2.1 Approach to arrive at market size using top-down approach (supply side) 46
FIGURE 8 VIRTUAL REALITY MARKET: TOP-DOWN APPROACH 46
2.4.3 GROWTH PROJECTIONS AND FORECAST-RELATED ASSUMPTIONS 46
TABLE 1 VIRTUAL REALITY MARKET: GROWTH ASSUMPTIONS 46
2.5 MARKET BREAKDOWN AND DATA TRIANGULATION 47
FIGURE 9 VIRTUAL REALITY MARKET: DATA TRIANGULATION 47
2.6 RESEARCH ASSUMPTIONS 48
TABLE 2 VIRTUAL REALITY MARKET: RESEARCH ASSUMPTIONS 48
2.7 LIMITATIONS 49
2.8 RISK ASSESSMENT 49
TABLE 3 VIRTUAL REALITY MARKET: RISK ASSESSMENT 49
2.9 PARAMETERS CONSIDERED TO ANALYZE RECESSION IMPACT 49
TABLE 4 VIRTUAL REALITY MARKET: PARAMETERS CONSIDERED TO ANALYZE RECESSION IMPACT 49
3 EXECUTIVE SUMMARY 50
FIGURE 10 VIRTUAL REALITY MARKET, 2020-2029 (USD MILLION) 50
FIGURE 11 HARDWARE SEGMENT TO WITNESS HIGHER CAGR DURING FORECAST PERIOD 51
FIGURE 12 GESTURE-TRACKING DEVICES SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 51
FIGURE 13 HEALTHCARE SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 52
FIGURE 14 ASIA PACIFIC TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 52
4 PREMIUM INSIGHTS 54
4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR KEY PLAYERS IN VIRTUAL REALITY MARKET 54
FIGURE 15 CONTINUOUS TECHNOLOGICAL ADVANCEMENTS IN VARIOUS SECTORS AND GROWING PENETRATION OF METAVERSE TO DRIVE MARKET 54
4.2 VIRTUAL REALITY MARKET, BY COMPONENT 54
FIGURE 16 DISPLAY & PROJECTORS SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 54
4.3 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION 55
FIGURE 17 HEALTHCARE SEGMENT TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 55
4.4 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION 55
FIGURE 18 COMMERCIAL SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 55
4.5 CONSUMERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE 56
FIGURE 19 GESTURE-TRACKING DEVICES SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 56
4.6 VIRTUAL REALITY MARKET, BY REGION 56
FIGURE 20 ASIA PACIFIC TO HOLD LARGEST MARKET SHARE IN 2029 56
4.7 VIRTUAL REALITY MARKET, BY COUNTRY 57
FIGURE 21 CHINA TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 57
5 MARKET OVERVIEW 58
5.1 INTRODUCTION 58
5.2 MARKET DYNAMICS 58
FIGURE 22 VIRTUAL REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 58
5.2.1 DRIVERS 59
FIGURE 23 VIRTUAL REALITY MARKET: IMPACT OF DRIVERS 59
5.2.1.1 Growing penetration of metaverse 59
5.2.1.2 Rapid adoption of digital technologies in healthcare and gaming & entertainment sectors 60
5.2.1.3 Potential for transformative change across numerous industries 60
5.2.1.4 Significant adoption of HMDs 61
5.2.1.5 Emergence of virtual classrooms offering immersive and engaging learning experiences 61
5.2.2 RESTRAINTS 62
FIGURE 24 VIRTUAL REALITY MARKET: IMPACT OF RESTRAINTS 62
5.2.2.1 Latency issues and high energy consumption 63
5.2.2.2 Health issues caused by excessive use of VR devices 63
5.2.3 OPPORTUNITIES 64
FIGURE 25 VIRTUAL REALITY MARKET: IMPACT OF OPPORTUNITIES 64
5.2.3.1 Emerging applications of VR in telemedicine 64
5.2.3.2 Continuous developments in 5G technology 65
5.2.3.3 Growth of global travel & tourism industry 65
5.2.4 CHALLENGES 65
FIGURE 26 VIRTUAL REALITY MARKET: IMPACT OF CHALLENGES 65
5.2.4.1 Creating VR systems with user-friendly interface 66
5.2.4.2 Display latency and limited field of view 66
5.3 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS' BUSINESSES 67
FIGURE 27 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS' BUSINESSES 67
5.4 PRICING ANALYSIS 68
5.4.1 AVERAGE SELLING PRICE TREND FOR TOP PLAYERS, BY HEAD-MOUNTED DISPLAY 68
