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市场调查报告书

虚拟现实市场:细分市场(消费者/公司/行业/政府),设备(硬件/软件/组件),应用程序,解决方案(2020-2025年)

Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, Components) Applications and Solutions 2020 - 2025

出版商 Mind Commerce 商品编码 950707
出版日期 内容资讯 英文 235 Pages
商品交期: 最快1-2个工作天内
价格
虚拟现实市场:细分市场(消费者/公司/行业/政府),设备(硬件/软件/组件),应用程序,解决方案(2020-2025年) Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, Components) Applications and Solutions 2020 - 2025
出版日期: 2020年07月22日内容资讯: 英文 235 Pages
简介

以前,虚拟现实市场一直受到技术差距和消费者准备问题的困扰,它为世界的实质增长做好了准备,并且在服务提供商,内容开发商和生态系统组件提供商中拥有丰富的虚拟现实市场提供了机会。 VR的高增长阶段预计将在大约两年内开始。这与显著降低总体宽带成本(有线和无线连接),同时在消费者和企业市场领域提高用户接受度是一致的。

本报告调查了全球虚拟现实市场,并分析了VR生态系统和价值链合作伙伴的作用,最近的VR专利申请和知识产权评估以及当前的价格指标,VR设备和应用。提供对虚拟现实市场的详细评估,包括内容分析,SWOT分析,新兴业务模型分析,VR货币化演变,VR组件市场分析(设备,软件,硬件,平台)用于评估领先的VR公司和解决方案,关键的VR增长因素,市场挑战以及新机遇。

内容

第1章执行摘要

第2章虚拟现实市场细分

  • VR市场细分和细分市场
  • 主要发现

第3章简介

  • 沉浸式技术
  • 虚拟现实市场概述
    • 虚拟现实系统
    • 虚拟现实技术,系统和体系结构
  • 虚拟现实生态系统
    • 虚拟现实设备
    • 虚拟现实硬件组件
    • 虚拟现实软件市场
    • 虚拟现实服务市场
    • 虚拟现实内容市场
  • 虚拟现实市场的驱动力
    • 沉浸式视觉越来越受欢迎
    • 扩大VR设备采用的可用性
    • 设备内置的虚拟现实功能
    • 培训和模拟的虚拟现实
    • 提高了设备和组件的可用性
    • 企业和工业环境中的虚拟现实
  • 虚拟现实市场的挑战
    • 对用户健康的负面影响
    • 完全沉浸式虚拟现实需要金钱
    • 确保设计和跟踪的易用性
    • 高能耗
  • 虚拟现实市场前景与机遇
    • 虚拟现实投资趋势
    • 虚拟现实并购
    • 虚拟现实补充了混合现实(MR)
    • 国防和国土安全中的虚拟现实
    • 虚拟现实和网真应用
    • 融合虚拟现实和身临其境的社交平台
    • 无人机操作和遥控机器人的虚拟现实
    • 色情和性行业中的虚拟现实
    • 虚拟现实加速了3D电视打印
    • 救生应用程序的虚拟现实
    • 网络运营商虚拟现实的机会
    • 使得触觉虚拟现实成为主流的5G

第4章虚拟现实生态系统分析

  • 虚拟现实利益相关者分析
    • 虚拟现实设备制造商
    • 虚拟现实组件制造商
    • 虚拟现实软件解决方案提供商
    • VR服务提供商
    • 虚拟现实内容提供商
    • 虚拟现实最终用户
  • 虚拟现实业务模型
    • 虚拟现实订阅服务
    • 按体验付费虚拟现实
  • 虚拟现实专利分析
  • 虚拟现实技术
    • 非沉浸式虚拟现实技术
    • 半沉浸式虚拟现实技术
    • 完全沉浸式虚拟现实技术
  • 虚拟现实平台
  • 虚拟现实市场应用
    • 面向消费者的虚拟现实应用程序
    • 企业虚拟现实应用
    • 工业应用的虚拟现实
  • 本地虚拟现实市场
  • 虚拟现实与5G
  • 对虚拟现实收入的期望

第5章VR公司分析

  • Oculus VR, LLC
  • ???
  • Samsung Electronics Co. Ltd.
  • HTC Corporation
  • EON Reality Inc.
  • Google Inc.
  • Microsoft Corporation
  • Vuzix Corporation
  • Cyber Glove Systems
  • Sensics Inc.
  • Leap Motion Inc.
  • Sixense Entertainment Inc.
  • Avegant Corp.
  • FOVE Inc.
  • Open Source Virtual Reality (OSVR)
  • Zeiss VR One
  • Intel Corporation
  • Alcatel Mobile
  • ZTE Corporation
  • Unity Technologies
  • Magic Leap
  • Nvidia Corporation
  • BARCO
  • MYO
  • NGRAIN Corporation
  • WorldViz
  • Wevr
  • NextVR
  • Osterhout Design Group (ODG)
  • Niantic Inc.
  • Virtual Reality Company (VRC)
  • VIRTALIS
  • Facebook
  • Huawei Technologies
  • Qualcomm Inc.
  • SK Telecom
  • LG Corporation
  • Nokia StarGazing VR Application
  • VREAL
  • StreamVR
  • Analog Devices Inc.
  • Atmel Corporation
  • Cypress Semiconductor Corp
  • NXP
  • Integrated Device Technology Inc
  • Maxim Integrated
  • NKK Switches
  • Rohm Semiconductor
  • Semtech Corporation
  • Texas Instruments

