Virtual Reality Market

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Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, Components) Applications and Solutions 2022 – 2027

This report assesses the virtual reality market including analysis of VR ecosystem and role of value chain partners, evaluation of VR intellectual property, and analysis VR devices, apps, and content.  The report also provides an assessment of key VR companies and solutions, analysis of emerging business models and more. In terms of virtual reality market hardware, this VR market report covers fully immersive headgear, semi-immersive large screens, and non-immersive desktops and other smaller screens.



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    Description

    The virtual reality market is poised to experience a massive transformation over the next five years driven by advances in devices, apps, components, content, and broadband communication. The anticipated price decline for consumer headsets will also spur VR market growth, causing app and content development to reach an inflection point. Robust growth of VR headsets will be seen in both high-end and mid-tier adoptions. Fully immersive VR systems are anticipated to experience substantial growth.

    Virtual Reality Market Dynamics

    Previously encumbered by a combination of technology gaps and consumer readiness issues, 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 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 realism by introducing random events that happen within a given experience.

    For enterprise and industrial virtual reality market segments, Mind Commerce 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.

    Virtual Reality Market Report

    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.

    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

    Virtual Reality Forecasts in Report:

    • Virtual Reality Market Globally, Regionally, and by Major Countries
    • Virtual Reality Consumer, Enterprise, Industrial, and Government Applications
    • Virtual Reality Hardware, Software, and Services
    • Virtual Reality Content and Commerce

    The report also covers network infrastructure supporting the virtual reality market including mobile edge computing.

    Click Here to see other Mind Commerce Device and User Interface Reports

    Additional information

    License Type

    , , ,

    Published

    2022

    Pages

    149

    Target Audience

    AI Companies, Application Developers, Automation and Robotics Companies, Big Data and Analytics Companies, Cloud and Internet of Things Companies, Communications Services Providers, Consumer Electronics Companies, Governmental Organizations and NGOs, ICT Infrastructure Providers, Immersive Technology Companies, Managed Services Companies, Research and Development Organizations

    Report Benefits

    • 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

    Select Findings

    • Carriers must build-out 5G and edge computing to support consumer VR
    • Enterprise virtual reality applications USA market will surpass $8.1B by 2027
    • Cloud-based VR solutions will be dominate compared to premise-based solutions
    • Government use of virtual reality in support of USA smart cities will reach $639M by 2027
    • Largest VR verticals will be automation, aerospace, construction, education, and healthcare

    Companies in Report

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

    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

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