Virtual Reality Market Status and Trend Analysis 2017-2026 (COVID-19 Version)
- Report Code : 99S2262470
- Published On: Jan, 2021
- Category : Internet Software & Services
- Pages : 130
Get in-depth COVID-19 impact and recovery analysis on the Virtual Reality Market
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Summary
Further key aspects of the report indicate that:
Chapter 1: Research Scope: Product Definition, Type, End-Use & Methodology
Chapter 2: Global Industry Summary
Chapter 3: Market Dynamics
Chapter 4: Global Market Segmentation by region, type and End-Use
Chapter 5: North America Market Segmentation by region, type and End-Use
Chapter 6: Europe Market Segmentation by region, type and End-Use
Chapter 7: Asia-Pacific Market Segmentation by region, type and End-Use
Chapter 8: South America Market Segmentation by region, type and End-Use
Chapter 9: Middle East and Africa Market Segmentation by region, type and End-Use.
Chapter 10: Market Competition by Companies
Chapter 11: Market forecast and environment forecast.
Chapter 12: Industry Summary.
The global Virtual Reality market has the potential to grow with xx million USD with growing CAGR in the forecast period from 2021f to 2026f. Factors driving the market for @@@@@ are the significant development of demand and improvement of COVID-19 and geo-economics.
Based on the type of product, the global Virtual Reality market segmented into
Head Mounted Displays
Head Trackers
Motion Trackers
3D Controllers
Data Gloves
Haptic Devices
Others
Based on the end-use, the global Virtual Reality market classified into
Learning
Education
Others
Based on geography, the global Virtual Reality market segmented into
North America [U.S., Canada, Mexico]
Europe [Germany, UK, France, Italy, Rest of Europe]
Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
South America [Brazil, Argentina, Rest of Latin America]
Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]
And the major players included in the report are
Oculus
Samsung
Vive
Avegant
Razer
Zeiss
VisusVR
FOVE
Starbreeze
Google
Vuzix
HTC
Sony
Microsoft
Meta
Freefly
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With tables and figures helping analyze worldwide Virtual Reality market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
1 RESEARCH SCOPE1.1 Research Product Definition
1.2 Research Segmentation
1.2.1 Product Type
1.2.2 Main product Type of Major Players1.3 Demand Overview
1.4 Research Methodology
2 GLOBAL VIRTUAL REALITY INDUSTRY2.1 Summary about Virtual Reality Industry
2.2 Virtual Reality Market Trends
2.2.1 Virtual Reality Production & Consumption Trends
2.2.2 Virtual Reality Demand Structure Trends2.3 Virtual Reality Cost & Price
3 MARKET DYNAMICS3.1 Manufacturing & Purchasing Behavior in 2020
3.2 Market Development under the Impact of COVID-19
3.2.1 Drivers
3.2.2 Restraints
3.2.3 Opportunity
3.2.4 Risk
4 GLOBAL MARKET SEGMENTATION4.1 Region Segmentation (2017 to 2021f)
4.1.1 North America (U.S., Canada and Mexico)
4.1.2 Europe (Germany, UK, France, Italy, Rest of Europe)
4.1.3 Asia-Pacific (China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific)
4.1.4 South America (Brazil,, Argentina, Rest of Latin America)
4.1.5 Middle East and Africa (GCC, North Africa, South Africa, Rest of Middle East and Africa)4.2 Product Type Segmentation (2017 to 2021f)