第6章虚拟现实市场分析和预测

  • 世界虚拟现实市场
  • 虚拟现实技术
  • 虚拟现实系统细分
    • 虚拟现实设备
    • 虚拟现实手势跟踪设备
    • 虚拟现实硬件组件
    • 虚拟现实软件
    • 虚拟现实软件组件
    • 虚拟现实服务
    • 虚拟现实内容
  • 虚拟现实业务收入
  • 虚拟现实应用
    • 虚拟现实消费者应用程序
    • 虚拟现实企业应用程序
    • 虚拟现实工业应用
    • 虚拟现实政府应用程序
  • 虚拟现实解决方案简介
  • 支持虚拟现实的网络基础架构
    • 用于多路访问边缘计算的VR访问基础架构
    • 多路访问边缘计算VR硬件
  • 美国虚拟现实市场
    • 美国VR系统细分
    • 美国VR应用
    • 在美国推出VR解决方案
  • 加拿大的虚拟现实市场
  • 英国虚拟现实市场
  • 德国虚拟现实市场
  • 法国虚拟现实市场
  • 瑞典虚拟现实市场
  • 中国虚拟现实市场
  • 日本的虚拟现实市场
  • 韩国虚拟现实市场
目录

Overview:

This research provides an in-depth assessment of the virtual reality market including analysis of VR ecosystem and role of value chain partners, evaluation of recent VR patent filings and intellectual property, and analysis of current price metrics VR devices, apps, and content. The report also provides an assessment of key VR companies and solutions with SWOT analysis, analysis of emerging business models and evolution of VR monetization, analysis of VR component market: devices, software, hardware, platforms. The report also presents key VR growth drivers, market challenges, and emerging opportunities.

Previously encumbered by a combination of technology gaps and consumer readiness issues, the virtual reality market is poised for substantive global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. However, the high-growth phase for VR is anticipated to start within approximately two years, which is coincident with substantially lower broadband costs as a whole (wired and wireless connections) as well as greater user acceptance within both the consumer and business market segments.

It is important to note that the virtual reality market and other immersive technologies (such as the mixed reality market) will also be important to many industries for a variety of enterprise purposes including internal operations, managing supply chains, and supporting customers. Important industry verticals include commercial real estate management, automotive, public safety, education, and training. The leading sector is anticipated to be the instruction (education, training, and simulations).

For the consumer virtual reality market, we see entertainment and lifestyle enhancements leading the way with the former including VR enhanced gaming and the latter including a plethora of new apps such as virtual location experiences in which groups of people get together virtually in the cyber-world. Examples include everything from virtual alumni events to watching your favorite football team play in a virtual stadium with ultra-real sights, sounds, and even feelings and smells of game day. The advancement of AI embedded within the VR market will add to the realism by introducing random events that happen within a given experience.

For enterprise and industrial virtual reality market segments, the publisher sees simulations and training leading the way. We see everything from situational training (such as Verizon using Striver to train its employees how to better deal with robberies) to more traditional expectations such as VR enhanced simulations for flight and vehicle training. Businesses will also seek to use VR as a means to destress employees by offering them a virtual experience of their everyday work with random events thrown into the mix, both to add interest/amusement as well as to test and train them to see how they might react given a real-world experience such as how to best deal with a senile shoplifter.

This research provides an in-depth assessment of the VR market including the following:

  • Analysis of VR ecosystem and role of value chain partners
  • Evaluation of recent VR patent filings and intellectual property
  • Analysis of current price metrics VR devices, apps, and content
  • Assessment of key VR companies and solutions with SWOT analysis
  • Analysis of emerging business models and evolution of VR monetization
  • Analysis of VR component market: devices, software, hardware, platforms
  • Analysis of key VR growth drivers, market challenges, and emerging opportunities

Forecasts in Report:

  • Shipment forecasts in the report include:
  • Virtual Reality Market Globally, Regionally, and by Major Countries 2020 - 2025
  • Virtual Reality Consumer, Enterprise, Industrial, and Government Applications 2020 - 2025
  • Virtual Reality Hardware, Software, and Services 2020 - 2025
  • Virtual Reality Content and Commerce 2020 - 2025

All purchases of this publisher's reports include time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • Virtual reality companies
  • Electronics manufacturers
  • Network service providers
  • Regulatory and policy groups
  • Artificial intelligence providers
  • Application and content providers

Report Benefits:

  • VR Forecasts 2020 - 2025
  • VR Future and Roadmap 2020 - 2025
  • Identify the impact of VR in major industries
  • Identify market drivers for VR commercialization
  • Understand AR and VR convergence and mixed reality
  • Recognize the impact of supporting tech such as 5G and MEC on VR

Companies in Report:

  • 3D Systems Simbionix
  • Analog Devices Inc.
  • Avegant Corp.
  • BARCO
  • Cyber Glove Systems
  • Cypress Semiconductor Corp
  • EON Reality Inc.
  • FOVE Inc.
  • Facebook
  • Google Inc.
  • HTC Corporation
  • Huawei Technologies
  • Integrated Device Technology Inc
  • Intel Corporation
  • LG Corporation
  • Leap Motion Inc.
  • Magic Leap
  • Maxim Integrated
  • Microsoft Corporation
  • NGRAIN Corporation (mCloud)
  • NXP
  • NextVR
  • Niantic Inc.
  • Nokia
  • Nvidia Corporation
  • Qualcomm Inc.
  • Rohm Semiconductor
  • SK Telecom
  • Samsung Electronics Co. Ltd.
  • Semtech Corporation
  • Sixense Entertainment Inc.
  • Sony Corporation
  • StreamVR
  • Texas Instruments
  • Unity Technologies
  • VIRTALIS
  • VREAL
  • Virtual Reality Company (VRC)
  • Vuzix Corporation
  • Wevr
  • WorldViz
  • ZTE Corporation
  • Zeiss VR One

