시장보고서
상품코드
1504951

가상현실 시장, 점유율, 규모, 동향, 산업 분석 리포트 : 디바이스 유형별, 오퍼링별, 기술별, 최종 용도별, 지역별, 부문별 예측(2024-2032년)

Virtual Reality Market Share, Size, Trends, Industry Analysis Report, By Device Type, By Offering (Hardware, Software); By Technology (Semi & Fully Immersive, Non-immersive); By End-Use, By Region; Segment Forecast, 2024- 2032

발행일: | 리서치사: Polaris Market Research | 페이지 정보: 영문 119 Pages | 배송안내 : 1-2일 (영업일 기준)

    
    
    



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

Polaris Market Research의 최신 조사에 따르면 세계의 가상현실 시장 규모는 2032년까지 623억 9,000만 달러에 달할 전망입니다. 이 조사 리포트는 현재 시장 역학에 대한 상세 인사이트를 제시하고, 향후 시장 성장에 관한 분석을 제공하고 있습니다.

가상현실 시장은 사용자에게 실감나는 3차원 환경에서의 몰입형 경험을 제공하는 능력으로 인해 크게 성장하고 있습니다. 이러한 매력적인 경험은 VR 기술과 VR 헤드셋, 안경, 장갑, 바디슈트 등 다양한 디바이스를 통해 구현할 수 있습니다. 또한 5G 기술의 도입은 처리 능력을 효율적으로 분배할 수 있게 함으로써 특정 과제를 해결할 수 있을 것으로 기대되는 5G 기술의 도입으로 인해 이 시장이 크게 확장되어 다양한 용도를 제공할 것으로 예상됩니다.

5G의 향상된 성능은 더 빠르고 안정적인 연결을 가능하게 하여 궁극적으로 사용자의 VR 경험을 풍부하게 합니다. 메타버스를 탐험하기 위해서는 VR 헤드셋, 스마트 글래스, AR 기기 또는 스마트폰이나 태블릿과 같은 모바일 기기와 같은 몰입형 툴이 필요하며, VR은 사용자가 메타버스와 상호 작용할 수 있는 게이트웨이 역할을 합니다. 교육 및 기업 교육에서 가상현실의 채택이 증가하고 있는 이유는 몰입도를 높이고 지식의 유지율을 높일 수 있으며, 직원들이 보다 안전하고 비용 효율적이며 반복 가능한 방식으로 교육을 받을 수 있기 때문입니다.

최근 추세에 따라 기업은 더 가볍고 편안한 헤드셋을 개발하거나 장애인도 쉽게 사용할 수 있는 소프트웨어를 개발하기 위해 노력하고 있습니다. 또한 많은 개발자들이 보다 폭넓은 배경을 고려한 종합적인 가상현실(VR) 경험을 제작하기 위해 노력하고 있습니다. 또 다른 주목할 만한 트렌드는 VR과 인공지능 및 머신러닝과 같은 다른 기술과의 융합입니다. 이를 통해 기업은 VR을 통한 만남의 정확도를 높일 수 있는 기회를 얻을 수 있습니다.

가상현실 시장 보고서 하이라이트

헤드마운트 디스플레이 부문은 군, 의료, 엔지니어링 분야 등 다방면으로 응용이 가능해 시장을 독점하고 있습니다.

제스처 추적 장비 분야는 센서를 이용한 제스처 인식을 통해 사용자 데이터를 수집하고 인간의 행동을 해석하고 반응하기 때문에 CAGR로 성장할 것으로 예상됩니다.

비침투형 부문은 현실 세계가 아닌 워크스테이션에서 생성된 가상 환경을 사용자에게 제공하기 때문에 CAGR이 가장 빠르게 성장할 것으로 예상됩니다.

소프트웨어 부문은 컴퓨터 활용을 통해 사용자가 시뮬레이션된 3차원 환경을 경험할 수 있으므로 시장을 독점하고 있습니다.

