시장보고서
상품코드
1561094

세계 몰입형 VR 시장 : 디바이스 유형별, 제공 제품별, 용도별, 지역별 예측(-2029년)

Immersive VR Market Market by Head-Mounted Displays (HMDs), Gesture Tracking Devices, Display Walls & Projectors, Sensors, Semiconductor Components, Position & Room Trackers, Displays and Cameras - Global Forecast to 2029

발행일: | 리서치사: MarketsandMarkets | 페이지 정보: 영문 239 Pages | 배송안내 : 즉시배송

    
    
    




※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 몰입형 VR 시장 규모는 2024년에 101억 달러에 달할 것으로 보이며, 2029년에는 349억 달러에 이를 것으로 예측되고 있으며, 예측 기간 중 CAGR은 28.0%로 전망되고 있습니다.

기업(제조업), 헬스케어, 항공우주 및 방위 등의 분야에서의 트레이닝 & 시뮬레이션에 있어서의 몰입형 VR 기술의 통합 증가, 게임 & 엔터테인먼트에 있어서의 완전 몰입형 체험 수요 증가, OLEDoS 등의 디스플레이 기술의 진보가 시장 성장을 가속합니다.

조사 범위
조사 대상년도 2020-2029년
기준년 2023년
예측 기간 2024-2029년
검토 단위 금액(10억 달러)
부문별 디바이스 유형별, 제공 제품별, 용도별, 지역별
대상 지역 북미, 유럽, 아시아태평양 및 기타 지역

예측 기간 동안 헤드 마운트 디스플레이(HMD) 부문은 최상의 CAGR로 확장될 것으로 예측됩니다. 몰입형 VR 기어는 엔터테인먼트와 게임에서 HMD를 사용하여 인기가 높아지고 있습니다. 게이머와 엔터테인먼트 애호가들은 몰입형 VR 헤드 마운트 디스플레이를 사용하여 깊은 인터랙티브 가상 세계에 진입할 수 있어 거기에서 탐색하거나 가상적인 것에 관여하거나 놀라울 정도로 리얼하게 느껴지는 게임을 재생할 수 있습니다. 이 분야의 진보는 몰입형 VR 컨텐츠의 확대 에코시스템의 형성과 몰입형 VR 헤드 마운트 디스플레이의 자금 조달과 채용 증가에 의해 가속화되고 있습니다.

예측 기간 동안 소프트웨어 분야가 시장을 선도할 것으로 예측됩니다. 이 확장은 몰입형 VR 소프트웨어가 엔터테인먼트 및 게임 이외의 용도를 발견하고 있기 때문입니다. 몰입형 VR은 헬스케어, 교육, 소매, 자동차 등의 분야에서 트레이닝, 시뮬레이션, 제품 설계에 사용되는 경우가 늘고 있습니다. 몰입형 VR 소프트웨어는 사용자가 다양한 객체를 탐색, 상호작용 및 조작할 수 있는 가상 세계를 생성합니다.

본 보고서에서는 세계의 몰입형 VR 시장에 대해 조사했으며, 디바이스 유형별, 제공 제품별, 용도별, 지역별 동향, 시장 진출기업 프로파일 등을 정리했습니다.

목차

제1장 서론

제2장 조사 방법

제3장 주요 요약

제4장 중요 인사이트

제5장 시장 개요

  • 소개
  • 시장 역학
  • 고객사업에 영향을 주는 동향/혼란
  • 가격 분석
  • 공급망 분석
  • 생태계 분석
  • 투자와 자금조달 시나리오
  • 기술 분석
  • 특허 분석
  • 무역 분석
  • 2024-2025년의 주된 회의와 이벤트
  • 사례 연구 분석
  • 관세 및 규제 상황
  • Porter's Five Forces 분석
  • 주요 이해관계자와 구매 기준
  • 몰입형 VR 시장에서의 AI/생성형 AI의 영향