FIGURE 28 AVERAGE SELLING PRICE TREND FOR TOP PLAYERS, BY HEAD-MOUNTED DISPLAY 68
TABLE 5 AVERAGE SELLING PRICE TREND, BY DEVICE TYPE, 2018-2023 (USD) 68
5.4.2 AVERAGE SELLING PRICE TREND, BY REGION 69
TABLE 6 AVERAGE SELLING PRICE TREND, BY REGION, 2019-2023 (USD) 69
5.5 VALUE CHAIN ANALYSIS 69
FIGURE 29 VIRTUAL REALITY MARKET: VALUE CHAIN ANALYSIS 69
5.6 ECOSYSTEM ANALYSIS 70
FIGURE 30 KEY PLAYERS IN VIRTUAL REALITY MARKET ECOSYSTEM 70
TABLE 7 VIRTUAL REALITY MARKET: ECOSYSTEM 71
5.7 INVESTMENT AND FUNDING SCENARIO 72
FIGURE 31 INVESTMENT AND FUNDING SCENARIO 72
5.8 TECHNOLOGY ANALYSIS 72
5.8.1 KEY TECHNOLOGIES 72
5.8.1.1 Motion tracking 72
5.8.1.2 Haptic technology 73
5.8.2 COMPLEMENTARY TECHNOLOGY 73
5.8.2.1 Cloud computing 73
5.8.3 ADJACENT TECHNOLOGIES 74
5.8.3.1 Artificial Intelligence (AI) 74
5.8.3.2 5G and high-speed networking 74
5.9 PATENT ANALYSIS 75
TABLE 8 INNOVATIONS AND PATENT REGISTRATIONS, 2022-2023 75
FIGURE 32 LIST OF MAJOR PATENTS FOR VIRTUAL REALITY, 2013-2023 77
FIGURE 33 REGIONAL ANALYSIS OF PATENTS, 2013-2023 77
5.10 TRADE DATA ANALYSIS 78
5.10.1 IMPORT DATA 78
FIGURE 34 IMPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023 (USD MILLION) 78
TABLE 9 IMPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023 (USD MILLION) 79
5.10.2 EXPORT DATA 80
FIGURE 35 EXPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023 (USD MILLION) 80
TABLE 10 EXPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023 (USD MILLION) 81
5.11 KEY CONFERENCES AND EVENTS 81
TABLE 11 KEY CONFERENCES AND EVENTS, 2024-2025 81
5.12 CASE STUDY ANALYSIS 82
5.12.1 EUROPEAN MANUFACTURING COMPANY TRANSFORMED MANUFACTURING TRAINING WITH INNOWISE'S VIRTUAL REALITY APP 82
5.12.2 TSINGHUA UNIVERSITY PARTNERED WITH BARCO TO CREATE VIRTUAL SIMULATION DISASTER EMERGENCY RESPONSE LABORATORY 82
5.12.3 NESTLE PURINA ACHIEVED EFFICIENCY AND GAINED PRODUCTIVITY WITH QUEST VR 82
5.12.4 TATA STEEL LIMITED PARTNERED WITH STEEL SIM VR AND VARJO TO IMPROVE SAFETY AND REDUCE COSTS ASSOCIATED WITH TRADITIONAL TRAINING METHODS 83
5.13 TARIFF AND REGULATORY LANDSCAPE 83
5.13.1 COUNTRY-WISE TARIFFS FOR HS CODE 9504-COMPLIANT PRODUCTS 83
TABLE 12 MOST-FAVORED NATION TARIFF FOR HS CODE 9504-COMPLIANT PRODUCTS EXPORTED BY UNITED STATES, 2023 83
5.13.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 84
TABLE 13 NORTH AMERICA: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 84
TABLE 14 EUROPE: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 85
TABLE 15 ASIA PACIFIC: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 86
TABLE 16 REST OF THE WORLD: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 86
5.13.3 REGULATORY STANDARDS 87
5.14 PORTER'S FIVE FORCES ANALYSIS 87
TABLE 17 PORTER'S FIVE FORCES' IMPACT ON VIRTUAL REALITY MARKET 87
FIGURE 36 PORTER'S FIVE FORCES' ANALYSIS: VIRTUAL REALITY MARKET 88
5.14.1 THREAT OF NEW ENTRANTS 88
5.14.2 THREAT OF SUBSTITUTES 88
5.14.3 BARGAINING POWER OF SUPPLIERS 89
5.14.4 BARGAINING POWER OF BUYERS 89
5.14.5 INTENSITY OF COMPETITIVE RIVALRY 89
5.15 KEY STAKEHOLDERS AND BUYING CRITERIA 90
5.15.1 KEY STAKEHOLDERS IN BUYING PROCESS 90
FIGURE 37 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING 90
TABLE 18 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING (%) 90
5.15.2 BUYING CRITERIA 91
FIGURE 38 KEY BUYING CRITERIA, BY APPLICATION 91
TABLE 19 KEY BUYING CRITERIA, BY APPLICATION 91
6 VIRTUAL REALITY MARKET, BY APPLICATION 92
6.1 INTRODUCTION 93
FIGURE 39 CONSUMERS SEGMENT TO ACCOUNT FOR LARGEST MARKET DURING FORECAST PERIOD 93