아시아태평양은 몰입감 있는 품질과 향상된 시각화 기준의 발전으로 시장을 주도하고 있습니다.

목차

제1장 서론

제2장 주요 요약

제3장 조사 방법

제4장 세계의 가상현실 시장 인사이트

  • 가상현실 업계 스냅숏
  • 가상현실 시장 역학
    • 촉진요인과 기회
      • 기술 진보의 증가
      • 교육 및 기업 연수에서 도입의 증가
    • 억제요인과 과제
      • 표시 지연 문제
  • PESTLE 분석
  • 가상현실 업계 동향
  • 밸류체인 분석
  • COVID-19의 영향 분석

제5장 세계의 가상현실 시장 : 디바이스 기술별

  • 주요 조사 결과
  • 서론
  • 헤드 마운트 디스플레이(HMD)
  • 프로젝터와 디스플레이 월
  • 제스처 추적 디바이스

제6장 세계의 가상현실 시장 : 용도별

  • 주요 조사 결과
  • 서론
  • 소비자
  • 상업
  • 항공우주 및 방위
  • 헬스케어
  • 제조업
  • 기타

제7장 세계의 가상현실 시장 : 오퍼링별

  • 주요 조사 결과
  • 서론
  • 하드웨어
  • 소프트웨어

제8장 세계의 가상현실 시장 : 기술별

  • 주요 조사 결과
  • 서론
  • 반몰입형 및 완전몰입형
  • 비몰입형

제9장 세계의 가상현실 시장 : 지역별

  • 주요 조사 결과
  • 서론
    • 가상현실 시장 평가 : 지역별,2019-2032년
  • 북미
    • 북미 : 디바이스 기술별, 2019-2032년
    • 북미 : 기술별,2019-2032년
    • 북미 : 용도별,2019-2032년
    • 북미 : 오퍼링별, 2019-2032년
    • 미국
    • 캐나다
  • 유럽
    • 유럽 : 디바이스 기술별,2019-2032년
    • 유럽 : 기술별,2019-2032년
    • 유럽 : 용도별,2019-2032년
    • 유럽 : 오퍼링별, 2019-2032년
    • 영국
    • 프랑스
    • 독일
    • 이탈리아
    • 스페인
    • 네덜란드
    • 러시아
  • 아시아태평양
    • 아시아태평양 : 디바이스 기술별,2019-2032년
    • 아시아태평양 : 기술별,2019-2032년
    • 아시아태평양 : 용도별, 2019-2032년
    • 아시아태평양 : 오퍼링별, 2019-2032년
    • 중국
    • 인도
    • 일본
    • 말레이시아
    • 인도네시아
    • 한국
  • 중동 및 아프리카
    • 중동 및 아프리카 : 디바이스 기술별,2019-2032년
    • 중동 및 아프리카 : 기술별, 2019-2032년
    • 중동 및 아프리카 : 용도별,2019-2032년
    • 중동 및 아프리카 : 오퍼링별, 2019-2032년
    • 사우디아라비아
    • 남아프리카공화국
    • 이스라엘
    • 아랍에미리트
  • 라틴아메리카
    • 라틴아메리카 : 디바이스 기술별,2019-2032년
    • 라틴아메리카 : 기술별,2019-2032년
    • 라틴아메리카 : 용도별,2019-2032년
    • 라틴아메리카 : 오퍼링별,2019-2032년
    • 멕시코
    • 브라질
    • 아르헨티나

제10장 경쟁 구도

  • 확대와 인수의 분석
    • 확대
    • 인수
  • 제휴/협업/합의/공개

제11장 기업 개요

  • Barco
  • DPVR
  • HTC Corporation
  • Meta
  • Microsoft
  • Penumbra, Inc..
  • PICO Immersive Pte, Ltd.
  • Samsung Electronics Co., Ltd.
  • Sony
  • Unity Technologies
KSA 24.07.10

The global Virtual Reality market size is expected to reach USD 62.39 billion by 2032, according to a new study by Polaris Market Research. The report "Virtual Reality Market Share, Size, Trends, Industry Analysis Report, By Device Type, By Offering (Hardware, Software); By Technology (Semi & Fully Immersive, Non-immersive); By Application, By Region; Segment Forecast, 2024- 2032" gives a detailed insight into current market dynamics and provides analysis on future market growth.