제6장 몰입형 VR 시장, 디바이스 유형별

  • 소개
  • 헤드 마운트 디스플레이
  • 제스처 추적 장치
  • 프로젝터 및 디스플레이 벽

제7장 몰입형 VR 시장, 제공 제품별

  • 소개
  • 하드웨어
  • 소프트웨어

제8장 몰입형 VR 시장, 용도별

  • 소개
  • 소비자
  • 상업
  • 기업
  • 헬스케어
  • 항공우주 및 방위
  • 기타

제9장 몰입형 VR 시장, 지역별

  • 소개
  • 북미
  • 유럽
  • 아시아태평양
  • 기타 지역

제10장 경쟁 구도

  • 개요
  • 주요 참가 기업의 전략/비책, 2020-2024년
  • 수익 분석, 2019-2023년
  • 시장 점유율 분석, 2023년
  • 기업이치평가와 재무지표
  • 브랜드/제품 비교
  • 기업평가 매트릭스: 주요 진입기업, 2023년
  • 기업평가 매트릭스: 스타트업/중소기업, 2023년
  • 경쟁 시나리오

제11장 기업 프로파일

  • 주요 진출기업
    • SONY GROUP CORPORATION
    • MICROSOFT
    • META
    • HTC CORPORATION
    • BYTEDANCE
    • DPVR
    • APPLE INC.
    • SAMSUNG ELECTRONICS CO., LTD.
    • BARCO
    • LENOVO
  • 기타 기업
    • INTEL CORPORATION
    • ULTRALEAP
    • UNITY TECHNOLOGIES
    • PENUMBRA, INC.
    • FOVE INC
    • QUYTECH
    • HQSOFTWARE
    • INNOWISE
    • XRHEALTH IL LTD.
    • VECTION TECHNOLOGIES
    • MINDMAZE
    • VIRTUALLY LIVE
    • WORLDVIZ, INC.
    • VIRTUIX
    • NINTENDO

제12장 부록

JHS 24.10.02

The global immersive VR market was valued at USD 10.1 billion in 2024 and is projected to reach USD 34.9 billion by 2029; it is expected to register a CAGR of 28.0% during the forecast period. Increasing integration of immersive VR technology in training & simulation in sectors such as enterprise (manufacturing), healthcare, and aerospace & defense, rising demand for fully immersive experiences in gaming & entertainment, and advancements in display technologies such as OLEDoS to drive the market growth.

Scope of the Report
Years Considered for the Study2020-2029
Base Year2023
Forecast Period2024-2029
Units ConsideredValue (USD Billion)
SegmentsBy Offering, Device type, Application, and Region
Regions coveredNorth America, Europe, APAC, RoW

"The Head-mounted Display (HMD's) segment is expected to grow at the highest CAGR during the forecast period."

During the forecast period, the Head-mounted Display (HMD) segment is anticipated to expand at the highest CAGR. Immersive VR gears are rising in popularity owing to the use of HMDs in entertainment and gaming. Gamers and entertainment enthusiasts can enter deep, interactive virtual worlds using immersive VR head-mounted displays, where they can explore, engage with virtual things, and play games that feel remarkably real. Thus, advances in this field have been accelerated by the formation of an expanding ecosystem of immersive VR content, as well as by the growth in funding and adoption of immersive VR head-mounted displays.

The software segment is likely to lead the immersive VR market during the forecast period

It is anticipated that the software segment would lead the market during the forecast period. The expansion is ascribed to immersive VR software finding uses outside of entertainment and games. Immersive VR is being used increasingly for training, simulations, and product design in sectors like healthcare, education, retail, and automotive. Immersive VR software generates virtual worlds that allow users to explore, interact, and manipulate various objects.

"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 during the forecast period. Adoption of immersive VR technology in various sectors especially in consumer application is expected to propel regional growth. Sectors like aerospace & defense, healthcare, consumer goods, and commercial industries are increasingly adopting immersive VR technologies for further advancements. Furthermore, the presence of established players offering immersive VR hardware and software in North America is expected to further strengthen its position in the overall market.

