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市場調查報告書
商品編碼
1597843

觸覺虛擬實境市場:按組件、按應用分類 - 2025-2030 年全球預測

Tactile Virtual Reality Market by Component (Hardware, Software), End-Use (Automotive, Electronic, Healthcare) - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 181 Pages | 商品交期: 最快1-2個工作天內

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2023年觸覺虛擬實境市場規模為4.8091億美元,預計2024年將達到5.8286億美元,複合年成長率為21.29%,預計到2030年將達到18.5728億美元。

觸覺虛擬實境 (VR),也稱為觸覺 VR,包含多種在虛擬環境中提供基於觸控的感官回饋的技術。這包括模擬觸覺的設備,例如手套和套裝,以增強數位景觀中的真實互動。對觸覺 VR 的需求源於其透過提供僅靠視覺或聲音無法實現的沉浸感來徹底改變遊戲、醫學、軍事訓練和遠端控制等領域的潛力。其應用範圍從透過真實模擬教學外科手術到透過提供實務經驗來增強數位學習環境。最終用途領域包括娛樂、教育和工業培訓,提供顯著的成長機會。

主要市場統計
基準年[2023] 48091萬美元
預測年份 [2024] 58286萬美元
預測年份 [2030] 18.5728億美元
複合年成長率(%) 21.29%

市場洞察強調,人工智慧和機器學習的進步推動了人們的興趣,這些進步提高了觸覺回饋的準確性和真實性。 5G 和物聯網技術的整合改善了用戶體驗,並描述了無縫和響應式互動,這對於遠端手術等應用至關重要。研發投資和策略夥伴關係關係是關鍵的成長要素。然而,高昂的開發成本和實現準確觸覺回饋的技術挑戰仍然是主要障礙。對複雜硬體和大量初始投資的需求也阻礙了消費者的採用。

業務成長的創新部分包括開發具有成本效益的觸覺設備和軟體解決方案,以提高設備的經濟性和方便用戶使用的介面。擴大治療和復健領域的使用案例提供了巨大的機遇,與大學和高科技公司的研發合作也可以加速成長。在需要真實訓練模擬的細分市場和渴望前衛體驗式服務的市場中也存在潛在的機會。

儘管觸覺VR市場目前仍屬於小眾市場,但未來潛力巨大。為了取得成功,公司應該專注於可擴展的模組化設計,並利用雲端基礎的解決方案來促進更廣泛的可訪問性。特別是,平衡成本和沈浸感方面仍然存在挑戰,需要持續創新和策略性投資。

市場動態:揭示快速發展的觸覺虛擬實境市場的關鍵市場洞察

供需的動態交互作用正在改變觸覺虛擬實境市場。透過了解這些不斷變化的市場動態,公司可以準備好做出明智的投資決策、完善策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時也能幫助企業了解消費行為及其對製造業的影響。

  • 市場促進因素
    • 許多最終用戶產業對機器人技術的需求和使用迅速增加
    • 智慧型手機和連網型設備的普及以及遊戲產業的成長
    • 虛擬實境與汽車和家用電子電器的日益融合
  • 市場限制因素
    • 觸覺 VR 產品相關的高成本
  • 市場機會
    • 虛擬實境產品的進步
    • 快速投資元元宇宙開發
  • 市場問題
    • 缺乏有效的使用者體驗設計
    • 與產品設計相關的技術問題

波特五力:駕馭觸覺虛擬實境市場的策略工具

波特的五力框架是了解市場競爭格局的重要工具。波特的五力框架描述了評估公司競爭和探索策略機會的清晰方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點,避免潛在的挑戰,確保更強大的市場地位。

PESTLE分析:了解觸覺虛擬實境市場的外部影響

外部宏觀環境因素在塑造觸覺虛擬實境市場的表現動態發揮著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並幫助他們做出積極主動的決策。

市場佔有率分析:了解觸覺虛擬實境市場的競爭格局

觸覺虛擬實境市場的詳細市場佔有率分析可以對供應商的業績進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、細分和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV 定位矩陣:觸覺虛擬實境市場供應商績效評估

FPNV 定位矩陣是評估觸覺虛擬實境市場供應商的重要工具。此矩陣允許業務組織根據商務策略和產品滿意度評估供應商,從而做出與其目標相符的明智決策。這四個象限使您能夠清晰、準確地分類供應商,並確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析與建議:繪製觸覺虛擬實境市場的成功之路

對於旨在加強其在全球市場的影響力的公司來說,觸覺虛擬實境市場的策略分析至關重要。透過審查關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機並取得長期成功。

該報告對涵蓋關鍵焦點細分市場的市場進行了全面分析。

1.市場滲透率:對當前市場環境的詳細審查,主要企業的廣泛資料,評估他們在市場中的影響力和整體影響力。

2. 市場開拓:辨識新興市場的成長機會,評估現有細分市場的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,以幫助相關人員做出明智的決策。

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品和地區提供最佳投資機會?

