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市場調查報告書
商品編碼
1621621

虛擬實境市場:按技術、服務、設備類型和應用分類 - 2025-2030 年全球預測

Virtual Reality Market by Technology (Nonimmersive Technology, Semi-Immersive & Fully Immersive Technology), Offering (Hardware, Software), Device Type, Application - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 183 Pages | 商品交期: 最快1-2個工作天內

價格

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2023年虛擬實境市場價值為237.7億美元,預計到2024年將達到284.5億美元,複合年成長率為20.17%,到2030年將達到860.6億美元。

虛擬實境(VR)作為一項革命性技術出現,在各個領域中廣泛應用。作為一個快速成長的市場,VR 已經在遊戲、醫療保健、教育和房地產等領域找到了它的需求,提供增強用戶互動的沉浸式體驗。 VR 的最終用途多種多樣,包括軍事和工業訓練模擬、心理健康治療中的治療用途以及旅遊和房地產中的虛擬旅遊。推動市場成長的主要因素是VR技術的進步、VR硬體成本的下降以及對身臨其境型體驗的需求不斷增加。 VR 提供遠端協作和引人入勝的學習平台的能力進一步推動了其採用。然而,高昂的開發成本、潛在的健康相關問題(例如眼睛疲勞和暈動病)以及某些地區的消費者意識低等挑戰可能會阻礙成長。最新的商機在於利用VR作為遠端工作解決方案,利用AI加速VR內容開發,並將其應用擴展到各產業的虛擬培訓環境。抓住這些機會的建議包括投資研發以改善 VR 硬體的人體工學和可用性、擴大針對教育和醫療保健等利基市場的內容庫以及建立 VR 生態系統,其中包括與高科技公司建立戰略夥伴關係以加強VR 技術。創新和研究領域包括擴展硬體介面、將虛擬實境和物聯網整合到智慧環境中,以及開發直覺的用戶介面以實現廣泛的可訪問性。市場競爭仍然激烈,Facebook(競爭對手)、SONY和 HTC 等主要參與者佔據市場主導地位,但中小型企業正在透過專注於特定行業的應用程式和方便用戶使用的解決方案來開闢自己的利基市場。雖然 VR 技術的不斷發展和融入日常生活表明了樂觀的成長軌跡,但市場參與者必須小心應對營運成本和用戶採用障礙,以實現持續的成功。

主要市場統計
基準年[2023] 237.7億美元
預計年份 [2024] 284.5億美元
預測年份 [2030] 860.6億美元
複合年成長率(%) 20.17%

市場動態:揭示快速發展的虛擬實境市場的關鍵市場洞察

虛擬實境市場正因供需的動態交互作用而轉變。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,並了解消費行為及其對製造成本的影響,並更清楚地了解對採購趨勢的影響。

  • 市場促進因素
    • 消費者對網路遊戲和競技沉浸式體驗的需求
    • 改進的處理能力和顯示技術
    • 利用虛擬實境在航空和教育領域進行模擬和學習
  • 市場限制因素
    • 將 VR 技術整合到現有系統中的複雜性
  • 市場機會
    • 提高虛擬實境功能屬性、效能和沈浸感的創新
    • 政府對數位醫療的支持以及在醫療領域引入VR的可能性
  • 市場挑戰
    • 虛擬實境效能問題與隱私問題

波特五力:駕馭虛擬實境市場的策略工具

波特的五力框架是了解虛擬實境市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。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,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解虛擬實境市場的外部影響

外部宏觀環境因素在塑造虛擬實境市場的表現動態方面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 了解虛擬實境市場的競爭狀況

對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、分散和整合的趨勢,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定位矩陣虛擬實境市場供應商績效評估

FPNV定位矩陣是評估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,規劃虛擬實境市場的成功之路

虛擬實境市場的策略分析對於旨在加強其在全球市場的影響力的公司至關重要。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。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:詳細檢視當前市場環境、主要企業的廣泛資料、評估其在市場中的影響力和整體影響力。