Table of Contents

1.0 Executive Summary

2.0 Virtual Reality Market Segmentation

  • 2.1 VR Market Segments and Sub-Segments
  • 2.2 Key Report Findings

3.0 Introduction

  • 3.1 Immersive Technologies
  • 3.2 Virtual Reality Market Overview
    • 3.2.1 Virtual Reality Systems
    • 3.2.2 Virtual Reality Technologies, Systems, and Architectures
  • 3.3 Virtual Reality Ecosystem
    • 3.3.1 Virtual Reality Devices
      • 3.3.1.1 Head Mounted Displays
      • 3.3.1.2 Gesture Tracking Devices
        • 3.3.1.2.1 Haptic Gloves
        • 3.3.1.2.2 Haptic Suits
        • 3.3.1.2.3 Other VR Devices
      • 3.3.1.3 Projectors and Display Walls
      • 3.3.1.4 Heads-Up Displays
    • 3.3.2 Virtual Reality Hardware Components
      • 3.3.2.1 Sensors
        • 3.3.2.1.1 Accelerometers
        • 3.3.2.1.2 Proximity Sensor
        • 3.3.2.1.3 Magnetometers
        • 3.3.2.1.4 GPS System
        • 3.3.2.1.5 Gyroscopes
        • 3.3.2.1.6 3D Image Sensor
      • 3.3.2.2 Semiconductor Component
        • 3.3.2.2.1 Haptic Controller and Integrated Circuits
        • 3.3.2.2.2 Graphic Processing Units
        • 3.3.2.2.3 VR Displays
        • 3.3.2.2.4 Central Processing Units
        • 3.3.2.2.5 Memory
        • 3.3.2.2.6 Tracking System
        • 3.3.2.2.7 Process Acceleration Cards
        • 3.3.2.2.8 Input Devices
        • 3.3.2.2.9 USB Connector
      • 3.3.2.3 Audio Hardware
    • 3.3.3 Virtual Reality Software Market
      • 3.3.3.1 Virtual Reality Applications
      • 3.3.3.2 Software Component
        • 3.3.3.2.1 Reality Engine
        • 3.3.3.2.2 Software Development Kits
        • 3.3.3.2.3 3D Modeling
        • 3.3.3.2.4 2D Graphics
      • 3.3.3.2.5 Digital Sound Editing
    • 3.3.4 Virtual Reality Services Market
      • 3.3.4.1 Virtual Reality Simulation Services
      • 3.3.4.2 Virtual Reality Application Store Services
      • 3.3.4.3 Deployment and Management Service
    • 3.3.5 Virtual Reality Content Market
      • 3.3.5.1 Games and Entertainment
      • 3.3.5.2 VR, Video, and an Emphasis on Instructional Content
      • 3.3.5.3 VR Theme Park: An Immersive Experience
      • 3.3.5.4 VR Content Developer Engagement
  • 3.4 Virtual Reality Market Drivers
    • 3.4.1 Increasing Popularity of Immersive Vision
    • 3.4.2 Usability to Increase Adoption of VR Devices
    • 3.4.3 Virtual Reality Functions Embedded in Devices
    • 3.4.4 Virtual Reality in Training and Simulation
    • 3.4.5 Increasing Affordability of Devices and Components
    • 3.4.6 Virtual Reality in Enterprise and Industrial Settings
  • 3.5 Virtual Reality Market Challenges
    • 3.5.1 Adverse Impact on User Health
    • 3.5.2 Fully Immersive Virtual Reality is Costly
    • 3.5.3 Ensuring Usability in Design and Tracking
    • 3.5.4 High Energy Consumption
  • 3.6 Virtual Reality Market Outlook and Opportunities
    • 3.6.1 Virtual Reality Investment Trends
    • 3.6.2 Virtual Reality Mergers and Acquisitions
    • 3.6.3 Virtual Reality Complements Mixed Reality
    • 3.6.4 Virtual Reality in Defense and Homeland Security
    • 3.6.5 Virtual Reality and Telepresence Apps
    • 3.6.6 Virtual Reality meets Immersive Social Platforms
    • 3.6.7 Virtual Reality in Drone Operation and Telerobotics
    • 3.6.8 Virtual Reality in Pornography and Sex Industry
    • 3.6.9 Virtual Reality Accelerates 3D TV and Printing
    • 3.6.10 Virtual Reality in Life Saving Applications
    • 3.6.11 Virtual Reality Opportunities for Network Operators
    • 3.6.12 5G to take Haptic Virtual Reality Experience Mainstream

4.0 Virtual Reality Ecosystem Analysis

  • 4.1 Virtual Reality Stakeholder Analysis
    • 4.1.1 Virtual Reality Device Manufacturers
    • 4.1.2 Virtual Reality Component Manufacturers
    • 4.1.3 Virtual Reality Software Solution Providers
    • 4.1.4 VR Service Suit Providers
    • 4.1.5 Virtual Reality Content Providers
    • 4.1.6 Virtual Reality End Users
  • 4.2 Virtual Reality Business Models
    • 4.2.1 Virtual Reality Subscription Services
    • 4.2.2 Pay-Per-Experience Virtual Reality
  • 4.3 Virtual Reality Patent Analysis
  • 4.4 Virtual Reality Technologies
    • 4.4.1 Non-Immersive Virtual Reality Technology
    • 4.4.2 Semi-Immersive Virtual Reality Technology
    • 4.4.3 Fully Immersive Virtual Reality Technology
  • 4.5 Virtual Reality Platforms
  • 4.6 Virtual Reality Market Applications
    • 4.6.1 Consumer Virtual Reality Applications
    • 4.6.2 Enterprise Virtual Reality Applications
    • 4.6.3 Virtual Reality in Industrial Applications
  • 4.7 Regional Virtual Reality Markets
  • 4.8 Virtual Reality and 5G
  • 4.9 Virtual Reality Revenue Expectations