TABLE 20 VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 93
TABLE 21 VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 94
6.2 CONSUMERS 94
6.2.1 INCREASING DEMAND, ADVANCED VIRTUAL REALITY HARDWARE EVOLUTION, AND REDUCED COSTS OF VIRTUAL REALITY DEVICES TO CONTRIBUTE TO MARKET GROWTH 94
FIGURE 40 HEAD-MOUNTED DISPLAYS SEGMENT FOR CONSUMERS TO ACCOUNT FOR LARGEST MARKET DURING FORECAST PERIOD 95
TABLE 22 CONSUMERS: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION) 95
TABLE 23 CONSUMERS: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION) 96
TABLE 24 CONSUMERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 96
TABLE 25 CONSUMERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 96
TABLE 26 CONSUMERS: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION) 96
TABLE 27 CONSUMERS: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION) 97
TABLE 28 CONSUMERS: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION) 97
TABLE 29 CONSUMERS: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION) 97
6.2.2 GAMING & ENTERTAINMENT 97
6.2.3 SPORTS 98
6.2.4 USE CASES OF VIRTUAL REALITY IN CONSUMER APPLICATIONS 98
6.3 COMMERCIAL 99
6.3.1 STREAMLINED LEARNING EXPERIENCES, EFFECTIVE PROMOTIONS, AND IMPACTFUL ADVERTISING TO FUEL DEMAND FOR VR IN RETAIL AND ECOMMERCE SECTORS 99
TABLE 30 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION) 99
TABLE 31 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION) 99
TABLE 32 COMMERCIAL: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 99
TABLE 33 COMMERCIAL: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 100
TABLE 34 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION) 100
TABLE 35 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION) 100
TABLE 36 COMMERCIAL: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION) 100
TABLE 37 COMMERCIAL: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION) 100
6.3.2 RETAIL & ECOMMERCE 101
6.3.3 EDUCATION & TRAINING 101
6.3.4 TRAVEL & TOURISM 101
6.3.5 ADVERTISING 102
6.3.6 USE CASES OF VIRTUAL REALITY IN COMMERCIAL APPLICATIONS 102
6.4 ENTERPRISES (MANUFACTURING) 102
6.4.1 NEED FOR HEIGHTENED LEVEL OF IMMERSION AND ENHANCED COMPREHENSION FOR TRAINEES TO FOSTER MARKET GROWTH 102
TABLE 38 ENTERPRISES: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION) 103
TABLE 39 ENTERPRISES: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION) 103
TABLE 40 ENTERPRISES: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 103
TABLE 41 ENTERPRISES: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 103
TABLE 42 ENTERPRISES: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION) 104
TABLE 43 ENTERPRISES: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION) 104
TABLE 44 ENTERPRISES: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION) 104
TABLE 45 ENTERPRISES: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION) 104
6.4.2 USE CASES OF VIRTUAL REALITY IN ENTERPRISE (MANUFACTURING) APPLICATIONS 105
6.5 HEALTHCARE 105
6.5.1 INCREASING ADOPTION OF VIRTUAL REALITY TO ENHANCE SURGICAL PLANNING, TRAINING, AND SKILL DEVELOPMENT TO ACCELERATE MARKET GROWTH 105
TABLE 46 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION) 106
TABLE 47 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION) 106
TABLE 48 HEALTHCARE: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 106
TABLE 49 HEALTHCARE: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 107
TABLE 50 HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION) 107
TABLE 51 HEALTHCARE VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION) 107