Breakdown of primaries

The study contains insights from various industry experts, ranging from component suppliers to Tier 1 companies and OEMs. The break-up of the primaries is as follows:

  • By Company Type - Tier 1 - 35%, Tier 2 - 45%, Tier 3 - 20%
  • By Designation- C-level Executives - 40%, Directors - 30%, Others - 30%
  • By Region-North America - 40%, Europe - 20%, Asia Pacific - 30%, RoW - 10%

The immersive VR market is dominated by a few globally established players such as Meta (US), Sony Group Corporation (Japan), HTC Corporation (Taiwan), ByteDance (China), DPVR (China), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Unity Technologies (US), Barco (Belgium), and Penumbra, Inc. (US), and The study includes an in-depth competitive analysis of these key players in the immersive VR market, with their company profiles, recent developments, and key market strategies.

Research Coverage:

The report segments the immersive VR 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 immersive VR ecosystem.

Key Benefits to Buy the Report:

  • Analysis of key drivers (Rapid adoption of digital technologies in healthcare and gaming & entertainment sectors, Growing popularity of the Metaverse, Technological advances such as emergence of OLEDoS display technology, Ease of availability of immersive VR content creation tools). Restraint (High energy consumption and latency issues, Health concerns associated with excessive use of immersive VR devices), Opportunity (Continuous developments in 5G technology, Increasing adoption in the education sector), Challenges (Lack of high-quality immersive experience, Requirement for additional gears for full immersion)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research and development activities, and new product launches in the immersive VR market.
  • Market Development: Comprehensive information about lucrative markets - the report analyses the immersive VR market across varied regions
  • Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the immersive VR market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players like Meta (US), Sony Group Corporation (Japan), HTC Corporation (Taiwan), ByteDance (China), DPVR (China), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Unity Technologies (US), Barco (Belgium), and Penumbra, Inc. (US) among others in the immersive VR market.

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKETS COVERED AND REGIONAL SNAPSHOT
    • 1.3.2 YEARS CONSIDERED
    • 1.3.3 INCLUSIONS AND EXCLUSIONS
  • 1.4 CURRENCY CONSIDERED
  • 1.5 UNITS CONSIDERED
  • 1.6 LIMITATIONS
  • 1.7 STAKEHOLDERS

2 RESEARCH METHODOLOGY

  • 2.1 INTRODUCTION
  • 2.2 RESEARCH DATA
    • 2.2.1 SECONDARY DATA
      • 2.2.1.1 Major secondary sources
      • 2.2.1.2 Key data from secondary sources
    • 2.2.2 PRIMARY DATA
      • 2.2.2.1 Key participants in primary interviews
      • 2.2.2.2 Breakdown of primary profiles
      • 2.2.2.3 Key data from primary sources
      • 2.2.2.4 Key industry insights
  • 2.3 FACTOR ANALYSIS
    • 2.3.1 SUPPLY-SIDE ANALYSIS
  • 2.4 MARKET SIZE ESTIMATION METHODOLOGY
    • 2.4.1 BOTTOM-UP APPROACH
      • 2.4.1.1 Bottom-up approach to calculate market size (demand side)
    • 2.4.2 TOP-DOWN APPROACH
      • 2.4.2.1 Top-down approach to calculate market size (supply side)
    • 2.4.3 GROWTH PROJECTIONS AND FORECAST-RELATED ASSUMPTIONS
  • 2.5 MARKET BREAKDOWN AND DATA TRIANGULATION
  • 2.6 RESEARCH ASSUMPTIONS
  • 2.7 RESEARCH LIMITATIONS
  • 2.8 RISK ASSESSMENT

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR PLAYERS IN IMMERSIVE VR MARKET
  • 4.2 IMMERSIVE VR MARKET FOR HARDWARE, BY COMPONENT
  • 4.3 IMMERSIVE VR MARKET, BY OFFERING
  • 4.4 IMMERSIVE VR MARKET, BY APPLICATION
  • 4.5 IMMERSIVE VR MARKET, BY DEVICE TYPE
  • 4.6 IMMERSIVE VR MARKET, BY REGION