5.0 VR Company Analysis

  • 5.1 Oculus VR, LLC
  • 5.2 Sony Corporation
  • 5.3 Samsung Electronics Co. Ltd.
  • 5.4 HTC Corporation
  • 5.5 EON Reality Inc.
  • 5.6 Google Inc.
  • 5.7 Microsoft Corporation
  • 5.8 Vuzix Corporation
  • 5.9 Cyber Glove Systems
  • 5.10 Sensics Inc.
  • 5.11 Leap Motion Inc.
  • 5.12 Sixense Entertainment Inc.
  • 5.13 Avegant Corp.
  • 5.14 FOVE Inc.
  • 5.15 Open Source Virtual Reality (OSVR)
  • 5.16 Zeiss VR One
  • 5.17 Intel Corporation
  • 5.18 Alcatel Mobile
  • 5.19 ZTE Corporation
  • 5.20 Unity Technologies
  • 5.21 Magic Leap
  • 5.22 Nvidia Corporation
  • 5.23 BARCO
  • 5.24 MYO
  • 5.25 NGRAIN Corporation
  • 5.26 WorldViz
  • 5.27 Wevr
  • 5.28 NextVR
  • 5.29 Osterhout Design Group (ODG)
  • 5.30 Niantic Inc.
  • 5.31 Virtual Reality Company (VRC)
  • 5.32 VIRTALIS
  • 5.33 Facebook
  • 5.34 Huawei Technologies
  • 5.35 Qualcomm Inc.
  • 5.36 SK Telecom
  • 5.37 LG Corporation
  • 5.38 Nokia StarGazing VR Application
  • 5.39 VREAL
  • 5.40 StreamVR
  • 5.41 Analog Devices Inc.
  • 5.42 Atmel Corporation
  • 5.43 Cypress Semiconductor Corp
  • 5.44 NXP
  • 5.45 Integrated Device Technology Inc
  • 5.46 Maxim Integrated
  • 5.47 NKK Switches
  • 5.48 Rohm Semiconductor
  • 5.49 Semtech Corporation
  • 5.50 Texas Instruments