The Virtual Reality Market is experiencing substantial growth due to its ability to provide users with an immersive experience in a realistic three-dimensional environment. This engaging experience is made achievable through the utilization of VR technology and various devices such as VR headsets, glasses, gloves, and bodysuits. Additionally, this market offers a wide range of applications due to its significant expansion. The introduction of 5G technology is expected to address specific challenges by enabling the efficient distribution of processing capabilities.

The enhanced performance of 5G enables faster and more reliable connections, ultimately enriching the user's VR experience. To explore the metaverse, individuals need to have immersive tools like VR headsets, smart glasses, AR devices, or even mobile devices such as smartphones and tablets. While VR acts as a gateway for users to interact with the metaverse. The increasing adoption of virtual reality in education and corporate training is growing as it has the potential to boost engagement and enhance knowledge retention rates, while also enabling employees to undergo training in safer, more cost-effective, and reproducible ways.

In recent years, companies have engaged in the advancement of lighter and more comfortable headsets, as well as the development of software that is more accessible for individuals with disabilities. Moreover, numerous developers are dedicated to crafting virtual reality (VR) experiences that are inclusive, considering a wider spectrum of backgrounds. Another notable trend is the fusion of VR with other technologies, such as artificial intelligence, machine learning. By their incorporation, businesses have the opportunity to enhance the precision of VR encounters.

Virtual Reality Market Report Highlights

The Head-Mounted Displays segment dominated the market, due to its ability to offer versatile applications including military, medical, and engineering fields.

The Gesture-Tracking Devices segment is projected to grow at a CAGR owing to gesture recognition utilizing sensors to gather user data and interpret and respond to human actions.

The non-immersive segment is anticipated to grow at the fastest CAGR as it provides users with a virtual environment generated by a workstation, rather than realistic world.

The software segment dominated the market, as it allows users to experience a simulated three-dimensional environment by utilizing computer applications.

The Asia Pacific region has dominated the market attributed to advancements in its immersive quality and enhanced visualization standards.

The global key market players include Meta, Microsoft, Penumbra, Inc., PICO Immersive Pte, Ltd., Samsung Electronics Co., Ltd., Sony, Unity Technologies, etc.

Polaris Market Research has segmented the Virtual Reality market report based on device type, offering, technology, end-use, and region:

Virtual Reality, Device Type Outlook (Revenue - USD Billion, 2019 - 2032)

  • Head-Mounted Displays
  • Projectors & Display Walls
  • Gesture-Tracking Devices

Virtual Reality, Offering Outlook (Revenue - USD Billion, 2019 - 2032)

  • Hardware
  • Software

Virtual Reality, Technology Outlook (Revenue - USD Billion, 2019 - 2032)

  • Semi & Fully Immersive
  • Non-immersive

Virtual Reality, Application Outlook (Revenue - USD Billion, 2019 - 2032)

  • Consumer
  • Commercial
  • Aerospace & Defense
  • Healthcare
  • Manufacturing
  • Others

Virtual Reality, Regional Outlook (Revenue - USD Billion, 2019 - 2032)

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • UK
  • France
  • Italy
  • Spain
  • Russia
  • Netherlands
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Australia
  • Malaysia
  • Rest of Asia Pacific
  • Latin America
  • Argentina
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • South Africa
  • Rest of Middle East & Africa

Table of Contents

1. Introduction

  • 1.1. Report Description
    • 1.1.1. Objectives of the Study
    • 1.1.2. Market Scope
    • 1.1.3. Assumptions
  • 1.2. Stakeholders

2. Executive Summary

  • 2.1. Market Highlights

3. Research Methodology

  • 3.1. Overview
    • 3.1.1. Data Mining
  • 3.2. Data Sources
    • 3.2.1. Primary Sources
    • 3.2.2. Secondary Sources