TABLE 52 HEALTHCARE: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION) 107
TABLE 53 HEALTHCARE: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION) 107
6.5.2 SURGERY 108
6.5.3 PATIENT CARE MANAGEMENT 108
6.5.4 FITNESS MANAGEMENT 108
6.5.5 PHARMACY MANAGEMENT 108
6.5.6 MEDICAL TRAINING & EDUCATION 108
6.5.7 USE CASES OF VIRTUAL REALITY IN HEALTHCARE APPLICATIONS 109
6.6 AEROSPACE & DEFENSE 109
6.6.1 INTEGRATION OF VIRTUAL REALITY IN COCKPIT DESIGN & TESTING AND VIRTUAL COMBAT TRAINING TO SUPPORT MARKET GROWTH 109
TABLE 54 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION) 110
TABLE 55 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION) 110
TABLE 56 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 110
TABLE 57 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 110
TABLE 58 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION) 111
TABLE 59 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION) 111
TABLE 60 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION) 111
TABLE 61 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION) 111
6.6.2 USE CASES OF VIRTUAL REALITY IN AEROSPACE & DEFENSE APPLICATIONS 112
6.7 OTHER APPLICATIONS 112
TABLE 62 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION) 112
TABLE 63 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION) 112
TABLE 64 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 113
TABLE 65 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 113
TABLE 66 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION) 113
TABLE 67 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION) 113
TABLE 68 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION) 114
TABLE 69 OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION) 114
6.7.1 AUTOMOTIVE 114
6.7.2 REAL ESTATE (ARCHITECTURE & BUILDING DESIGN) 114
6.7.3 GEOSPATIAL MINING 115
6.7.4 USE CASES OF VIRTUAL REALITY IN OTHER APPLICATIONS 115
7 VIRTUAL REALITY MARKET, BY DEVICE TYPE 116
7.1 INTRODUCTION 117
FIGURE 41 HEAD-MOUNTED DISPLAYS SEGMENT TO HOLD LARGEST MARKET DURING FORECAST PERIOD 117
TABLE 70 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 117
TABLE 71 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 118
TABLE 72 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (THOUSAND UNITS) 118
TABLE 73 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (THOUSAND UNITS) 118
7.2 HEAD-MOUNTED DISPLAYS 119
7.2.1 WIDESPREAD USE OF HEAD-MOUNTED DISPLAY DEVICES IN GAMING AND ENTERTAINMENT APPLICATIONS TO DRIVE MARKET 119
FIGURE 42 DISPLAY & PROJECTORS SEGMENT FOR HEAD-MOUNTED DISPLAYS TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 119
TABLE 74 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2023 (USD MILLION) 120
TABLE 75 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY COMPONENT, 2024-2029 (USD MILLION) 120
TABLE 76 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 120
TABLE 77 HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 121
7.3 GESTURE-TRACKING DEVICES 121
7.3.1 GESTURE-TRACKING DEVICES TO MONITOR PATIENTS' MOVEMENTS, PROVIDE REAL-TIME FEEDBACK, AND IMPROVE EFFECTIVENESS OF TREATMENTS 121
7.3.2 DATA GLOVES 122
7.3.3 OTHER GESTURE-TRACKING DEVICES 122
FIGURE 43 DISPLAY & PROJECTORS SEGMENT FOR GESTURE-TRACKING DEVICES TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 122
TABLE 78 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2023 (USD MILLION) 123
TABLE 79 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY COMPONENT, 2024-2029 (USD MILLION) 123
TABLE 80 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 123