6.0 Virtual Reality Market Analysis and Forecasts 2020 - 2025

  • 6.1 Global Virtual Reality Market 2020 - 2025
  • 6.2 Virtual Reality Technologies 2020 - 2025
  • 6.3 Virtual Reality System Segments 2020 - 2025
    • 6.3.1 Virtual Reality Devices 2020 - 2025
    • 6.3.2 Virtual Reality Gesture Tracking Devices 2020 - 2025
    • 6.3.3 Virtual Reality Hardware Components 2020 - 2025
      • 6.3.3.1 Virtual Reality Hardware Sensors 2020 - 2025
      • 6.3.3.2 Virtual Reality Hardware Semiconductor Components 2020 - 2025
    • 6.3.4 Virtual Reality Software 2020 - 2025
    • 6.3.5 Virtual Reality Software Components 2020 - 2025
    • 6.3.6 Virtual Reality Services 2020 - 2025
    • 6.3.7 Virtual Reality Content 2020 - 2025
  • 6.4 Virtual Reality Business Revenue 2020 - 2025
  • 6.5 Virtual Reality Applications 2020 - 2025
    • 6.5.1 Virtual Reality Consumer Applications 2020 - 2025
    • 6.5.2 Virtual Reality Enterprise Applications 2020 - 2025
    • 6.5.3 Virtual Reality Industrial Applications 2020 - 2025
    • 6.5.4 Virtual Reality Government Applications 2020 - 2025
  • 6.6 Virtual Reality Solutions Deployment 2020 - 2025
  • 6.7 Network Infrastructure Supporting Virtual Reality
    • 6.7.1 Multi-access Edge Computing Enabled VR Infrastructure 2020 - 2025
    • 6.7.2 Multi-access Edge Computing Enabled VR Hardware 2020 - 2025
  • 6.8 United States Virtual Reality Market 2020 - 2025
    • 6.8.1 USA VR System Segments 2020 - 2025
      • 6.8.1.1 USA VR Device 2020 - 2025
      • 6.8.1.2 USA VR Gesture Tracking Device 2020 - 2025
    • 6.8.2 USA VR Applications 2020 - 2025
      • 6.8.2.1 USA VR Consumer Applications 2020 - 2025
      • 6.8.2.2 USA VR Enterprise Applications 2020 - 2025
      • 6.8.2.3 USA VR Industrial Applications 2020 - 2025
      • 6.8.2.4 USA VR Government Applications 2020 - 2025
    • 6.8.3 USA VR Solutions Deployment 2020 - 2025
  • 6.9 Canada Virtual Reality Market 2020 - 2025
    • 6.9.1 Canada VR System Segments 2020 - 2025
      • 6.9.1.1 Canada VR Device 2020 - 2025
      • 6.9.1.2 Canada VR Gesture Tracking Device 2020 - 2025
    • 6.9.2 Canada VR Applications 2020 - 2025
      • 6.9.2.1 Canada VR Consumer Applications 2020 - 2025
      • 6.9.2.2 Canada VR Enterprise Applications 2020 - 2025
      • 6.9.2.3 Canada VR Industrial Applications 2020 - 2025
      • 6.9.2.4 Canada VR Government Applications 2020 - 2025
    • 6.9.3 Canada VR Solutions Deployment 2020 - 2025
  • 6.10 United Kingdom Virtual Reality Market 2020 - 2025
    • 6.10.1 UK VR System Segments 2020 - 2025
      • 6.10.1.1 UK VR Device 2020 - 2025
        • 6.10.1.1.1 UK VR Gesture Tracking Device 2020 - 2025
    • 6.10.2 UK VR Applications 2020 - 2025
      • 6.10.2.1 UK VR Consumer Applications 2020 - 2025
      • 6.10.2.2 UK VR Enterprise Applications 2020 - 2025
      • 6.10.2.3 UK VR Industrial Applications 2020 - 2025
      • 6.10.2.4 UK VR Government Applications 2020 - 2025
    • 6.10.3 UK VR Solutions Deployment 2020 - 2025
  • 6.11 Germany Virtual Reality Market 2020 - 2025
    • 6.11.1 Germany VR System Segments 2020 - 2025
      • 6.11.1.1 Germany VR Device 2020 - 2025
      • 6.11.1.2 Germany VR Gesture Tracking Device 2020 - 2025
    • 6.11.2 Germany VR Applications 2020 - 2025
      • 6.11.2.1 Germany VR Consumer Applications 2020 - 2025
      • 6.11.2.2 Germany VR Enterprise Applications 2020 - 2025
      • 6.11.2.3 Germany VR Industrial Applications 2020 - 2025
      • 6.11.2.4 Germany VR Government Applications 2020 - 2025
    • 6.11.3 Germany VR Solutions Deployment 2020 - 2025
  • 6.12 France Virtual Reality Market 2020 - 2025
    • 6.12.1 France VR System Segments 2020 - 2025
      • 6.12.1.1 France VR Device 2020 - 2025
      • 6.12.1.2 France VR Gesture Tracking Device 2020 - 2025
    • 6.12.2 France VR Applications 2020 - 2025
      • 6.12.2.1 France VR Consumer Applications 2020 - 2025
      • 6.12.2.2 France VR Enterprise Applications 2020 - 2025
      • 6.12.2.3 France VR Industrial Applications 2020 - 2025
      • 6.12.2.4 France VR Government Applications 2020 - 2025
    • 6.12.3 France VR Solutions Deployment 2020 - 2025
  • 6.13 Sweden Virtual Reality Market 2020 - 2025
    • 6.13.1 Sweden VR System Segments 2020 - 2025
      • 6.13.1.1 Sweden VR Device 2020 - 2025
      • 6.13.1.2 Sweden VR Gesture Tracking Device 2020 - 2025
    • 6.13.2 Sweden VR Applications 2020 - 2025
      • 6.13.2.1 Sweden VR Consumer Applications 2020 - 2025
      • 6.13.2.2 Sweden VR Enterprise Applications 2020 - 2025
      • 6.13.2.3 Sweden VR Industrial Applications 2020 - 2025
      • 6.13.2.4 Sweden VR Government Applications 2020 - 2025
    • 6.13.3 Sweden VR Solutions Deployment 2020 - 2025
  • 6.14 China Virtual Reality Market 2020 - 2025
    • 6.14.1 China VR System Segments 2020 - 2025
      • 6.14.1.1 China VR Device 2020 - 2025
      • 6.14.1.2 China VR Gesture Tracking Device 2020 - 2025
    • 6.14.2 China VR Applications 2020 - 2025
      • 6.14.2.1 China VR Consumer Applications 2020 - 2025
      • 6.14.2.2 China VR Enterprise Applications 2020 - 2025
      • 6.14.2.3 China VR Industrial Applications 2020 - 2025
      • 6.14.2.4 China VR Government Applications 2020 - 2025
    • 6.14.3 China VR Solutions Deployment 2020 - 2025
  • 6.15 Japan Virtual Reality Market 2020 - 2025
    • 6.15.1 Japan VR System Segments 2020 - 2025
      • 6.15.1.1 Japan VR Device 2020 - 2025
      • 6.15.1.2 Japan VR Gesture Tracking Device 2020 - 2025
    • 6.15.2 Japan VR Applications 2020 - 2025
      • 6.15.2.1 Japan VR Consumer Applications 2020 - 2025
      • 6.15.2.2 Japan VR Enterprise Applications 2020 - 2025
      • 6.15.2.3 Japan VR Industrial Applications 2020 - 2025
      • 6.15.2.4 Japan VR Government Applications 2020 - 2025
    • 6.15.3 Japan VR Solutions Deployment 2020 - 2025
  • 6.16 South Korea Virtual Reality Market 2020 - 2025
    • 6.16.1 South Korea VR System Segments 2020 - 2025
      • 6.16.1.1 South Korea VR Device 2020 - 2025
      • 6.16.1.2 South Korea VR Gesture Tracking Device 2020 - 2025
    • 6.16.2 South Korea VR Applications 2020 - 2025
      • 6.16.2.1 South Korea VR Consumer Applications 2020 - 2025
      • 6.16.2.2 South Korea VR Enterprise Applications 2020 - 2025
      • 6.16.2.3 South Korea VR Industrial Applications 2020 - 2025
      • 6.16.2.4 South Korea VR Government Applications 2020 - 2025
    • 6.16.3 South Korea VR Solutions Deployment 2020 - 2025