4.2.1 Head Mounted Displays
4.2.2 Head Trackers
4.2.3 Motion Trackers
4.2.4 3D Controllers
4.2.5 Data Gloves
4.2.6 Haptic Devices
4.2.7 Others4.3 Consumption Segmentation (2017 to 2021f)
4.3.1 Learning
4.3.2 Education
4.3.3 Others
5 NORTH AMERICA MARKET SEGMENT5.1 Region Segmentation (2017 to 2021f)
5.1.1 U.S.
5.1.2 Canada
5.1.3 Mexico5.2 Product Type Segmentation (2017 to 2021f)
5.2.1 Head Mounted Displays
5.2.2 Head Trackers
5.2.3 Motion Trackers
5.2.4 3D Controllers
5.2.5 Data Gloves
5.2.6 Haptic Devices
5.2.7 Others5.3 Consumption Segmentation (2017 to 2021f)
5.3.1 Learning
5.3.2 Education
5.3.3 Others5.4 Impact of COVID-19 in North America
6 EUROPE MARKET SEGMENTATION6.1 Region Segmentation (2017 to 2021f)
6.1.1 Germany
6.1.2 UK
6.1.3 France
6.1.4 Italy
6.1.5 Rest of Europe6.2 Product Type Segmentation (2017 to 2021f)
6.2.1 Head Mounted Displays
6.2.2 Head Trackers
6.2.3 Motion Trackers
6.2.4 3D Controllers
6.2.5 Data Gloves
6.2.6 Haptic Devices
6.2.7 Others6.3 Consumption Segmentation (2017 to 2021f)
6.3.1 Learning
6.3.2 Education
6.3.3 Others6.4 Impact of COVID-19 in Europe
7 ASIA-PACIFIC MARKET SEGMENTATION7.1 Region Segmentation (2017 to 2021f)
7.1.1 China
7.1.2 India
7.1.3 Japan
7.1.4 South Korea
7.1.5 Southeast Asia
7.1.6 Australia
7.1.7 Rest of Asia Pacific7.2 Product Type Segmentation (2017 to 2021f)
7.2.1 Head Mounted Displays
7.2.2 Head Trackers
7.2.3 Motion Trackers
7.2.4 3D Controllers
7.2.5 Data Gloves
7.2.6 Haptic Devices
7.2.7 Others7.3 Consumption Segmentation (2017 to 2021f)
7.3.1 Learning
7.3.2 Education
7.3.3 Others7.4 Impact of COVID-19 in Europe
8 SOUTH AMERICA MARKET SEGMENTATION8.1 Region Segmentation (2017 to 2021f)
8.1.1 Brazil
8.1.2 Argentina
8.1.3 Rest of Latin America8.2 Product Type Segmentation (2017 to 2021f)
8.2.1 Head Mounted Displays
8.2.2 Head Trackers
8.2.3 Motion Trackers
8.2.4 3D Controllers
8.2.5 Data Gloves
8.2.6 Haptic Devices
8.2.7 Others8.3 Consumption Segmentation (2017 to 2021f)
8.3.1 Learning
8.3.2 Education
8.3.3 Others8.4 Impact of COVID-19 in Europe
9 MIDDLE EAST AND AFRICA MARKET SEGMENTATION9.1 Region Segmentation (2017 to 2021f)
9.1.1 GCC
9.1.2 North Africa
9.1.3 South Africa
9.1.4 Rest of Middle East and Africa9.2 Product Type Segmentation (2017 to 2021f)
9.2.1 Head Mounted Displays
9.2.2 Head Trackers
9.2.3 Motion Trackers
9.2.4 3D Controllers
9.2.5 Data Gloves
9.2.6 Haptic Devices
9.2.7 Others9.3 Consumption Segmentation (2017 to 2021f)
9.3.1 Learning
9.3.2 Education
9.3.3 Others9.4 Impact of COVID-19 in Europe
10 COMPETITION OF MAJOR PLAYERS10.1 Brief Introduction of Major Players
10.1.1 Oculus
10.1.2 Samsung
10.1.3 Vive
10.1.4 Avegant
10.1.5 Razer
10.1.6 Zeiss
10.1.7 VisusVR
10.1.8 FOVE
10.1.9 Starbreeze
10.1.10 Google
10.1.11 Vuzix
10.1.12 HTC
10.1.13 Sony
10.1.14 Microsoft
10.1.15 Meta
10.1.16 Freefly10.2 Virtual Reality Sales Date of Major Players (2017-2020e)
10.2.1 Oculus
10.2.2 Samsung
10.2.3 Vive
10.2.4 Avegant
10.2.5 Razer
10.2.6 Zeiss
10.2.7 VisusVR
10.2.8 FOVE
10.2.9 Starbreeze
10.2.10 Google
10.2.11 Vuzix
10.2.12 HTC
10.2.13 Sony
10.2.14 Microsoft
10.2.15 Meta
10.2.16 Freefly10.3 Market Distribution of Major Players
10.4 Global Competition Segmentation
11 MARKET FORECAST11.1 Forecast by Region
11.2 Forecast by Demand
11.3 Environment Forecast
11.3.1 Impact of COVID-19
11.3.2 Geopolitics Overview
11.3.3 Economic Overview of Major Countries
12 REPORT SUMMARY STATEMENT
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The Virtual Reality Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.
Report Objectives / Segmentation Covered :
By Companies / players:
- Oculus
- Samsung
- Vive
- Avegant
- Razer
- Zeiss
- VisusVR
- FOVE
- Starbreeze
- Vuzix
- HTC
- Sony
- Microsoft
- Meta
- Freefly
By Regions:
- North America [U.S., Canada, Mexico]
- Europe [Germany, UK, France, Italy, Rest of Europe]
- Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
- South America [Brazil, Argentina, Rest of Latin America]
- Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]
By Type:
- Head Mounted Displays
- Head Trackers
- Motion Trackers
- 3D Controllers
- Data Gloves
- Haptic Devices
- Others
By Application:
- Learning
- Education
- Others














