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가상 현실 시장 : 2029년까지 세계 예측

조사회사 : MarketsandMarkets (마켓츠앤마켓츠)   출판년월 : 2024년05월

Virtual Reality Market – Global Forecast To 2029

가상 현실 시장 : 기술(비 몰입형, 반 및 완전 몰입형), 제품, 장치 유형(헤드마운트 디바이스, 제스처 추적 디바이스, 프로젝터 & 디스플레이 월), 애플리케이션 및 지역 – 2029년까지 세계 예측
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

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구성 영문조사보고서

    주문/문의    조사회사/라이센스/납기안내

Report Overview

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. .

세계 가상 현실 시장은 2024년 159억 달러 규모였으며, 2029년에는 380억 달러에 이를 것으로 예상됩니다. 예측 기간 동안 19.1%의 CAGR을 기록할 것으로 예상됩니다.

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.

가상 현실 시장 : 2029년까지 세계 예측

“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.

가상 현실 시장 : 2029년까지 세계 예측 ecosystem

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.

가상 현실 시장 : 2029년까지 세계 예측 region

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.

Table of Contents

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

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

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.

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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