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • 5.2.1 DRIVERS
      • 5.2.1.1 Rising popularity of metaverse
      • 5.2.1.2 Advancements in display technology
      • 5.2.1.3 Increasing investments in immersive VR market
      • 5.2.1.4 Easy availability of content creation tools
      • 5.2.1.5 Growing adoption of immersive VR in education
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 Health issues associated with prolonged use of VR devices
      • 5.2.2.2 High energy consumption and latency issues
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Ongoing developments in 5G technology
      • 5.2.3.2 Expansion of travel & tourism industry
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Integration of real-time environmental data with immersive VR experiences
      • 5.2.4.2 Unsatisfactory user experience due to technological hurdles
  • 5.3 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.4 PRICING ANALYSIS
    • 5.4.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE
    • 5.4.2 AVERAGE SELLING PRICE TREND, BY REGION
  • 5.5 SUPPLY CHAIN ANALYSIS
  • 5.6 ECOSYSTEM ANALYSIS
  • 5.7 INVESTMENT AND FUNDING SCENARIO
  • 5.8 TECHNOLOGY ANALYSIS
    • 5.8.1 KEY TECHNOLOGIES
      • 5.8.1.1 Motion tracking
      • 5.8.1.2 3D graphics rendering engines
    • 5.8.2 COMPLEMENTARY TECHNOLOGIES
      • 5.8.2.1 Artificial intelligence (AI) and machine learning (ML)
    • 5.8.3 ADJACENT TECHNOLOGIES
      • 5.8.3.1 5G and high-speed networking
      • 5.8.3.2 Extended reality (XR)
  • 5.9 PATENT ANALYSIS
  • 5.10 TRADE ANALYSIS
    • 5.10.1 IMPORT DATA (HS CODE 9504)
    • 5.10.2 EXPORT DATA (HS CODE 9504)
  • 5.11 KEY CONFERENCES AND EVENTS, 2024-2025
  • 5.12 CASE STUDY ANALYSIS
    • 5.12.1 HTC CORPORATION FACILITATES IMMERSIVE REMOTE COLLABORATION BETWEEN AUTOMOTIVE DESIGN TEAMS
    • 5.12.2 INNOWISE'S IMMERSIVE VR APP TRANSFORMS MANUFACTURING TRAINING PROCESS
    • 5.12.3 QUEST CREATES VIRTUAL FACTORY TOURS FOR NESTLE PURINA SALES TEAM
    • 5.12.4 FLAIM TRAINER PROVIDES COMPREHENSIVE TRAINING FOR FIREFIGHTERS
  • 5.13 TARIFF AND REGULATORY LANDSCAPE
    • 5.13.1 TARIFF ANALYSIS (HS CODE 9504)
    • 5.13.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • 5.13.3 REGULATORY STANDARDS
  • 5.14 PORTER'S FIVE FORCES ANALYSIS
    • 5.14.1 THREAT OF NEW ENTRANTS
    • 5.14.2 THREAT OF SUBSTITUTES
    • 5.14.3 BARGAINING POWER OF SUPPLIERS
    • 5.14.4 BARGAINING POWER OF BUYERS
    • 5.14.5 INTENSITY OF COMPETITIVE RIVALRY
  • 5.15 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.15.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • 5.15.2 BUYING CRITERIA
  • 5.16 IMPACT OF AI/GEN AI ON IMMERSIVE VR MARKET

6 IMMERSIVE VR MARKET, BY DEVICE TYPE

  • 6.1 INTRODUCTION
  • 6.2 HEAD-MOUNTED DISPLAYS
    • 6.2.1 RISING ADOPTION IN DIVERSE APPLICATIONS FOR TRAINING & SIMULATION TO DRIVE MARKET
  • 6.3 GESTURE-TRACKING DEVICES
    • 6.3.1 INCREASING USE IN HEALTHCARE AND GAMING TO FUEL MARKET GROWTH
      • 6.3.1.1 Data gloves
      • 6.3.1.2 Other gesture-tracking devices
  • 6.4 PROJECTORS & DISPLAY WALLS
    • 6.4.1 INCREASING DEMAND FOR COMMUNAL VR EXPERIENCES TO FOSTER MARKET GROWTH

