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バーチャルリアリティー(VR)の世界市場:2024年に至るデバイスタイプ別、用途別予測

Virtual Reality Market by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense) and Geography - Global Forecast to 2024

出版元:MarketsandMarketsLinkIcon出版元について
発行年:2019年 1月
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【レポート紹介】
バーチャルリアリティ(VR)の世界市場規模は2018年から2024年にかけて平均年成長率33.47%増の急成長で推移すると見込まれます。同市場規模は2018年で推計79億ドル、2024年段階では447億ドル市場に達するとレポートでは予測しています。
当レポートでは、2024年に至るバーチャルリアリティ(VR)の世界市場予測(市場規模US$,数量ベースThousand Units)、技術別市場(VR技術各種)、オファリング別市場(ハードウェア、ソフトウェア)、デバイスタイプ別市場(VRデバイス各種)、用途別市場(コンシューマー、商用、エンタープライズ、ヘルスケア、航空宇宙/防衛、その他)、主要国地域別市場など、詳細な市場予測データと分析を掲載しています。また市場分析、競合状況、主要メーカー企業12社プロフィール動向などの情報も交えて、バーチャルリアリティ(VR)市場の現在と今後展開を予測分析していきます。

【レポート構成概要】
◆バーチャルリアリティ(VR)世界市場予測2016-2024年
・市場規模(US$)
・数量ベース(Thousand Units/デバイス)

◆技術別、市場-2024年
VR技術
・非没入型
・半没入型、完全没入型
※(市場規模US$)

◆オファリング別、市場-2024年
ハードウェア
・ディスプレイ、プロジェクタ
・カメラ
・半導体部品
・センサ
・ポジショントラッカー
・その他
ソフトウェア
※(市場規模US$)

◆デバイスタイプ別、市場-2024年
VRデバイス
・HMD
・ジェスチャートラッキングデバイス
・プロジェクタ、ディスプレイウォール
※(市場規模US$) (数量ベースThousand Units) 

◆用途別、市場-2024年
・コンシューマー
・商用
・エンタープライズ
・ヘルスケア
・航空宇宙、防衛
・その他
※(市場規模US$) 

◆主要国地域別市場-2024年
北米
・米国、カナダ、メキシコ
欧州
・ドイツ、フランス、英国
・その他欧州
アジア太平洋
・日本、インド、中国、韓国
・その他アジア太平洋
その他地域
・中東アフリカ、南米
※地域別に用途別の細分化データ掲載、詳細は目次参照

◆市場分析
・市場ダイナミクス分析(ドライバー、障壁、機会、課題)
・競合状況

◆バーチャルリアリティ(VR)の主要企業プロフィール動向
主要プレイヤー
・GOOGLE         
・MICROSOFT  
・OCULUS VR (FACEBOOK)       
・ソニー株式会社
・SAMSUNG ELECTRONICS        
・HTC  
・EON REALITY
・VUZIX               
・CYBERGLOVE SYSTEMS           
・LEAP MOTION              
・SENSICS          
・SIXENSE ENTERPRISES

主要イノベーター                
・任天堂株式会社
・PSIOUS            
・MINDMAZE   
・FIRSTHAND TECHNOLOGY    
・WORLDVIZ    
・VIRTUIX          
・SURVIOS         
・MERGE LABS 
・SPACEVR         
・VIRTUALLY LIVE

(全158頁)


【レポート詳細目次、データ項目一覧は当ページ下を参照ください】

英文詳細目次(table of contents)

【原文詳細目次】

Virtual Reality Market by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense) and Geography - Global Forecast to 2024

Table of Contents

1.... INTRODUCTION

1.1            STUDY OBJECTIVES
1.2            DEFINITION.. 16
1.3            STUDY SCOPE. 17
1.3.1             MARKETS COVERED.. 17
1.3.2             YEARS CONSIDERED.. 18
1.4            CURRENCY
1.5            LIMITATIONS
1.6            STAKEHOLDERS