2. 市場開發:辨識新興市場的成長機會,評估現有領域的擴張潛力,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、未開發地區、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,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、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要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
      • 消費者對網路遊戲和競技身臨其境型體驗的需求
      • 提高處理能力和顯示技術
      • 利用虛擬實境在航空和教育領域進行模擬和學習
    • 抑制因素
      • 將 VR 技術整合到現有系統中的複雜性
    • 機會
      • 改進虛擬實境的功能特性、效能和沈浸感的創新
      • 政府對數位醫療的支持以及在醫療領域引入VR的可能性
    • 任務
      • 虛擬實境效能問題與隱私問題
  • 市場區隔分析
    • 我們提供什麼:增強 VR 軟體元件功能的創新和進步
    • 應用:VR技術在遊戲娛樂領域創造身臨其境型互動體驗的能力
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章虛擬實境市場:依技術分類

  • 非身臨其境型技術
  • 半身臨其境型與全身臨其境型技術

第7章虛擬實境市場:透過提供

  • 硬體
    • 相機
    • 顯示器和投影儀
    • 位置追蹤器
    • 半導體零件
      • 控制器和處理器
      • 積體電路
    • 感應器
      • 加速計
      • 陀螺儀
      • 磁力計
      • 接近感測器
  • 軟體

第 8 章按設備類型分類的虛擬實境市場

  • 手勢追蹤裝置
  • 頭戴式顯示器
  • 投影機和顯示牆

第 9 章 虛擬實境市場:依應用分類

  • 航太和國防
  • 教育和培訓
  • 遊戲和娛樂
  • 衛生保健
  • 零售與電子商務
  • 旅行和旅遊

第10章美洲虛擬實境市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第11章 亞太地區虛擬實境市場

  • 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12章歐洲、中東和非洲虛擬實境市場

  • 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13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
    • Sandbox VR 與服飾集團合作策略拓展中東市場
    • 5thScape:娛樂和教育領域 VR/AR 生態系統的開創性進步
    • 開創性的夥伴關係關係將 RaceRoom 賽車模擬帶入世界各地的 VR遊樂場
  • 戰略分析和建議

公司名單

  • Acer Inc.
  • Apple Inc.
  • ASUSTeK COMPUTER INC.
  • CyberGlove Systems, Inc.
  • Dell Technologies, Inc.
  • EON Reality, Inc.
  • Firsthand Technology Inc.
  • FOVE, Inc.
  • Google LLC
  • HTC Global Services
  • Lenovo Group Limited
  • LG Electronics Inc.
  • Merge Labs, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • MindMaze Holding SA
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Penumbra, Inc.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sandbox VR, Inc.
  • Sony Corporation
  • SpaceVR, Inc.
  • Ultraleap Limited
  • Unity Technologies
  • Varjo Technologies Oy
  • Vuzix Corporation
Product Code: MRR-430BB5DABBAD

The Virtual Reality Market was valued at USD 23.77 billion in 2023, expected to reach USD 28.45 billion in 2024, and is projected to grow at a CAGR of 20.17%, to USD 86.06 billion by 2030.

Virtual reality (VR) has emerged as a groundbreaking technology with expansive applications across various sectors. As a rapidly growing market, VR finds its necessity in fields such as gaming, healthcare, education, and real estate, offering immersive experiences that enhance user interaction. The end-use scope of VR extends to training simulations in military and industrial sectors, therapeutic uses in mental health treatment, and virtual tours in tourism and real estate. The market growth is primarily driven by advancements in VR technology, reduced costs of VR hardware, and an increasing demand for immersive experiences. VR's capability to provide remote collaboration and an engaging learning platform has further propelled its adoption. However, challenges such as high development costs, potential health-related concerns (e.g., eye strain and motion sickness), and limited consumer awareness in certain regions can impede growth. The latest opportunities lie in leveraging VR for remote work solutions, advancing VR content development through AI, and expanding its application in virtual training environments across diverse industries. Recommendations to capture these opportunities include investing in R&D to improve VR hardware ergonomics and user-friendliness, expanding content libraries to target niche markets like education and healthcare, and forming strategic partnerships with tech firms to enhance VR ecosystems. Areas for innovation and research include augmented hardware interfaces, integrating VR with IoT for smart environments, and developing intuitive user interfaces for broader accessibility. While the market remains competitive, with major players like Facebook (Meta), Sony, and HTC leading, smaller enterprises can carve niches by focusing on sector-specific applications and user-friendly solutions. The continual evolution of VR technology and its integration into everyday life indicate an optimistic growth trajectory, although market players must navigate operational costs and user adoption hurdles carefully to achieve sustainable success.