TABLE 81 GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 124
7.4 PROJECTORS & DISPLAY WALLS 124
7.4.1 PROJECTORS AND DISPLAY WALLS TO ENABLE MULTIPLE USERS TO INTERACT WITH VIRTUAL ENVIRONMENTS OR LARGE-SCALE VISUALIZATIONS 124
FIGURE 44 DISPLAY & PROJECTORS SEGMENT FOR PROJECTORS & DISPLAY WALLS TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 125
TABLE 82 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2023 (USD MILLION) 125
TABLE 83 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY COMPONENT, 2024-2029 (USD MILLION) 126
TABLE 84 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 126
TABLE 85 PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 126
8 VIRTUAL REALITY MARKET, BY OFFERING 127
8.1 INTRODUCTION 128
FIGURE 45 SOFTWARE SEGMENT TO CAPTURE LARGER MARKET DURING FORECAST PERIOD 128
TABLE 86 VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION) 128
TABLE 87 VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION) 128
8.2 HARDWARE 129
8.2.1 VIRTUAL REALITY HARDWARE DEVICES TO CREATE IMMERSIVE AND INTERACTIVE EXPERIENCES IN VARIOUS FIELDS 129
FIGURE 46 DISPLAY & PROJECTORS FOR HARDWARE SEGMENT TO CAPTURE LARGEST MARKET DURING FORECAST PERIOD 129
TABLE 88 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2023 (USD MILLION) 130
TABLE 89 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT, 2024-2029 (USD MILLION) 130
8.2.2 SENSORS 130
8.2.2.1 Need to detect and capture motions, velocity, magnetic fields, and presence of objects to fuel demand for sensors 130
TABLE 90 SENSORS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 131
TABLE 91 SENSORS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 131
8.2.2.2 Accelerometers 131
8.2.2.3 Gyroscopes 131
8.2.2.4 Magnetometers 132
8.2.2.5 Proximity sensors 132
8.2.3 SEMICONDUCTOR COMPONENTS 132
8.2.3.1 Significant role of controllers in smartphones and tablets to increase demand for virtual reality devices 132
TABLE 92 SEMICONDUCTOR COMPONENTS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 132
TABLE 93 SEMICONDUCTOR COMPONENTS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 133
8.2.3.2 Controllers & processors 133
8.2.3.3 Integrated circuits 133
8.2.4 DISPLAY & PROJECTORS 133
8.2.4.1 Display & projectors to shape how users perceive and interact with digital content 133
TABLE 94 DISPLAY & PROJECTORS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 134
TABLE 95 DISPLAY & PROJECTORS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 134
8.2.5 POSITION TRACKERS 134
8.2.5.1 Position trackers to monitor users' movements accurately and position within virtual or augmented environments 134
TABLE 96 POSITION TRACKERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 134
TABLE 97 POSITION TRACKERS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 135
8.2.6 CAMERAS 135
8.2.6.1 Need to enhance user experience, capture user's surroundings, and facilitate outside-in tracking to boost demand for cameras 135
TABLE 98 CAMERAS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 135
TABLE 99 CAMERAS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 135
8.2.7 OTHER COMPONENTS 136
TABLE 100 OTHER COMPONENTS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 136
TABLE 101 OTHER COMPONENTS: VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 136
TABLE 102 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 136
TABLE 103 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 137
8.3 SOFTWARE 137
8.3.1 VIRTUAL REALITY SOFTWARE TO BLEND DIGITAL INFORMATION AND VIRTUAL OBJECTS SEAMLESSLY WITH REAL-WORLD ENVIRONMENT 137