4. Global Virtual Reality Market Insights

  • 4.1. Virtual Reality - Industry Snapshot
  • 4.2. Virtual Reality Market Dynamics
    • 4.2.1. Drivers and Opportunities
      • 4.2.1.1. Rising Technological Advancements
      • 4.2.1.2. Rising Adoption in Education and Corporate Training
    • 4.2.2. Restraints and Challenges
      • 4.2.2.1. Display latency issues
    • 4.2.2 Porter's Five Forces Analysis
      • 4.2.2.1. Bargaining Power of Suppliers (Moderate)
      • 4.2.2.2. Threats of New Entrants: (Low)
      • 4.2.2.3. Bargaining Power of Buyers (Moderate)
      • 4.2.2.4. Threat of Substitute (Moderate)
      • 4.2.2.5. Rivalry among existing firms (High)
  • 4.3. PESTLE Analysis
  • 4.4. Virtual Reality Industry Trends
  • 4.5. Value Chain Analysis
  • 4.6. COVID-19 Impact Analysis

5. Global Virtual Reality Market, by Device Technology

  • 5.1. Key Findings
  • 5.2. Introduction
    • 5.2.1. Global Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
  • 5.3. Head-Mounted Displays
    • 5.3.1. Global Virtual Reality Market, by Head-Mounted Displays, by Region, 2019-2032 (USD Billion)
  • 5.4. Projectors & Display Walls
    • 5.4.1. Global Virtual Reality Market, by Projectors & Display Walls, by Region, 2019-2032 (USD Billion)
  • 5.5. Gesture-Tracking Devices
    • 5.5.1. Global Virtual Reality Market, by Gesture-Tracking Devices, by Region, 2019-2032 (USD Billion)

6. Global Virtual Reality Market, by Application

  • 6.1. Key Findings
  • 6.2. Introduction
    • 6.2.1. Global Virtual Reality Market, by Application, 2019-2032 (USD Billion)
  • 6.3. Consumer
    • 6.3.1. Global Virtual Reality Market, by Consumer, by Region, 2019-2032 (USD Billion)
  • 6.4. Commercial
    • 6.4.1. Global Virtual Reality Market, by Commercial, by Region, 2019-2032 (USD Billion)
  • 6.5. Aerospace & Defence
    • 6.5.1. Global Virtual Reality Market, by Aerospace & Defence, by Region, 2019-2032 (USD Billion)
  • 6.6. Healthcare
    • 6.6.1. Global Virtual Reality Market, by Healthcare, by Region, 2019-2032 (USD Billion)
  • 6.7. Manufacturing
    • 6.7.1. Global Virtual Reality Market, by Manufacturing, by Region, 2019-2032 (USD Billion)
  • 6.8. Others
    • 6.8.1. Global Virtual Reality Market, by Others, by Region, 2019-2032 (USD Billion)

7. Global Virtual Reality Market, by Offering

  • 7.1. Key Findings
  • 7.2. Introduction
    • 7.2.1. Global Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
  • 7.3. Hardware
    • 7.3.1. Global Virtual Reality Market, by Hardware, by Region, 2019-2032 (USD Billion)
  • 7.4. Software
    • 7.4.1. Global Virtual Reality Market, by Software, by Region, 2019-2032 (USD Billion)

8. Global Virtual Reality Market, by Technology

  • 8.1. Key Findings
  • 8.2. Introduction
    • 8.2.1. Global Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
  • 8.3. Semi & Fully Immersive
    • 8.3.1. Global Virtual Reality Market, by Semi & Fully Immersive, by Region, 2019-2032 (USD Billion)
  • 8.4. Non-immersive
    • 8.4.1. Global Virtual Reality Market, by Non-immersive, by Region, 2019-2032 (USD Billion)