3.塑造市場的關鍵技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 許多最終用戶行業對機器人的需求和使用迅速增加
      • 智慧型手機和連網型設備的普及以及遊戲產業的成長
      • 虛擬實境將擴大與汽車和家用電子電器產品結合
    • 抑制因素
      • 觸覺 VR 產品相關的高成本
    • 機會
      • 虛擬實境產品的進步
      • 快速投資元元宇宙開發
    • 任務
      • 缺乏有效的使用者體驗設計
      • 與產品設計相關的技術問題
  • 市場區隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治
    • 經濟
    • 社會
    • 科技
    • 法律
    • 環境

第6章觸覺虛擬實境市場:依組成部分

  • 介紹
  • 硬體
  • 軟體

第7章觸覺虛擬實境市場:依最終用途

  • 介紹
  • 電子的
  • 醫療保健
  • 產業
  • 運輸

第8章美洲觸覺虛擬實境市場

  • 介紹
  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第9章亞太觸覺虛擬實境市場

  • 介紹
  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第10章歐洲/中東/非洲觸覺虛擬實境市場

  • 介紹
  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第11章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
  • 戰略分析和建議

公司名單

  • Autodesk Inc.
  • Dassault Systems SE
  • Eon Reality Inc.
  • Google LLC by Alphabet, Inc.
  • HaptX Inc.
  • HTC Corporation
  • Microsoft Corporation
  • Sony Corporation
  • TDK Corporation
  • Ultraleap Ltd.
  • Unity Technologies
Product Code: MRR-035590447682

The Tactile Virtual Reality Market was valued at USD 480.91 million in 2023, expected to reach USD 582.86 million in 2024, and is projected to grow at a CAGR of 21.29%, to USD 1,857.28 million by 2030.

Tactile Virtual Reality (VR), also known as haptic VR, encompasses a range of technologies that provide touch-based sensory feedback in virtual environments. This can include gloves, suits, or other devices that simulate the sense of touch, enhancing realistic interaction within digital landscapes. The necessity of tactile VR stems from its potential to revolutionize fields such as gaming, healthcare, military training, and remote operations by offering an immersive experience that visual and auditory VR alone cannot achieve. Its applications are diverse-from teaching surgical procedures via realistic simulations to enhancing eLearning environments by providing hands-on experiences. End-use sectors span entertainment, education, and industrial training, offering substantial growth opportunities.

KEY MARKET STATISTICS
Base Year [2023] USD 480.91 million
Estimated Year [2024] USD 582.86 million
Forecast Year [2030] USD 1,857.28 million
CAGR (%) 21.29%

Market insights highlight growing interest driven by advancements in AI and machine learning that are bolstering tactile feedback precision and realism. The integration of 5G and IoT technologies is enhancing the user experience, offering seamless and responsive interactions essential for applications like remote surgeries. Investment in R&D and strategic partnerships are critical growth factors. However, high development costs and technical challenges in achieving accurate tactile feedback remain significant hurdles. Consumer adoption is also hampered by the need for sophisticated hardware and substantial initial investment.

Innovative areas for business growth include the development of cost-effective haptic devices and software solutions that improve device affordability and user-friendly interfaces. Expanding use cases in therapeutics and rehabilitation offer substantial opportunities, and partnerships with universities and tech companies for research and development can also accelerate growth. Potential opportunities lie in catering to sectors demanding realistic training simulations and in markets yearning for avant-garde experiential offerings.

The nature of the tactile VR market is currently niche with expansive future potential. To thrive, businesses should focus on scalable modular designs and capitalize on cloud-based solutions that can facilitate broader accessibility. Challenges persist, notably in balancing cost with immersive capability, requiring ongoing technical innovations and strategic investment.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Tactile Virtual Reality Market

The Tactile Virtual Reality Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Upsurge demand and usage of robotics in numerous end-user industries
    • Increasing penetration of smartphones & connected devices and growth of the gaming industry
    • Rising integration of virtual reality with automotive and consumer electronics
  • Market Restraints
    • High cost associated with Tactile VR products
  • Market Opportunities
    • Growing advancements in virtual reality products
    • Exponential investments in developing metaverse
  • Market Challenges
    • Lack of effective user experience design
    • Technical issues related to product design

Porter's Five Forces: A Strategic Tool for Navigating the Tactile Virtual Reality Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Tactile Virtual Reality Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Tactile Virtual Reality Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Tactile Virtual Reality Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Tactile Virtual Reality Market

A detailed market share analysis in the Tactile Virtual Reality Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Tactile Virtual Reality Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Tactile Virtual Reality Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Tactile Virtual Reality Market

A strategic analysis of the Tactile Virtual Reality Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Tactile Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Autodesk Inc., Dassault Systems SE, Eon Reality Inc., Google LLC by Alphabet, Inc., HaptX Inc., HTC Corporation, Microsoft Corporation, Sony Corporation, TDK Corporation, Ultraleap Ltd., and Unity Technologies.