7 IMMERSIVE VR MARKET, BY OFFERING

  • 7.1 INTRODUCTION
  • 7.2 HARDWARE
    • 7.2.1 SENSORS
      • 7.2.1.1 Ability to enhance VR immersive experiences to boost demand
      • 7.2.1.2 Accelerometers
      • 7.2.1.3 Gyroscopes
      • 7.2.1.4 Magnetometers
      • 7.2.1.5 Proximity sensors
    • 7.2.2 SEMICONDUCTOR COMPONENTS
      • 7.2.2.1 Increasing demand for high-quality content to drive demand
      • 7.2.2.2 Graphics processing units (GPUs)
      • 7.2.2.3 Headphones and speakers
      • 7.2.2.4 Controllers and processors
      • 7.2.2.5 Integrated circuits
    • 7.2.3 DISPLAYS & PROJECTORS
      • 7.2.3.1 Advancements in display technology to boost market
    • 7.2.4 POSITION & ROOM TRACKERS
      • 7.2.4.1 Increasing need to track user movement within virtual environments to drive market
    • 7.2.5 CAMERAS
      • 7.2.5.1 Growing demand for front-facing cameras in VR systems to fuel market
    • 7.2.6 OTHER COMPONENTS
  • 7.3 SOFTWARE
    • 7.3.1 CONTENT-RELATED SOFTWARE
      • 7.3.1.1 Ability to create 3D models and scene animation to boost demand
    • 7.3.2 VR PLATFORMS
      • 7.3.2.1 Ability to produce high-resolution, stereoscopic 3D visuals to spike demand
    • 7.3.3 SOFTWARE DEVELOPMENT KITS
      • 7.3.3.1 Significant demand for training simulations and mobile apps to drive market

8 IMMERSIVE VR MARKET, BY APPLICATION

  • 8.1 INTRODUCTION
  • 8.2 CONSUMER
    • 8.2.1 ADVANCEMENTS IN IMMERSIVE VR HARDWARE AND DECLINING COSTS TO DRIVE MARKET
    • 8.2.2 GAMING AND ENTERTAINMENT
    • 8.2.3 SPORTS
  • 8.3 COMMERCIAL
    • 8.3.1 NEED FOR IMPACTFUL ADVERTISING AND EFFECTIVE PROMOTIONS TO FUEL GROWTH
    • 8.3.2 RETAIL & ECOMMERCE
    • 8.3.3 EDUCATION & TRAINING
    • 8.3.4 TRAVEL & TOURISM
    • 8.3.5 ADVERTISING
  • 8.4 ENTERPRISE
    • 8.4.1 INCREASING USE OF IMMERSIVE VR DEVICES TO TRAIN WORKFORCE TO DRIVE MARKET
  • 8.5 HEALTHCARE
    • 8.5.1 GROWING USE FOR MEDICAL TRAINING AND PATIENT CARE TO BOOST MARKET
    • 8.5.2 SURGERY
    • 8.5.3 PATIENT CARE MANAGEMENT
    • 8.5.4 FITNESS MANAGEMENT
    • 8.5.5 PHARMACY MANAGEMENT
    • 8.5.6 MEDICAL TRAINING AND EDUCATION
  • 8.6 AEROSPACE & DEFENSE
    • 8.6.1 RISING USE OF IMMERSIVE VR IN TRAINING & SIMULATION TO DRIVE MARKET
  • 8.7 OTHER APPLICATIONS
    • 8.7.1 AUTOMOTIVE
    • 8.7.2 REAL ESTATE (ARCHITECTURE & BUILDING DESIGN)
    • 8.7.3 GEOSPATIAL MINING