Figures

  • Figure 1: Virtual Reality System Development Costs
  • Figure 2: Virtual Reality System Architecture
  • Figure 3: Virtual Reality Market Segments
  • Figure 4: Virtual Reality Sensory Displays
  • Figure 5: Virtual Reality Content Developer Engagement
  • Figure 6: Virtual Reality Investment Trends and Outlook
  • Figure 7: Virtual Reality Funding by Investor Type
  • Figure 8: Virtual Reality Technologies and Platforms
  • Figure 9: 5G Deployment
  • Figure 10: Virtual Reality and 5G
  • Figure 11: Virtual Reality ARPU 1
  • Figure 12: Global Virtual Reality Market 2020 - 2025
  • Figure 13: VR Technology 2020 - 2025
  • Figure 14: VR System Segments 2020 - 2025
  • Figure 15: VR Device 2020 - 2025
  • Figure 16: VR Gesture Tracking Device 2020 - 2025
  • Figure 17: VR Hardware Component 2020 - 2025
  • Figure 18: VR Hardware Sensors 2020 - 2025
  • Figure 19: VR Hardware Semiconductor Components 2020 - 2025
  • Figure 20: VR Software 2020 - 2025
  • Figure 21: VR Software Components 2020 - 2025
  • Figure 22: VR Service 2020 - 2025
  • Figure 23: VR Content 2020 - 2025
  • Figure 24: VR Business Revenue 2020 - 2025
  • Figure 25: VR Applications 2020 - 2025
  • Figure 26: VR Consumer Applications 2020 - 2025
  • Figure 27: VR Enterprise Applications 2020 - 2025
  • Figure 28: VR Industrial Applications 2020 - 2025
  • Figure 29: VR Government Applications 2020 - 2025
  • Figure 30: VR Solution Deployment 2020 - 2025
  • Figure 31: Multi-access Edge Computing Enabled VR Infrastructure 2020 - 2025
  • Figure 32: Multi-access Edge Computing Enabled VR Hardware 2020 - 2025
  • Figure 33: USA Virtual Reality 2020 - 2025
  • Figure 34: USA VR System Segments 2020 - 2025
  • Figure 35: USA VR Device 2020 - 2025
  • Figure 36: USA VR Gesture Tracking Device 2020 - 2025
  • Figure 37: USA VR Applications 2020 - 2025
  • Figure 38: USA VR Consumer Applications 2020 - 2025
  • Figure 39: USA VR Enterprise Applications 2020 - 2025
  • Figure 40: USA VR Industrial Applications 2020 - 2025
  • Figure 41: USA VR Government Applications 2020 - 2025
  • Figure 42: USA VR Solutions Deployment 2020 - 2025
  • Figure 43: Canada Virtual Reality 2020 - 2025
  • Figure 44: Canada VR System Segments 2020 - 2025
  • Figure 45: Canada VR Device 2020 - 2025
  • Figure 46: Canada VR Gesture Tracking Device 2020 - 2025
  • Figure 47: Canada VR Applications 2020 - 2025
  • Figure 48: Canada VR Consumer Applications 2020 - 2025
  • Figure 49: Canada VR Enterprise Applications 2020 - 2025
  • Figure 50: Canada VR Industrial Applications 2020 - 2025
  • Figure 51: Canada VR Government Applications 2020 - 2025
  • Figure 52: Canada VR Solutions Deployment 2020 - 2025
  • Figure 53: UK Virtual Reality 2020 - 2025
  • Figure 54: UK VR System Segments 2020 - 2025
  • Figure 55: UK VR Device 2020 - 2025
  • Figure 56: UK VR Gesture Tracking Device 2020 - 2025
  • Figure 57: UK VR Applications 2020 - 2025
  • Figure 58: UK VR Consumer Applications 2020 - 2025
  • Figure 59: UK VR Enterprise Applications 2020 - 2025
  • Figure 60: UK VR Industrial Applications 2020 - 2025
  • Figure 61: UK VR Government Applications 2020 - 2025
  • Figure 62: UK VR Solutions Deployment 2020 - 2025
  • Figure 63: Germany Virtual Reality 2020 - 2025
  • Figure 64: Germany VR System Segments 2020 - 2025
  • Figure 65: Germany VR Device 2020 - 2025
  • Figure 66: Germany VR Gesture Tracking Device 2020 - 2025
  • Figure 67: Germany VR Applications 2020 - 2025
  • Figure 68: Germany VR Consumer Applications 2020 - 2025
  • Figure 69: Germany VR Enterprise Applications 2020 - 2025
  • Figure 70: Germany VR Industrial Applications 2020 - 2025
  • Figure 71: Germany VR Government Applications 2020 - 2025
  • Figure 72: Germany VR Solutions Deployment 2020 - 2025
  • Figure 73: France Virtual Reality 2020 - 2025
  • Figure 74: France VR System Segments 2020 - 2025
  • Figure 75: France VR Device 2020 - 2025
  • Figure 76: France VR Gesture Tracking Device 2020 - 2025
  • Figure 77: France VR Applications 2020 - 2025
  • Figure 78: France VR Consumer Applications 2020 - 2025
  • Figure 79: France VR Enterprise Applications 2020 - 2025
  • Figure 80: France VR Industrial Applications 2020 - 2025
  • Figure 81: France VR Government Applications 2020 - 2025
  • Figure 82: France VR Solutions Deployment 2020 - 2025
  • Figure 83: Sweden Virtual Reality 2020 - 2025
  • Figure 84: Sweden VR System Segments 2020 - 2025
  • Figure 85: Sweden VR Device 2020 - 2025
  • Figure 86: Sweden VR Gesture Tracking Device 2020 - 2025
  • Figure 87: Sweden VR Applications 2020 - 2025
  • Figure 88: Sweden VR Consumer Applications 2020 - 2025
  • Figure 89: Sweden VR Enterprise Applications 2020 - 2025
  • Figure 90: Sweden VR Industrial Applications 2020 - 2025
  • Figure 91: Sweden VR Government Applications 2020 - 2025
  • Figure 92: Sweden VR Solutions Deployment 2020 - 2025
  • Figure 93: China Virtual Reality 2020 - 2025
  • Figure 94: China VR System Segments 2020 - 2025
  • Figure 95: China VR Device 2020 - 2025
  • Figure 96: China VR Gesture Tracking Device 2020 - 2025
  • Figure 97: China VR Applications 2020 - 2025
  • Figure 98: China VR Consumer Applications 2020 - 2025
  • Figure 99: China VR Enterprises Applications 2020 - 2025
  • Figure 100: China VR Industrial Applications 2020 - 2025
  • Figure 101: China VR Government Applications 2020 - 2025
  • Figure 102: China VR Solutions Deployment 2020 - 2025
  • Figure 103: Japan Virtual Reality 2020 - 2025
  • Figure 104: Japan VR System Segments 2020 - 2025
  • Figure 105: Japan VR Device 2020 - 2025
  • Figure 106: Japan VR Gesture Tracking Device 2020 - 2025
  • Figure 107: Japan VR Applications 2020 - 2025
  • Figure 108: Japan VR Consumer Applications 2020 - 2025
  • Figure 109: Japan VR Enterprise Applications 2020 - 2025
  • Figure 110: Japan VR Industrial Applications 2020 - 2025
  • Figure 111: Japan VR Government Applications 2020 - 2025
  • Figure 112: Japan VR Solutions Deployment 2020 - 2025
  • Figure 113: South Korea Virtual Reality 2020 - 2025
  • Figure 114: South Korea VR System Segments 2020 - 2025
  • Figure 115: South Korea VR Device 2020 - 2025
  • Figure 116: South Korea VR Gesture Tracking Device 2020 - 2025
  • Figure 117: South Korea VR Applications 2020 - 2025
  • Figure 118: South Korea VR Consumer Applications 2020 - 2025
  • Figure 119: South Korea VR Enterprise Applications 2020 - 2025
  • Figure 120: South Korea VR Industrial Applications 2020 - 2025
  • Figure 121: South Korea VR Government Applications 2020 - 2025
  • Figure 122: South Korea VR Solutions Deployment 2020 - 2025