KEY MARKET STATISTICS
Base Year [2023] USD 23.77 billion
Estimated Year [2024] USD 28.45 billion
Forecast Year [2030] USD 86.06 billion
CAGR (%) 20.17%

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

The 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
    • Consumer demand for immersive experiences in online games and competitions
    • Improvements in processing power and display technology
    • Utilization of virtual reality for simulation and learning in the aviation and education sector
  • Market Restraints
    • Complexities in the integration of VR technology in the existing system
  • Market Opportunities
    • Innovations to improve the functional attributes, performance, and immersion potential of virtual reality
    • Government support for digital healthcare and the potential for adoption of VR in the medical sector
  • Market Challenges
    • Performance issues and privacy concerns of virtual reality

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

Porter's five forces framework is a critical tool for understanding the competitive landscape of the 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 Virtual Reality Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the 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 Virtual Reality Market

A detailed market share analysis in the 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 Virtual Reality Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the 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 Virtual Reality Market

A strategic analysis of the 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 Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Apple Inc., ASUSTeK COMPUTER INC., CyberGlove Systems, Inc., Dell Technologies, Inc., EON Reality, Inc., Firsthand Technology Inc., FOVE, Inc., Google LLC, HTC Global Services, Lenovo Group Limited, LG Electronics Inc., Merge Labs, Inc., Meta Platforms, Inc., Microsoft Corporation, MindMaze Holding SA, Nintendo Co., Ltd., NVIDIA Corporation, Penumbra, Inc., Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Sandbox VR, Inc., Sony Corporation, SpaceVR, Inc., Ultraleap Limited, Unity Technologies, Varjo Technologies Oy, and Vuzix Corporation.

Market Segmentation & Coverage

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

  • Based on Technology, market is studied across Nonimmersive Technology and Semi-Immersive & Fully Immersive Technology.
  • Based on Offering, market is studied across Hardware and Software. The Hardware is further studied across Cameras, Displays & Projectors, Position Trackers, Semiconductor Components, and Sensors. The Semiconductor Components is further studied across Controller & Processor and Integrated Circuits. The Sensors is further studied across Accelerometer, Gyroscope, Magnetometer, and Proximity Sensor.
  • Based on Device Type, market is studied across Gesture-Tracking Devices, Head-Mounted Displays, and Projectors & Display Walls.
  • Based on Application, market is studied across Aerospace & Defense, Automotive, Education & Training, Gaming & Entertainment, Healthcare, Retail & Ecommerce, and Travel & Tourism.
  • 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. Consumer demand for immersive experiences in online games and competitions
      • 5.1.1.2. Improvements in processing power and display technology
      • 5.1.1.3. Utilization of virtual reality for simulation and learning in the aviation and education sector
    • 5.1.2. Restraints
      • 5.1.2.1. Complexities in the integration of VR technology in the existing system
    • 5.1.3. Opportunities
      • 5.1.3.1. Innovations to improve the functional attributes, performance, and immersion potential of virtual reality
      • 5.1.3.2. Government support for digital healthcare and the potential for adoption of VR in the medical sector
    • 5.1.4. Challenges
      • 5.1.4.1. Performance issues and privacy concerns of virtual reality
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Offering: Innovations and advancements to enhance the capabilities of the software component of VR
    • 5.2.2. Application: Ability of VR technology to create immersive and interactive experiences in the gaming & entertainment sector
  • 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. Virtual Reality Market, by Technology

  • 6.1. Introduction
  • 6.2. Nonimmersive Technology
  • 6.3. Semi-Immersive & Fully Immersive Technology

7. Virtual Reality Market, by Offering

  • 7.1. Introduction
  • 7.2. Hardware
    • 7.2.1. Cameras
    • 7.2.2. Displays & Projectors
    • 7.2.3. Position Trackers
    • 7.2.4. Semiconductor Components
      • 7.2.4.1. Controller & Processor
      • 7.2.4.2. Integrated Circuits
    • 7.2.5. Sensors
      • 7.2.5.1. Accelerometer
      • 7.2.5.2. Gyroscope
      • 7.2.5.3. Magnetometer
      • 7.2.5.4. Proximity Sensor
  • 7.3. Software

8. Virtual Reality Market, by Device Type

  • 8.1. Introduction
  • 8.2. Gesture-Tracking Devices
  • 8.3. Head-Mounted Displays
  • 8.4. Projectors & Display Walls