9 IMMERSIVE VR MARKET, BY REGION

  • 9.1 INTRODUCTION
  • 9.2 NORTH AMERICA
    • 9.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    • 9.2.2 US
      • 9.2.2.1 Advancements in display technologies to drive market
    • 9.2.3 CANADA
      • 9.2.3.1 Expanding technology sector to propel market
    • 9.2.4 MEXICO
      • 9.2.4.1 Increasing adoption of immersive VR in training & simulation to drive market
  • 9.3 EUROPE
    • 9.3.1 MACROECONOMIC OUTLOOK FOR EUROPE
    • 9.3.2 GERMANY
      • 9.3.2.1 Increasing use of immersive VR in consumer applications to drive demand
    • 9.3.3 FRANCE
      • 9.3.3.1 Rising emphasis on online advertising to spur growth
    • 9.3.4 UK
      • 9.3.4.1 Investments in technology sector to boost market
    • 9.3.5 REST OF EUROPE
  • 9.4 ASIA PACIFIC
    • 9.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    • 9.4.2 CHINA
      • 9.4.2.1 Growth in gaming and video content industries to drive market
    • 9.4.3 INDIA
      • 9.4.3.1 Increasing awareness of advanced technologies to accelerate market
    • 9.4.4 JAPAN
      • 9.4.4.1 Growing demand for advanced technologies across sectors to fuel market
    • 9.4.5 SOUTH KOREA
      • 9.4.5.1 Digital transformation in enterprise sector to boost market
    • 9.4.6 REST OF ASIA PACIFIC
  • 9.5 ROW
    • 9.5.1 MACROECONOMIC OUTLOOK FOR ROW
    • 9.5.2 SOUTH AMERICA
      • 9.5.2.1 Expanding consumer market to create opportunities
    • 9.5.3 MIDDLE EAST & AFRICA
      • 9.5.3.1 Increasing adoption in healthcare to drive market
      • 9.5.3.2 GCC countries
      • 9.5.3.3 Rest of Middle East & Africa

10 COMPETITIVE LANDSCAPE

  • 10.1 OVERVIEW
  • 10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020-2024
  • 10.3 REVENUE ANALYSIS, 2019-2023
  • 10.4 MARKET SHARE ANALYSIS, 2023
  • 10.5 COMPANY VALUATION AND FINANCIAL METRICS
  • 10.6 BRAND/PRODUCT COMPARISON
  • 10.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
    • 10.7.1 STARS
    • 10.7.2 EMERGING LEADERS
    • 10.7.3 PERVASIVE PLAYERS
    • 10.7.4 PARTICIPANTS
    • 10.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023
      • 10.7.5.1 Company footprint
      • 10.7.5.2 Offering footprint
      • 10.7.5.3 Device type footprint
      • 10.7.5.4 Application footprint
      • 10.7.5.5 Region footprint
  • 10.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
    • 10.8.1 PROGRESSIVE COMPANIES
    • 10.8.2 RESPONSIVE COMPANIES
    • 10.8.3 DYNAMIC COMPANIES
    • 10.8.4 STARTING BLOCKS
    • 10.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023
      • 10.8.5.1 Detailed list of key startups/SMEs
      • 10.8.5.2 Competitive benchmarking of key startups/SMEs
  • 10.9 COMPETITIVE SCENARIO
    • 10.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS
    • 10.9.2 DEALS