2.... RESEARCH METHODOLOGY

2.1            RESEARCH DATA
2.1.1             SECONDARY DATA
2.1.1.1           SECONDARY SOURCES
2.1.2             PRIMARY DATA
2.1.2.1           PRIMARY INTERVIEWS WITH EXPERTS
2.1.2.2           BREAKDOWN OF PRIMARIES
2.1.2.3           KEY DATA FROM PRIMARY SOURCES
2.1.3             SECONDARY AND PRIMARY RESEARCH
2.1.3.1           KEY INDUSTRY INSIGHTS
2.2            MARKET SIZE ESTIMATION
2.2.1             BOTTOM-UP APPROACH
2.2.2             TOP-DOWN APPROACH. 27
2.3            MARKET BREAKDOWN & DATA TRIANGULATION
2.4            RESEARCH ASSUMPTIONS

3.... EXECUTIVE SUMMARY

4.... PREMIUM INSIGHTS

4.1            ATTRACTIVE MARKET OPPORTUNITIES IN VIRTUAL REALITY MARKET
4.2            VIRTUAL REALITY MARKET IN APAC, BY APPLICATION AND COUNTRY
4.3            VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2017 AND 2024 (USD BILLION)
4.4            VIRTUAL REALITY MARKET: MAJOR COUNTRIES

5.... MARKET OVERVIEW

5.1            INTRODUCTION
5.2            HISTORY AND EVOLUTION OF VR TECHNOLOGY
5.3            MARKET DYNAMICS: VR MARKET
5.3.1             DRIVERS
5.3.1.1           PENETRATION OF HMDS IN GAMING AND ENTERTAINMENT SECTOR
5.3.1.2           HUGE INVESTMENTS IN VR MARKET
5.3.1.3           ADVANCEMENT OF TECHNOLOGY AND GROWING DIGITIZATION
5.3.1.4           AVAILABILITY OF AFFORDABLE VR DEVICES
5.3.2             RESTRAINTS
5.3.2.1           DISPLAY LATENCY AND ENERGY CONSUMPTION AFFECT OVERALL PERFORMANCE OF VR DEVICES
5.3.2.2           HEALTH CONCERNS RELATING TO LOW RESOLUTION AND LACK OF MOVEMENT. 42
5.3.3             OPPORTUNITIES
5.3.3.1           PENETRATION OF HMDS IN HEALTHCARE AND ARCHITECTURAL APPLICATIONS
5.3.3.2           USE OF VR IN AEROSPACE & DEFENSE FOR TRAINING AND SIMULATION
5.3.4             CHALLENGES
5.3.4.1           DEVELOPING USER-FRIENDLY VR SYSTEMS
5.4            VALUE CHAIN ANALYSIS
5.5            EMERGING TRENDS
5.5.1             MICRODISPLAYS FOR VR
5.5.1.1           LOMID PROJECT
5.5.1.2           KOPIN’S MICRODISPLAY FOR VR HMD

6.... VIRTUAL REALITY MARKET, BY TECHNOLOGY

6.1            INTRODUCTION
6.2            VIRTUAL REALITY TECHNOLOGY
6.2.1             NONIMMERSIVE TECHNOLOGY
6.2.1.1           USAGE OF NONIMMERSIVE TECHNOLOGY IN VR SOFTWARE DEVELOPMENT SET TO DRIVE THE MARKET
6.2.2             SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY
6.2.2.1           FULLY IMMERSIVE TECHNOLOGY TO BE THE MAJOR DRIVER OWING TO DEMAND IN VR HMDS

7.... VIRTUAL REALITY MARKET, BY OFFERING

7.1            INTRODUCTION
7.2            HARDWARE
7.2.1             SENSORS
7.2.1.1           ACCELEROMETER
7.2.1.2           GYROSCOPE
7.2.1.3           MAGNETOMETER
7.2.1.4           PROXIMITY SENSOR
7.2.2             SEMICONDUCTOR COMPONENTS
7.2.2.1           CONTROLLER AND PROCESSOR
7.2.2.2           INTEGRATED CIRCUITS
7.2.3             DISPLAYS AND PROJECTORS
7.2.4             POSITION TRACKERS. 54
7.2.5             CAMERAS
7.2.6             OTHERS
7.3            SOFTWARE
7.3.1             SDKS WILL PLAY CRUCIAL ROLE IN VR SOFTWARE MARKET
7.3.1.1           SOFTWARE DEVELOPMENT KITS
7.3.1.2           CLOUD-BASED SERVICES
7.4            VR CONTENT CREATION
7.4.1             VR CONTENT CREATION IS THE KEY TO STRENGTHEN VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES

8.... VIRTUAL REALITY MARKET, BY DEVICE TYPE

8.1            INTRODUCTION
8.2            VIRTUAL REALITY DEVICES
8.2.1             HEAD-MOUNTED DISPLAYS
8.2.1.1           USE OF HMDS IN GAMING AND ENTERTAINMENT IS THE MAJOR DRIVER FOR GROWTH OF VR HARDWARE DEVICES
8.2.2             GESTURE-TRACKING DEVICES
8.2.2.1           GESTURE-TRACKING DEVICES TO PLAY CRUCIAL ROLE IN HEALTHCARE AND GAMING APPLICATIONS
8.2.2.1.1           DATA GLOVES
8.2.2.1.2           OTHERS
8.2.3             PROJECTORS & DISPLAY WALLS
8.2.3.1           PROJECTORS & DISPLAY WALLS ARE NEW GROWTH AVENUES IN VR HARDWARE MARKET

9.... VIRTUAL REALITY MARKET, BY APPLICATION

9.1            INTRODUCTION
9.2            VIRTUAL REALITY APPLICATIONS
9.2.1             CONSUMER
9.2.1.1           GAMING AND ENTERTAINMENT APPLICATIONS ARE MAJOR DRIVERS FOR VR MARKET GROWTH
9.2.1.1.1           GAMING AND ENTERTAINMENT
9.2.1.1.2           SPORTS
9.2.1.2           USE-CASES IN CONSUMER
9.2.2             COMMERCIAL
9.2.2.1           RETAIL AND ECOMMERCE TO DRIVE COMMERCIAL APPLICATION IN VR MARKET. 72
9.2.2.1.1           RETAIL & ECOMMERCE
9.2.2.1.2           EDUCATION AND TRAINING
9.2.2.1.3           TRAVEL AND TOURISM
9.2.2.1.4           ADVERTISING
9.2.2.2           USE-CASES IN COMMERCIAL
9.2.3             ENTERPRISE
9.2.3.1           INCREASED USE OF VR TECHNOLOGY AND DEVICES IN INDUSTRIAL FACILITIES TO DRIVE ENTERPRISE APPLICATION IN VR MARKET
9.2.3.2           USE-CASES IN ENTERPRISE
9.2.4             HEALTHCARE
9.2.4.1           PATIENT CARE MANAGEMENT AND MEDICAL TRAINING & EDUCATION ARE MAJOR APPLICATIONS DRIVING THE GROWTH OF VR IN HEALTHCARE
9.2.4.1.1           SURGERY
9.2.4.1.2           PATIENT CARE MANAGEMENT
9.2.4.1.3           FITNESS MANAGEMENT
9.2.4.1.4           PHARMACY MANAGEMENT
9.2.4.1.5           MEDICAL TRAINING AND EDUCATION
9.2.4.2           USE-CASES IN HEALTHCARE
9.2.5             AEROSPACE & DEFENSE
9.2.5.1           SIMULATION TRAINING TO BE MAJOR GROWTH FACTOR OF VR IN AEROSPACE & DEFENSE
9.2.5.2           USE-CASE IN AEROSPACE & DEFENSE
9.2.6             OTHERS
9.2.6.1           AUTOMOTIVE
9.2.6.2           REAL ESTATE (ARCHITECTURE AND BUILDING DESIGN)
9.2.6.3           GEOSPATIAL MINING
9.2.6.4           USE-CASES IN OTHER APPLICATIONS