Market Segmentation & Coverage

This research report categorizes the Tactile Virtual Reality Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Component, market is studied across Hardware and Software.
  • Based on End-Use, market is studied across Automotive, Electronic, Healthcare, Industrial, and Transportation.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Upsurge demand and usage of robotics in numerous end-user industries
      • 5.1.1.2. Increasing penetration of smartphones & connected devices and growth of the gaming industry
      • 5.1.1.3. Rising integration of virtual reality with automotive and consumer electronics
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with Tactile VR products
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing advancements in virtual reality products
      • 5.1.3.2. Exponential investments in developing metaverse
    • 5.1.4. Challenges
      • 5.1.4.1. Lack of effective user experience design
      • 5.1.4.2. Technical issues related to product design
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Tactile Virtual Reality Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. Tactile Virtual Reality Market, by End-Use

  • 7.1. Introduction
  • 7.2. Automotive
  • 7.3. Electronic
  • 7.4. Healthcare
  • 7.5. Industrial
  • 7.6. Transportation

8. Americas Tactile Virtual Reality Market

  • 8.1. Introduction
  • 8.2. Argentina
  • 8.3. Brazil
  • 8.4. Canada
  • 8.5. Mexico
  • 8.6. United States

9. Asia-Pacific Tactile Virtual Reality Market

  • 9.1. Introduction
  • 9.2. Australia
  • 9.3. China
  • 9.4. India
  • 9.5. Indonesia
  • 9.6. Japan
  • 9.7. Malaysia
  • 9.8. Philippines
  • 9.9. Singapore
  • 9.10. South Korea
  • 9.11. Taiwan
  • 9.12. Thailand
  • 9.13. Vietnam

10. Europe, Middle East & Africa Tactile Virtual Reality Market

  • 10.1. Introduction
  • 10.2. Denmark
  • 10.3. Egypt
  • 10.4. Finland
  • 10.5. France
  • 10.6. Germany
  • 10.7. Israel
  • 10.8. Italy
  • 10.9. Netherlands
  • 10.10. Nigeria
  • 10.11. Norway
  • 10.12. Poland
  • 10.13. Qatar
  • 10.14. Russia
  • 10.15. Saudi Arabia
  • 10.16. South Africa
  • 10.17. Spain
  • 10.18. Sweden
  • 10.19. Switzerland
  • 10.20. Turkey
  • 10.21. United Arab Emirates
  • 10.22. United Kingdom

11. Competitive Landscape

  • 11.1. Market Share Analysis, 2023
  • 11.2. FPNV Positioning Matrix, 2023
  • 11.3. Competitive Scenario Analysis
  • 11.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Autodesk Inc.
  • 2. Dassault Systems SE
  • 3. Eon Reality Inc.
  • 4. Google LLC by Alphabet, Inc.
  • 5. HaptX Inc.
  • 6. HTC Corporation
  • 7. Microsoft Corporation
  • 8. Sony Corporation
  • 9. TDK Corporation
  • 10. Ultraleap Ltd.
  • 11. Unity Technologies

LIST OF FIGURES

  • FIGURE 1. TACTILE VIRTUAL REALITY MARKET RESEARCH PROCESS
  • FIGURE 2. TACTILE VIRTUAL REALITY MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 11. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 13. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. TACTILE VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 19. TACTILE VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. TACTILE VIRTUAL REALITY MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. TACTILE VIRTUAL REALITY MARKET DYNAMICS
  • TABLE 7. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY ELECTRONIC, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY INDUSTRIAL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY TRANSPORTATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 17. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 19. ARGENTINA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 20. ARGENTINA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 21. BRAZIL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 22. BRAZIL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 23. CANADA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 24. CANADA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 25. MEXICO TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 26. MEXICO TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 27. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 28. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 29. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 30. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 31. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 32. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 33. AUSTRALIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 34. AUSTRALIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 35. CHINA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 36. CHINA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 37. INDIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 38. INDIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 39. INDONESIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. INDONESIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 41. JAPAN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 42. JAPAN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 43. MALAYSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 44. MALAYSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 45. PHILIPPINES TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 46. PHILIPPINES TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 47. SINGAPORE TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 48. SINGAPORE TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 49. SOUTH KOREA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 50. SOUTH KOREA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 51. TAIWAN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 52. TAIWAN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 53. THAILAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 54. THAILAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 55. VIETNAM TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 56. VIETNAM TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 57. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 58. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 59. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 60. DENMARK TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 61. DENMARK TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 62. EGYPT TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. EGYPT TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 64. FINLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 65. FINLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 66. FRANCE TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 67. FRANCE TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 68. GERMANY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 69. GERMANY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 70. ISRAEL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 71. ISRAEL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 72. ITALY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 73. ITALY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 74. NETHERLANDS TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 75. NETHERLANDS TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 76. NIGERIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 77. NIGERIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 78. NORWAY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 79. NORWAY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 80. POLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 81. POLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 82. QATAR TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 83. QATAR TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 84. RUSSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 85. RUSSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 86. SAUDI ARABIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 87. SAUDI ARABIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 88. SOUTH AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 89. SOUTH AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 90. SPAIN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 91. SPAIN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 92. SWEDEN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 93. SWEDEN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 94. SWITZERLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 95. SWITZERLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 96. TURKEY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 97. TURKEY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 98. UNITED ARAB EMIRATES TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 99. UNITED ARAB EMIRATES TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 100. UNITED KINGDOM TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 101. UNITED KINGDOM TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 102. TACTILE VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 103. TACTILE VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023