11 COMPANY PROFILES

  • 11.1 KEY PLAYERS
    • 11.1.1 SONY GROUP CORPORATION
      • 11.1.1.1 Business overview
      • 11.1.1.2 Products/Solutions/Services offered
      • 11.1.1.3 Recent developments
        • 11.1.1.3.1 Product launches and enhancements
        • 11.1.1.3.2 Deals
      • 11.1.1.4 MnM view
        • 11.1.1.4.1 Key strengths
        • 11.1.1.4.2 Strategic choices
        • 11.1.1.4.3 Weaknesses and competitive threats
    • 11.1.2 MICROSOFT
      • 11.1.2.1 Business overview
      • 11.1.2.2 Products/Solutions/Services offered
      • 11.1.2.3 Recent developments
        • 11.1.2.3.1 Deals
      • 11.1.2.4 MnM view
        • 11.1.2.4.1 Key strengths
        • 11.1.2.4.2 Strategic choices
        • 11.1.2.4.3 Weaknesses and competitive threats
    • 11.1.3 META
      • 11.1.3.1 Business overview
      • 11.1.3.2 Products/Solutions/Services offered
      • 11.1.3.3 Recent developments
        • 11.1.3.3.1 Product launches and enhancements
        • 11.1.3.3.2 Deals
      • 11.1.3.4 MnM view
        • 11.1.3.4.1 Key strengths
        • 11.1.3.4.2 Strategic choices
        • 11.1.3.4.3 Weaknesses and competitive threats
    • 11.1.4 HTC CORPORATION
      • 11.1.4.1 Business overview
      • 11.1.4.2 Products/Solutions/Services offered
      • 11.1.4.3 Recent developments
        • 11.1.4.3.1 Product launches and enhancements
        • 11.1.4.3.2 Deals
      • 11.1.4.4 MnM view
        • 11.1.4.4.1 Key strengths
        • 11.1.4.4.2 Strategic choices
        • 11.1.4.4.3 Weaknesses and competitive threats
    • 11.1.5 BYTEDANCE
      • 11.1.5.1 Business overview
      • 11.1.5.2 Products/Solutions/Services offered
      • 11.1.5.3 Recent developments
        • 11.1.5.3.1 Product launches and enhancements
        • 11.1.5.3.2 Deals
      • 11.1.5.4 MnM view
        • 11.1.5.4.1 Key strengths
        • 11.1.5.4.2 Strategic choices
        • 11.1.5.4.3 Weaknesses and competitive threats
    • 11.1.6 DPVR
      • 11.1.6.1 Business overview
      • 11.1.6.2 Products/Solutions/Services offered
      • 11.1.6.3 Recent developments
        • 11.1.6.3.1 Product launches and enhancements
        • 11.1.6.3.2 Deals
      • 11.1.6.4 MnM view
        • 11.1.6.4.1 Key strengths
        • 11.1.6.4.2 Strategic choices
        • 11.1.6.4.3 Weaknesses and competitive threats
    • 11.1.7 APPLE INC.
      • 11.1.7.1 Business overview
      • 11.1.7.2 Products/Solutions/Services offered
      • 11.1.7.3 Recent developments
        • 11.1.7.3.1 Product launches and enhancements
    • 11.1.8 SAMSUNG ELECTRONICS CO., LTD.
      • 11.1.8.1 Business overview
      • 11.1.8.2 Products/Solutions/Services offered
    • 11.1.9 BARCO
      • 11.1.9.1 Business overview
      • 11.1.9.2 Products/Solutions/Services offered
      • 11.1.9.3 Recent developments
        • 11.1.9.3.1 Product launches and enhancements
        • 11.1.9.3.2 Deals
    • 11.1.10 LENOVO
      • 11.1.10.1 Business overview
      • 11.1.10.2 Products/Solutions/Services offered
      • 11.1.10.3 Recent developments
        • 11.1.10.3.1 Product launches and enhancements
        • 11.1.10.3.2 Deals
  • 11.2 OTHER PLAYERS
    • 11.2.1 INTEL CORPORATION
    • 11.2.2 ULTRALEAP
    • 11.2.3 UNITY TECHNOLOGIES
    • 11.2.4 PENUMBRA, INC.
    • 11.2.5 FOVE INC
    • 11.2.6 QUYTECH
    • 11.2.7 HQSOFTWARE
    • 11.2.8 INNOWISE
    • 11.2.9 XRHEALTH IL LTD.
    • 11.2.10 VECTION TECHNOLOGIES
    • 11.2.11 MINDMAZE
    • 11.2.12 VIRTUALLY LIVE
    • 11.2.13 WORLDVIZ, INC.
    • 11.2.14 VIRTUIX
    • 11.2.15 NINTENDO

12 APPENDIX

  • 12.1 INSIGHTS FROM INDUSTRY EXPERTS
  • 12.2 DISCUSSION GUIDE
  • 12.3 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 12.4 CUSTOMIZATION OPTIONS
  • 12.5 RELATED REPORTS
  • 12.6 AUTHOR DETAILS
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