9. Global Virtual Reality Market, by Geography

  • 9.1. Key findings
  • 9.2. Introduction
    • 9.2.1. Virtual Reality Market Assessment, By Geography, 2019-2032 (USD Billion)
  • 9.3. Virtual Reality Market - North America
    • 9.3.1. North America: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
    • 9.3.2. North America: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
    • 9.3.3. North America: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
    • 9.3.4. North America: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.3.5. Virtual Reality Market - U.S.
      • 9.3.5.1. U.S.: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.3.5.2. U.S.: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.3.5.3. U.S.: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.3.5.4. U.S.: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.3.6. Virtual Reality Market - Canada
      • 9.3.6.1. Canada: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.3.6.2. Canada: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.3.6.3. Canada: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.3.6.4. Canada: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
  • 9.4. Virtual Reality Market - Europe
    • 9.4.1. Europe: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
    • 9.4.2. Europe: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
    • 9.4.3. Europe: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
    • 9.4.4. Europe: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.4.5. Virtual Reality Market - UK
      • 9.4.5.1. UK: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.4.5.2. UK: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.4.5.3. UK: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.4.5.4. UK: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.4.6. Virtual Reality Market - France
      • 9.4.6.1. France: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.4.6.2. France: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.4.6.3. France: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.4.6.4. France: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.4.7. Virtual Reality Market - Germany
      • 9.4.7.1. Germany: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.4.7.2. Germany: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.4.7.3. Germany: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.4.7.4. Germany: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.4.8. Virtual Reality Market - Italy
      • 9.4.8.1. Italy: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.4.8.2. Italy: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.4.8.3. Italy: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.4.8.4. Italy: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.4.9. Virtual Reality Market - Spain
      • 9.4.9.1. Spain: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.4.9.2. Spain: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.4.9.3. Spain: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.4.9.4. Spain: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.4.10. Virtual Reality Market - Netherlands
      • 9.4.10.1. Netherlands: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.4.10.2. Netherlands: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.4.10.3. Netherlands: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.4.10.4. Netherlands: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.4.11. Virtual Reality Market - Russia
      • 9.4.11.1. Russia: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.4.11.2. Russia.: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.4.11.3. Russia: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.4.11.4. Russia: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
  • 9.5. Virtual Reality Market - Asia Pacific
    • 9.5.1. Asia Pacific: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
    • 9.5.2. Asia Pacific: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
    • 9.5.3. Asia Pacific: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
    • 9.5.4. Asia Pacific: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.5.5. Virtual Reality Market - China
      • 9.5.5.1. China: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.5.5.2. China.: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.5.5.3. China: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.5.5.4. China: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.5.6. Virtual Reality Market - India
      • 9.5.6.1. India: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.5.6.2. India.: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.5.6.3. India: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.5.6.4. India: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.5.7. Virtual Reality Market - Japan
      • 9.5.7.1. Japan: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.5.7.2. Japan.: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.5.7.3. Japan: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.5.7.4. Japan: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.5.8. Virtual Reality Market - Malaysia
      • 9.5.8.1. Malaysia: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.5.8.2. Malaysia.: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.5.8.3. Malaysia: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.5.8.4. Malaysia: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.5.9. Virtual Reality Market - Indonesia
      • 9.5.9.1. Indonesia: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.5.9.2. Indonesia.: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.5.9.3. Indonesia: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.5.9.4. Indonesia: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.5.10. Virtual Reality Market - South Korea
      • 9.5.10.1. South Korea: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.5.10.2. South Korea.: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.5.10.3. South Korea: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.5.10.4. South Korea: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
  • 9.6. Virtual Reality Market - Middle East & Africa
    • 9.6.1. Middle East & Africa: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
    • 9.6.2. Middle East & Africa: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
    • 9.6.3. Middle East & Africa: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
    • 9.6.4. Middle East & Africa: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.6.5. Virtual Reality Market - Saudi Arabia
      • 9.6.5.1. Saudi Arabia: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.6.5.2. Saudi Arabia: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.6.5.3. Saudi Arabia: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.6.5.4. Saudi Arabia: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.6.6. Virtual Reality Market - South Africa
      • 9.6.6.1. South Africa: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.6.6.2. South Africa: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.6.6.3. South Africa: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.6.6.4. South Africa: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.6.7. Virtual Reality Market - Israel
      • 9.6.7.1. Israel: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.6.7.2. Israel: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.6.7.3. Israel: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.6.7.4. Israel: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.6.8. Virtual Reality Market - UAE
      • 9.6.8.1. UAE: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.6.8.2. UAE: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.6.8.3. UAE: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.6.8.4. UAE: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
  • 9.7. Virtual Reality Market - Latin America
    • 9.7.1. Latin America: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
    • 9.7.2. Latin America: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
    • 9.7.3. Latin America: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
    • 9.7.4. Latin America: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.7.5. Virtual Reality Market - Mexico
      • 9.7.5.1. Mexico: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.7.5.2. Mexico: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.7.5.3. Mexico: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.7.5.4. Mexico: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.7.6. Virtual Reality Market - Brazil
      • 9.7.6.1. Brazil: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.7.6.2. Brazil: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.7.6.3. Brazil: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.7.6.4. Brazil: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)
    • 9.7.7. Virtual Reality Market - Argentina
      • 9.7.7.1. Argentina: Virtual Reality Market, by Device Technology, 2019-2032 (USD Billion)
      • 9.7.7.2. Argentina: Virtual Reality Market, by Technology, 2019-2032 (USD Billion)
      • 9.7.7.3. Argentina: Virtual Reality Market, by Application, 2019-2032 (USD Billion)
      • 9.7.7.4. Argentina: Virtual Reality Market, by Offering, 2019-2032 (USD Billion)