10.. VIRTUAL REALITY MARKET, GEOGRAPHICAL ANALYSIS

10.1          INTRODUCTION
10.2          NORTH AMERICA
10.2.1           US
10.2.1.1         STRONG PRESENCE OF VR COMPANIES IN US LIKELY TO DRIVE THE MARKET
10.2.2           CANADA
10.2.2.1         INCREASING INVESTMENT IN CUTTING-EDGE TECHNOLOGIES TO FUEL VR MARKET GROWTH IN CANADA
10.2.3           MEXICO
10.2.3.1         EVOLVING INDUSTRIES IN MEXICO TO DRIVE THE MARKET GROWTH
10.3          EUROPE
10.3.1           GERMANY
10.3.1.1         HIGH ADOPTION OF NEW TECHNOLOGIES IN MANUFACTURING TO DRIVE THE MARKET IN GERMANY
10.3.2           FRANCE
10.3.2.1         HIGH ADOPTION IN RETAIL TO ENHANCE GROWTH OF VR MARKET IN FRANCE
10.3.3           UK
10.3.3.1         CONTINUOUS FOCUS ON DIGITALIZATION LIKELY TO DRIVE GROWTH OF VR MARKET IN UK
10.3.4           REST OF EUROPE
10.3.4.1         INFLOW OF PRODUCTS AND TECHNOLOGY FROM UK, GERMANY, AND FRANCE WOULD PROPEL VR MARKET GROWTH IN REST OF EUROPE
10.4          APAC
10.4.1           CHINA
10.4.1.1         HIGH NUMBER OF LOCAL PLAYERS PRODUCING VR DEVICES TO DRIVE GROWTH OF VR MARKET IN CHINA
10.4.2           INDIA
10.4.2.1         INCREASING AWARENESS OF ADVANCED TECHNOLOGY TO PLAY CRUCIAL ROLE IN THE GROWTH OF VR MARKET IN INDIA
10.4.3           JAPAN
10.4.3.1         HIGH GROWTH OF HEALTHCARE SECTOR IN JAPAN TO FUEL GROWTH OF VR MARKET. 106
10.4.4           SOUTH KOREA
10.4.4.1         DIGITAL REVOLUTION IN INDUSTRIAL SECTOR IN SOUTH KOREA WOULD DRIVE GROWTH OF VR MARKET
10.4.5           REST OF APAC
10.4.5.1         HIGH CONSUMER SPENDING IN REST OF APAC WOULD BOOST THE VR MARKET
10.5          ROW
10.5.1           MIDDLE EAST & AFRICA
10.5.1.1         OIL & GAS AND MINING TO FUEL GROWTH OF VR DEVICES IN MIDDLE EAST AND AFRICA
10.5.2           SOUTH AMERICA
10.5.2.1         GROWING CONSUMER MARKET TO DRIVE GROWTH OF VR MARKET IN SOUTH AMERICA

11.. COMPETITIVE LANDSCAPE

11.1          INTRODUCTION
11.2          COMPETITIVE SCENARIO
11.2.1           PRODUCT LAUNCHES & DEVELOPMENTS
11.2.2           PARTNERSHIPS
11.2.3           AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING
11.2.4           ACQUISITIONS AND EXPANSIONS
11.3          VIRTUAL REALITY MARKET, COMPETITIVE LEADERSHIP MAPPING
11.3.1           VISIONARY LEADERS. 115
11.3.2           DYNAMIC DIFFERTIATORS
11.3.3           INNOVATORS
11.3.4           EMERGING COMPANIES

12.. COMPANY PROFILES

12.1          INTRODUCTION
(BUSINESS OVERVIEW, PRODUCTS OFFERED, RECENT DEVELOPMENTS, SWOT ANALYSIS, AND MNM VIEW)*
12.2          KEY PLAYERS. 117
12.2.1           GOOGLE
12.2.2           MICROSOFT
12.2.3           OCULUS VR (FACEBOOK)
12.2.4           SONY
12.2.5           SAMSUNG ELECTRONICS
12.2.6           HTC
12.2.7           EON REALITY
12.2.8           VUZIX
12.2.9           CYBERGLOVE SYSTEMS
12.2.10         LEAP MOTION
12.2.11         SENSICS
12.2.12         SIXENSE ENTERPRISES
12.3          KEY INNOVATORS
12.3.1           NINTENDO
12.3.2           PSIOUS
12.3.3           MINDMAZE
12.3.4           FIRSTHAND TECHNOLOGY
12.3.5           WORLDVIZ
12.3.6           VIRTUIX
12.3.7           SURVIOS
12.3.8           MERGE LABS
12.3.9           SPACEVR
12.3.10         VIRTUALLY LIVE
*DETAILS ON BUSINESS OVERVIEW, PRODUCTS OFFERED, RECENT DEVELOPMENTS, SWOT ANALYSIS, AND MNM VIEW MIGHT NOT BE CAPTURED IN CASE OF UNLISTED COMPANIES.