8.3.2 SDKS 137
8.3.3 CLOUD-BASED SERVICES 137
TABLE 104 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 138
TABLE 105 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 138
9 VIRTUAL REALITY MARKET, BY TECHNOLOGY 139
9.1 INTRODUCTION 140
FIGURE 47 SEMI & FULLY IMMERSIVE SEGMENT TO CAPTURE LARGER MARKET DURING FORECAST PERIOD 140
TABLE 106 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION) 140
TABLE 107 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION) 140
9.2 NON-IMMERSIVE TECHNOLOGY 141
9.2.1 GROWING USE OF NON-IMMERSIVE TECHNOLOGY IN DEVELOPING VIRTUAL REALITY SOFTWARE TO DRIVE MARKET 141
9.3 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY 141
9.3.1 NEED FOR HIGH LEVEL OF IMMERSION AND AWARENESS OF PHYSICAL WORLD WHILE GAMING TO PROPEL MARKET 141
10 VIRTUAL REALITY MARKET, BY REGION 142
10.1 INTRODUCTION 143
FIGURE 48 NORTH AMERICA ACCOUNTED FOR LARGEST MARKET IN 2023 143
TABLE 108 VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION) 143
TABLE 109 VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION) 144
10.2 NORTH AMERICA 144
FIGURE 49 NORTH AMERICA: VIRTUAL REALITY MARKET SNAPSHOT 145
TABLE 110 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION) 145
TABLE 111 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION) 146
TABLE 112 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 146
TABLE 113 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 146
10.2.1 US 147
10.2.1.1 Presence of industry giants and need for VR to promote marketing campaigns to drive market 147
10.2.2 CANADA 147
10.2.2.1 Need to streamline workflow automation, enhance operational efficiency, and deliver interactive information within tourism and hospitality sectors to propel market 147
10.2.3 MEXICO 148
10.2.3.1 Advancements in commercial & consumer sectors and utilization of VR in real-life situations to stimulate market expansion 148
10.2.4 RECESSION IMPACT ON VIRTUAL REALITY MARKET IN NORTH AMERICA 148
10.3 EUROPE 149
FIGURE 50 EUROPE: VIRTUAL REALITY MARKET SNAPSHOT 150
TABLE 114 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION) 150
TABLE 115 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION) 151
TABLE 116 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 151
TABLE 117 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 151
10.3.1 GERMANY 152
10.3.1.1 Widespread adoption of emerging technologies in enterprises to fuel demand for VR solutions 152
10.3.2 FRANCE 152
10.3.2.1 High digital display adoption, increased spending on VR devices, and focus on online advertising to spur market growth 152
10.3.3 UK 153
10.3.3.1 Ongoing investments, presence of major vendors, and predominant focus on content production to foster market growth 153
10.3.4 REST OF EUROPE 153
10.3.5 RECESSION IMPACT ON VIRTUAL REALITY MARKET IN EUROPE 154
10.4 ASIA PACIFIC 154
FIGURE 51 ASIA PACIFIC: VIRTUAL REALITY MARKET SNAPSHOT 155
TABLE 118 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION) 155
TABLE 119 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION) 156
TABLE 120 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 156
TABLE 121 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 156
10.4.1 CHINA 157
10.4.1.1 Emergence of numerous start-ups, focus on exploring emerging technologies, and rising trends of expos and conferences to drive market 157
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10.4.2 INDIA 157
10.4.2.1 Heightened awareness of advanced technology and extensive R&D to accelerate market growth 157
10.4.3 JAPAN 158