Tables

  • Table 1: Head Mounted Display Manufacturers
  • Table 2: VR Gloves Manufacturers
  • Table 3: VR Haptic Suit Manufacturers
  • Table 4: GTD Product Manufacturers
  • Table 5: Projectors and Display Wall Manufacturers
  • Table 6: HUD Manufacturers
  • Table 7: MEMS Accelerometers Manufacturers
  • Table 8 Proximity Sensor Manufacturers
  • Table 9: Magnetometers Manufactures
  • Table 10: GPS System Manufactures
  • Table 11: MEMS Gyroscopes Manufactures
  • Table 12: 3D Image Sensor Manufacturers
  • Table 13: Capacitive Sensing Controller and ICs Manufacturers
  • Table 14: Virtual Reality GPU Manufacturers
  • Table 15: Virtual Reality Display Manufacturers
  • Table 16: Virtual Reality CPU Manufacturers
  • Table 17: Memory Chip Manufacturers
  • Table 18: Virtual Reality Tracking System Manufacturers
  • Table 19: Process Acceleration Cards Manufacturers
  • Table 20: Virtual Reality Input Device Manufacturers
  • Table 21: USB Connector Manufacturers
  • Table 22: Virtual Reality 3D Audio Device Manufacturers
  • Table 23: Virtual Reality Software and Component Provider
  • Table 24: HMD Pricing
  • Table 25: Virtual Reality Content Price
  • Table 26: Virtual Reality Mergers and Acquisitions
  • Table 27: Virtual Reality Patents
  • Table 28: Global Virtual Reality Market 2020 - 2025
  • Table 29: Virtual Reality Technology 2020 - 2025
  • Table 30: Virtual Reality System Segments 2020 - 2025
  • Table 31: Virtual Reality Devices 2020 - 2025
  • Table 32: Virtual Reality Gesture Tracking Device 2020 - 2025
  • Table 33: Virtual Reality Hardware Components 2020 - 2025
  • Table 34: VR Hardware Sensors 2020 - 2025
  • Table 35: VR Hardware Semiconductor Components 2020 - 2025
  • Table 36: VR Software 2020 - 2025
  • Table 37: VR Software Components 2020 - 2025
  • Table 38: VR Services 2020 - 2025
  • Table 39: VR Content 2020 - 2025
  • Table 40: VR Business Revenue 2020 - 2025
  • Table 41: VR Applications 2020 - 2025
  • Table 42: VR Consumer Applications 2020 - 2025
  • Table 43: VR Enterprise Applications 2020 - 2025
  • Table 44: VR Industrial Applications 2020 - 2025
  • Table 45: VR Government Applications 2020 - 2025
  • Table 46: VR Solutions Deployment 2020 - 2025
  • Table 47: Multi-access Edge Computing Enabled VR Infrastructure 2020 - 2025
  • Table 48: Multi-access Edge Computing Enabled VR Hardware 2020 - 2025
  • Table 49: USA Virtual Reality 2020 - 2025
  • Table 50: USA VR System Segments 2020 - 2025
  • Table 51: USA VR Device 2020 - 2025
  • Table 52: USA VR Gesture Tracking Device 2020 - 2025
  • Table 53: USA VR Applications 2020 - 2025
  • Table 54: USA VR Consumer Applications 2020 - 2025
  • Table 55: USA VR Enterprise Applications 2020 - 2025
  • Table 56: USA VR Industrial Applications 2020 - 2025
  • Table 57: USA VR Government Applications 2020 - 2025
  • Table 58: USA VR Solutions Deployment 2020 - 2025
  • Table 59: Canada Virtual Reality 2020 - 2025
  • Table 60: Canada VR System Segments 2020 - 2025
  • Table 61: Canada VR Device 2020 - 2025
  • Table 62: Canada VR Gesture Tracking Device 2020 - 2025
  • Table 63: Canada VR Applications 2020 - 2025
  • Table 64: Canada VR Consumer Applications 2020 - 2025
  • Table 65: Canada VR Enterprise Applications 2020 - 2025
  • Table 66: Canada VR Industrial Applications 2020 - 2025
  • Table 67: Canada VR Government Applications 2020 - 2025
  • Table 68: Canada VR Solutions Deployment 2020 - 2025
  • Table 69: UK Virtual Reality 2020 - 2025
  • Table 70: UK VR System Segments 2020 - 2025
  • Table 71: UK VR Device 2020 - 2025
  • Table 72: UK VR Gesture Tracking Device 2020 - 2025
  • Table 73: UK VR Applications 2020 - 2025