10. Competitive Landscape

  • 10.1. Expansion and Acquisition Analysis
    • 10.1.1. Expansion
    • 10.1.2. Acquisitions
  • 10.2. Partnerships/Collaborations/Agreements/Exhibitions

11. Company Profiles

  • 11.1. Barco
    • 11.1.1. Company Overview
    • 11.1.2. Financial Performance
    • 11.1.3. Product Benchmarking
    • 11.1.4. Recent Development
  • 11.2. DPVR
    • 11.2.1. Company Overview
    • 11.2.2. Financial Performance
    • 11.2.3. Product Benchmarking
    • 11.2.4. Recent Development
  • 11.3. HTC Corporation
    • 11.3.1. Company Overview
    • 11.3.2. Financial Performance
    • 11.3.3. Product Benchmarking
    • 11.3.4. Recent Development
  • 11.4. Meta
    • 11.4.1. Company Overview
    • 11.4.2. Financial Performance
    • 11.4.3. Product Benchmarking
    • 11.4.4. Recent Development
  • 11.5. Microsoft
    • 11.5.1. Company Overview
    • 11.5.2. Financial Performance
    • 11.5.3. Product Benchmarking
    • 11.5.4. Recent Development
  • 11.6. Penumbra, Inc..
    • 11.6.1. Company Overview
    • 11.6.2. Financial Performance
    • 11.6.3. Product Benchmarking
    • 11.6.4. Recent Development
  • 11.7. PICO Immersive Pte, Ltd.
    • 11.7.1. Company Overview
    • 11.7.2. Financial Performance
    • 11.7.3. Product Benchmarking
    • 11.7.4. Recent Development
  • 11.8. Samsung Electronics Co., Ltd.
    • 11.8.1. Company Overview
    • 11.8.2. Financial Performance
    • 11.8.3. Product Benchmarking
    • 11.8.4. Recent Development
  • 11.9. Sony
    • 11.9.1. Company Overview
    • 11.9.2. Financial Performance
    • 11.9.3. Product Benchmarking
    • 11.9.4. Recent Development
  • 11.10. Unity Technologies
    • 11.10.1. Company Overview
    • 11.10.2. Financial Performance
    • 11.10.3. Product Benchmarking
    • 11.10.4. Recent Development
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