10.4.3.1 Growing integration of advanced technologies within healthcare sector to boost demand for VR solutions 158
10.4.4 SOUTH KOREA 159
10.4.4.1 Digital transformation within industrial sector to stimulate market growth 159
10.4.5 REST OF ASIA PACIFIC 159
10.4.6 RECESSION IMPACT ON VIRTUAL REALITY MARKET IN ASIA PACIFIC 159
10.5 ROW 160
TABLE 122 ROW: VIRTUAL REALITY MARKET, BY SUBREGION, 2020-2023 (USD MILLION) 160
TABLE 123 ROW: VIRTUAL REALITY MARKET, BY SUBREGION, 2024-2029 (USD MILLION) 160
TABLE 124 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 160
TABLE 125 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 161
10.5.1 SOUTH AMERICA 161
10.5.1.1 Expanding consumer market, favorable low-interest rates, and robust commodity pricing to bolster market growth 161
10.5.2 MIDDLE EAST & AFRICA 161
10.5.2.1 Rising incorporation of virtual reality into various applications of healthcare industry to propel market 161
TABLE 126 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION) 162
TABLE 127 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION) 162
10.5.2.2 GCC countries 162
10.5.2.2.1 Rising government focus on digital transformation and increasing awareness regarding benefits of wearable VR to spur market growth 162
10.5.2.3 Rest of Middle East & Africa 163
10.5.3 RECESSION IMPACT ON VIRTUAL REALITY MARKET IN ROW 163
11 COMPETITIVE LANDSCAPE 164
11.1 OVERVIEW 164
11.2 KEY PLAYER STRATEGIES/RIGHT TO WIN 164
TABLE 128 OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS 164
11.3 MARKET SHARE ANALYSIS 166
FIGURE 52 VIRTUAL REALITY MARKET SHARE ANALYSIS, 2023 166
TABLE 129 VIRTUAL REALITY MARKET: DEGREE OF COMPETITION, 2023 166
11.4 REVENUE ANALYSIS, 2019-2023 167
FIGURE 53 VIRTUAL REALITY MARKET: REVENUE ANALYSIS OF TOP PLAYERS, 2019-2023 167
11.5 COMPANY VALUATION AND FINANCIAL METRICS 168
FIGURE 54 COMPANY VALUATION AND FINANCIAL METRICS: VIRTUAL REALITY MARKET 168
11.5.1 VIRTUAL REALITY MARKET: FINANCIAL METRICS 168
FIGURE 55 FINANCIAL METRICS (EV/EBITDA), 2023 168
11.6 VIRTUAL REALITY MARKET: BRAND/PRODUCT COMPARISON 169
FIGURE 56 BRAND COMPARISON 169
11.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023 169
11.7.1 STARS 169
11.7.2 EMERGING LEADERS 169
11.7.3 PERVASIVE PLAYERS 169
11.7.4 PARTICIPANTS 170
FIGURE 57 VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX FOR KEY PLAYERS, 2023 170
11.7.5 COMPANY FOOTPRINT 171
11.7.5.1 Company footprint 171
FIGURE 58 VIRTUAL REALITY MARKET: OVERALL COMPANY FOOTPRINT 171
11.7.5.2 Technology footprint 172
TABLE 130 VIRTUAL REALITY MARKET: TECHNOLOGY FOOTPRINT 172
11.7.5.3 Offering footprint 173
TABLE 131 VIRTUAL REALITY MARKET: OFFERING FOOTPRINT 173
11.7.5.4 Device type footprint 174
TABLE 132 VIRTUAL REALITY MARKET: DEVICE TYPE FOOTPRINT 174
11.7.5.5 Application footprint 175
TABLE 133 VIRTUAL REALITY MARKET: APPLICATION FOOTPRINT 175
11.7.5.6 Regional footprint 176
TABLE 134 VIRTUAL REALITY MARKET: REGIONAL FOOTPRINT 176
11.8 COMPANY EVALUATION MATRIX: START-UPS/SMES, 2023 177
11.8.1 PROGRESSIVE COMPANIES 177
11.8.2 RESPONSIVE COMPANIES 177
11.8.3 DYNAMIC COMPANIES 177
11.8.4 STARTING BLOCKS 177
FIGURE 59 VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX FOR START-UPS/SMES, 2023 178
11.8.5 COMPETITIVE BENCHMARKING, START-UPS/SMES, 2023 179
11.8.5.1 Detailed list of key start-ups/SMEs 179
TABLE 135 VIRTUAL REALITY MARKET: LIST OF KEY START-UPS/SMES 179
11.8.6 COMPETITIVE BENCHMARKING OF KEY START-UPS/SMES 180
TABLE 136 VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING OF KEY START-UPS/SMES 180