13            APPENDIX

LIST OF TABLES

TABLE 1              VR MARKET, BY TECHNOLOGY, 2016–2024 (USD MILLION)
TABLE 2              VR MARKET FOR NONIMMERSIVE TECHNOLOGY, BY OFFERING,
2016–2024 (USD MILLION)
TABLE 3              VR MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES,
BY OFFERING, 2016–2024 (USD MILLION)
TABLE 4              VR MARKET, BY OFFERING, 2016–2024 (USD MILLION)
TABLE 5              VR MARKET, HARDWARE, 2016–2024 (USD MILLION)
TABLE 6              VR MARKET FOR SOFTWARE, BY APPLICATION, 2016–2024 (USD MILLION)
TABLE 7              VIRTUAL REALITY MARKET, DEVICE TYPE, 2016–2024 (USD MILLION)
TABLE 8              VIRTUAL REALITY MARKET, DEVICE TYPE, 2016–2024 (THOUSAND UNITS)
TABLE 9              VIRTUAL REALITY HMD MARKET, BY APPLICATION, 2016–2024 (USD MILLION)
TABLE 10            VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES,
BY APPLICATION, 2016–2024 (USD MILLION)
TABLE 11            VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS,
BY APPLICATION, 2016–2024 (USD MILLION)
TABLE 12            VIRTUAL REALITY MARKET, BY APPLICATION, 2016–2024 (USD MILLION)
TABLE 13            VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION)
TABLE 14            VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY REGION,
2016–2024 (USD MILLION)
TABLE 15            VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 16            VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 17            VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN APAC, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 18            VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN ROW, BY REGION, 2016–2024 (USD MILLION)
TABLE 19            VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION)
TABLE 20            VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION,
2016–2024 (USD MILLION)
TABLE 21            VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 22            VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 23            VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN APAC,
BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 24            VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN ROW, BY REGION, 2016–2024 (USD MILLION)
TABLE 25            VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION)
TABLE 26            VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION,
2016–2024 (USD MILLION)
TABLE 27            VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 28            VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 29            VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN APAC, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 30            VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN ROW, BY REGION, 2016–2024 (USD MILLION)
TABLE 31            VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION)
TABLE 32            VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION,
2016–2024 (USD MILLION)
TABLE 33            VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 34            VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 35            VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN APAC,
BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 36            VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN ROW, BY REGION, 2016–2024 (USD MILLION)
TABLE 37            VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY DEVICE TYPE, 2016–2024 (USD MILLION)
TABLE 38            VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY REGION, 2016–2024 (USD MILLION)
TABLE 39            VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 40            VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN EUROPE, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 41            VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN
APAC, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 42            VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN
ROW, BY REGION, 2016–2024 (USD MILLION)
TABLE 43            VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE,
2016–2024 (USD MILLION)
TABLE 44            VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
2016–2024 (USD MILLION)
TABLE 45            VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 46            VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 47            VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 48            VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION,
2016–2024 (USD MILLION)
TABLE 49            VR MARKET, BY REGION, 2016–2024 (USD MILLION)
TABLE 50            VR MARKET IN NORTH AMERICA, BY APPLICATION, 2016–2024 (USD MILLION)
TABLE 51            VR MARKET IN NORTH AMERICA, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 52            VR MARKET IN EUROPE, BY APPLICATION, 2016–2024 (USD MILLION)
TABLE 53            VR MARKET IN EUROPE, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 54            VR MARKET IN APAC, BY APPLICATION, 2016–2024 (USD MILLION)
TABLE 55            VR MARKET IN APAC, BY COUNTRY, 2016–2024 (USD MILLION)
TABLE 56            VR MARKET IN ROW, BY APPLICATION, 2016–2024 (USD MILLION)
TABLE 57            VR MARKET IN ROW, BY REGION, 2016–2024 (USD MILLION)
TABLE 58            PRODUCT LAUNCHES & DEVELOPMENTS: VIRTUAL REALITY MARKET,
2017 & 2018
TABLE 59            PARTNERSHIPS: VIRTUAL REALITY MARKET, 2014–2017
TABLE 60            AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING:
VIRTUAL REALITY, 2014–2017
TABLE 61            ACQUISITIONS AND EXPANSIONS: VIRTUAL REALITY MARKET, 2014–2017