  • Table 74: UK VR Consumer Applications 2020 - 2025
  • Table 75: UK VR Enterprise Applications 2020 - 2025
  • Table 76: UK VR Industrial Applications 2020 - 2025
  • Table 77: UK VR Government Applications 2020 - 2025
  • Table 78: UK VR Solutions Deployment 2020 - 2025
  • Table 79: Germany Virtual Reality 2020 - 2025
  • Table 80: Germany VR System Segments 2020 - 2025
  • Table 81: Germany VR Device 2020 - 2025
  • Table 82: Germany VR Gesture Tracking Device 2020 - 2025
  • Table 83: Germany VR Applications 2020 - 2025
  • Table 84: Germany VR Consumer Applications 2020 - 2025
  • Table 85: Germany VR Enterprise Applications 2020 - 2025
  • Table 86: Germany VR Industrial Applications 2020 - 2025
  • Table 87: Germany VR Government Applications 2020 - 2025
  • Table 88: Germany VR Solutions Deployment 2020 - 2025
  • Table 89: France Virtual Reality 2020 - 2025
  • Table 90: France VR System Segments 2020 - 2025
  • Table 91: France VR Device 2020 - 2025
  • Table 92: France VR Gesture Tracking Device 2020 - 2025
  • Table 93: France VR Applications 2020 - 2025
  • Table 94: France VR Consumer Applications 2020 - 2025
  • Table 95: France VR Enterprise Applications 2020 - 2025
  • Table 96: France VR Industrial Applications 2020 - 2025
  • Table 97: France VR Government Applications 2020 - 2025
  • Table 98: France VR Solutions Deployment 2020 - 2025
  • Table 99: Sweden Virtual Reality 2020 - 2025
  • Table 100: Sweden VR System Segments 2020 - 2025
  • Table 101: Sweden VR Device 2020 - 2025
  • Table 102: Sweden VR Gesture Tracking Device 2020 - 2025
  • Table 103: Sweden VR Applications 2020 - 2025
  • Table 104: Sweden VR Consumer Applications 2020 - 2025
  • Table 105: Sweden VR Enterprise Applications 2020 - 2025
  • Table 106: Sweden VR Industrial Applications 2020 - 2025
  • Table 107: Sweden VR Government Applications 2020 - 2025
  • Table 108: Sweden VR Solutions Deployment 2020 - 2025
  • Table 109: China Virtual Reality 2020 - 2025
  • Table 110: China VR System Segments 2020 - 2025
  • Table 111: China VR Device 2020 - 2025
  • Table 112: China VR Gesture Tracking Device 2020 - 2025
  • Table 113: China VR Applications 2020 - 2025
  • Table 114: China VR Consumer Applications 2020 - 2025
  • Table 115: China VR Enterprise Applications 2020 - 2025
  • Table 116: China VR Industrial Applications 2020 - 2025
  • Table 117: China VR Government Applications 2020 - 2025
  • Table 118: China VR Solutions Deployment 2020 - 2025
  • Table 119: Japan Virtual Reality 2020 - 2025
  • Table 120: Japan VR System Segments 2020 - 2025
  • Table 121: Japan VR Device 2020 - 2025
  • Table 122: Japan VR Gesture Tracking Device 2020 - 2025
  • Table 123: Japan VR Applications 2020 - 2025
  • Table 124: Japan VR Consumer Applications 2020 - 2025
  • Table 125: Japan VR Enterprise Applications 2020 - 2025
  • Table 126: Japan VR Industrial Applications 2020 - 2025
  • Table 127: Japan VR Government Applications 2020 - 2025
  • Table 128: Japan VR Solutions Deployment 2020 - 2025
  • Table 129: South Korea Virtual Reality 2020 - 2025
  • Table 130: South Korea VR System Segments 2020 - 2025
  • Table 131: South Korea VR Device 2020 - 2025
  • Table 132: South Korea VR Gesture Tracking Device 2020 - 2025
  • Table 133: South Korea VR Applications 2020 - 2025
  • Table 134: South Korea VR Consumer Applications 2020 - 2025
  • Table 135: South Korea VR Enterprise Applications 2020 - 2025
  • Table 136: South Korea VR Industrial Applications 2020 - 2025
  • Table 137: South Korea VR Government Applications 2020 - 2025
  • Table 138: South Korea VR Solutions Deployment 2020 - 2025