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11.9 COMPETITIVE SCENARIOS AND TRENDS 181
11.9.1 PRODUCT LAUNCHES 181
TABLE 137 VIRTUAL REALITY MARKET: PRODUCT LAUNCHES, 2020-2023 181
11.9.2 DEALS 182
TABLE 138 VIRTUAL REALITY MARKET: DEALS, 2020-2023 182
12 COMPANY PROFILES 183
(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 183
12.1.1 SONY 183
TABLE 139 SONY: BUSINESS OVERVIEW 183
FIGURE 60 SONY: COMPANY SNAPSHOT 184
TABLE 140 SONY: PRODUCTS/SOLUTIONS/SERVICES OFFERED 184
TABLE 141 SONY: PRODUCT LAUNCHES AND ENHANCEMENTS 185
12.1.2 SAMSUNG ELECTRONICS CO., LTD. 187
TABLE 142 SAMSUNG ELECTRONICS CO., LTD.: BUSINESS OVERVIEW 187
FIGURE 61 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT 188
TABLE 143 SAMSUNG ELECTRONICS CO., LTD.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 188
12.1.3 MICROSOFT 190
TABLE 144 MICROSOFT: BUSINESS OVERVIEW 190
FIGURE 62 MICROSOFT: COMPANY SNAPSHOT 191
TABLE 145 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 191
TABLE 146 MICROSOFT: DEALS 192
12.1.4 META 194
TABLE 147 META: BUSINESS OVERVIEW 194
FIGURE 63 META: COMPANY SNAPSHOT 195
TABLE 148 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED 195
TABLE 149 META: PRODUCT LAUNCHES AND ENHANCEMENTS 196
TABLE 150 META: DEALS 196
12.1.5 HTC CORPORATION 198
TABLE 151 HTC CORPORATION: BUSINESS OVERVIEW 198
FIGURE 64 HTC CORPORATION: COMPANY SNAPSHOT 198
TABLE 152 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 199
TABLE 153 HTC CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS 200
12.1.6 BARCO 201
TABLE 154 BARCO: BUSINESS OVERVIEW 201
FIGURE 65 BARCO: COMPANY SNAPSHOT 202
TABLE 155 BARCO: PRODUCTS/SOLUTIONS/SERVICES OFFERED 202
TABLE 156 BARCO: DEALS 204
12.1.7 PICO IMMERSIVE PTE.LTD. 205
TABLE 157 PICO IMMERSIVE PTE. LTD.: BUSINESS OVERVIEW 205
TABLE 158 PICO IMMERSIVE PTE.LTD.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 205
TABLE 159 PICO IMMERSIVE PTE.LTD.: PRODUCT LAUNCHES AND ENHANCEMENTS 206
12.1.8 CYBERGLOVE SYSTEMS INC. 207
TABLE 160 CYBERGLOVE SYSTEMS INC.: BUSINESS OVERVIEW 207
TABLE 161 CYBERGLOVE SYSTEMS INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 207
12.1.9 UNITY TECHNOLOGIES 209
TABLE 162 UNITY TECHNOLOGIES: BUSINESS OVERVIEW 209
FIGURE 66 UNITY TECHNOLOGIES: COMPANY SNAPSHOT 210
TABLE 163 UNITY TECHNOLOGIES: PRODUCTS/SOLUTIONS/SERVICES OFFERED 210
12.1.10 PENUMBRA, INC. 211
TABLE 164 PENUMBRA, INC.: BUSINESS OVERVIEW 211
FIGURE 67 PENUMBRA, INC.: COMPANY SNAPSHOT 211
TABLE 165 PENUMBRA, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 212
TABLE 166 PENUMBRA, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS 212
TABLE 167 PENUMBRA, INC.: DEALS 213
12.1.11 DPVR 214
TABLE 168 DPVR: BUSINESS OVERVIEW 214
TABLE 169 DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED 214
TABLE 170 DPVR: PRODUCT LAUNCHES AND ENHANCEMENTS 216
TABLE 171 DPVR: DEALS 217
12.2 OTHER PLAYERS 218
12.2.1 ULTRALEAP 218
12.2.2 FOVE INC 218
12.2.3 QUYTECH 219
12.2.4 HQSOFTWARE 219
12.2.5 INNOWISE 220
12.2.6 XRHEALTH IL LTD. 220
12.2.7 VECTION TECHNOLOGIES 221
12.2.8 MINDMAZE 221
12.2.9 FIRSTHAND TECHNOLOGY 222
12.2.10 WORLDVIZ, INC. 222
12.2.11 VIRTUIX 223
12.2.12 VIGHNESH INC. 223
12.2.13 MERGE LABS, INC. 224
12.2.14 SPACEVR 224
*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.
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13 APPENDIX 225
13.1 INSIGHTS FROM INDUSTRY EXPERTS 225
13.2 DISCUSSION GUIDE 225
13.3 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL 228
13.4 CUSTOMIZATION OPTIONS 230
13.5 RELATED REPORTS 230
13.6 AUTHOR DETAILS 231

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