LIST OF FIGURES

FIGURE 1            MARKET SEGMENTATION
FIGURE 2            VR MARKET: RESEARCH DESIGN
FIGURE 3            BOTTOM-UP APPROACH TO ARRIVE AT THE MARKET SIZE
FIGURE 4            TOP-DOWN APPROACH TO ARRIVE AT THE MARKET SIZE
FIGURE 5            DATA TRIANGULATION METHODOLOGY
FIGURE 6            VIRTUAL REALITY MARKET, 2016–2024 (USD BILLION)
FIGURE 7            HEAD-MOUNTED DISPLAYS HELD LARGEST SHARE IN VIRTUAL REALITY
MARKET IN 2017
FIGURE 8            CONSUMER APPLICATION TO LEAD VIRTUAL REALITY MARKET FROM
2018 TO 2024
FIGURE 9            APAC TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET BY 2024
FIGURE 10          NORTH AMERICA HELD LARGEST SIZE OF VR MARKET FOR CONSUMER APPLICATIONS IN 2017
FIGURE 11          GROWING CONSUMER APPLICATIONS OF VIRTUAL REALITY TO DRIVE MARKET GROWTH DURING FORECAST PERIOD
FIGURE 12          CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN APAC BY 2024
FIGURE 13          CHINA EXPECTED TO WITNESS HIGHEST CAGR BY 2024
FIGURE 14          CHINA TO GROW AT FASTEST RATE DURING FORECAST PERIOD
FIGURE 15          EVOLUTION OF VR TECHNOLOGY
FIGURE 16          DEMAND FOR VR APPLICATIONS IN GAMING AND ENTERTAINMENT SECTOR WILL DRIVE GROWTH OF VR MARKET
FIGURE 17          VALUE CHAIN ANALYSIS (2017): MAJOR VALUES ARE ADDED DURING RESEARCH AND PRODUCT DEVELOPMENT, AND MANUFACTURING STAGES
FIGURE 18          ELEMENTS OF VR ECOSYSTEM
FIGURE 19          SEMI-AND FULLY IMMERSIVE TECHNOLOGIES DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD
FIGURE 20          VR MARKET FOR SOFTWARE TO WITNESS HIGHER CAGR DURING FORECAST PERIOD
FIGURE 21          VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
FIGURE 22          VR SOFTWARE MARKET FOR ENTERPRISE APPLICATION TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
FIGURE 23          VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
FIGURE 24          VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD IN TERMS OF MARKET SHIPMENTS
FIGURE 25          VR MARKET FOR ENTERPRISE APPLICATIONS TO WITNESS HIGHEST CAGR FROM 2018 TO 2024
FIGURE 26          GEOGRAPHIC SNAPSHOT: VR MARKET IN APAC TO WITNESS HIGHEST GROWTH RATE DURING FORECAST PERIOD
FIGURE 27          US TO HOLD LARGEST SIZE OF VR MARKET FROM 2017 TO 2024
FIGURE 28          NORTH AMERICA: SNAPSHOT OF VIRTUAL REALITY MARKET
FIGURE 29          EUROPE: SNAPSHOT OF VR MARKET
FIGURE 30          APAC: SNAPSHOT OF VR MARKET
FIGURE 31          COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGIES FROM 2014 TO 2018
FIGURE 32          RANKING OF TOP 5 PLAYERS IN VIRTUAL REALITY MARKET +
FIGURE 33          COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGIES FROM 2014 TO 2018
FIGURE 34          GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS
FIGURE 35          GOOGLE: COMPANY SNAPSHOT
FIGURE 36          MICROSOFT: COMPANY SNAPSHOT
FIGURE 37          SONY: COMPANY SNAPSHOT
FIGURE 38          SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
FIGURE 39          HTC: COMPANY SNAPSHOT
FIGURE 40          VUZIX: COMPANY SNAPSHOT


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