9. Virtual Reality Market, by Application

  • 9.1. Introduction
  • 9.2. Aerospace & Defense
  • 9.3. Automotive
  • 9.4. Education & Training
  • 9.5. Gaming & Entertainment
  • 9.6. Healthcare
  • 9.7. Retail & Ecommerce
  • 9.8. Travel & Tourism

10. Americas Virtual Reality Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific Virtual Reality Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa Virtual Reality Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2023
  • 13.2. FPNV Positioning Matrix, 2023
  • 13.3. Competitive Scenario Analysis
    • 13.3.1. Strategic Expansion of Sandbox VR with Apparel Group Into Middle Eastern Markets
    • 13.3.2. 5thScape: Pioneering Advancement of VR/AR Ecosystems in Entertainment and Education
    • 13.3.3. Pioneering Partnership Brings RaceRoom Racing Simulations to Global VR Arcades
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Acer Inc.
  • 2. Apple Inc.
  • 3. ASUSTeK COMPUTER INC.
  • 4. CyberGlove Systems, Inc.
  • 5. Dell Technologies, Inc.
  • 6. EON Reality, Inc.
  • 7. Firsthand Technology Inc.
  • 8. FOVE, Inc.
  • 9. Google LLC
  • 10. HTC Global Services
  • 11. Lenovo Group Limited
  • 12. LG Electronics Inc.
  • 13. Merge Labs, Inc.
  • 14. Meta Platforms, Inc.
  • 15. Microsoft Corporation
  • 16. MindMaze Holding SA
  • 17. Nintendo Co., Ltd.
  • 18. NVIDIA Corporation
  • 19. Penumbra, Inc.
  • 20. Qualcomm Technologies, Inc.
  • 21. Samsung Electronics Co., Ltd.
  • 22. Sandbox VR, Inc.
  • 23. Sony Corporation
  • 24. SpaceVR, Inc.
  • 25. Ultraleap Limited
  • 26. Unity Technologies
  • 27. Varjo Technologies Oy
  • 28. Vuzix Corporation

LIST OF FIGURES

  • FIGURE 1. VIRTUAL REALITY MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL REALITY MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 17. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 23. VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL REALITY MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VIRTUAL REALITY MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VIRTUAL REALITY MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VIRTUAL REALITY MARKET SIZE, BY NONIMMERSIVE TECHNOLOGY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SEMI-IMMERSIVE & FULLY IMMERSIVE TECHNOLOGY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VIRTUAL REALITY MARKET SIZE, BY CAMERAS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DISPLAYS & PROJECTORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VIRTUAL REALITY MARKET SIZE, BY POSITION TRACKERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VIRTUAL REALITY MARKET SIZE, BY CONTROLLER & PROCESSOR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VIRTUAL REALITY MARKET SIZE, BY INTEGRATED CIRCUITS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SENSORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL VIRTUAL REALITY MARKET SIZE, BY ACCELEROMETER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL VIRTUAL REALITY MARKET SIZE, BY GYROSCOPE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL VIRTUAL REALITY MARKET SIZE, BY MAGNETOMETER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL VIRTUAL REALITY MARKET SIZE, BY PROXIMITY SENSOR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL VIRTUAL REALITY MARKET SIZE, BY GESTURE-TRACKING DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HEAD-MOUNTED DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. GLOBAL VIRTUAL REALITY MARKET SIZE, BY PROJECTORS & DISPLAY WALLS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 31. GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 32. GLOBAL VIRTUAL REALITY MARKET SIZE, BY AEROSPACE & DEFENSE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 33. GLOBAL VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 34. GLOBAL VIRTUAL REALITY MARKET SIZE, BY EDUCATION & TRAINING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 35. GLOBAL VIRTUAL REALITY MARKET SIZE, BY GAMING & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 36. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 37. GLOBAL VIRTUAL REALITY MARKET SIZE, BY RETAIL & ECOMMERCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 38. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TRAVEL & TOURISM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 39. AMERICAS VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 40. AMERICAS VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 41. AMERICAS VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 42. AMERICAS VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 43. AMERICAS VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 44. AMERICAS VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. AMERICAS VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 46. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 47. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 48. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 49. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 50. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 51. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 52. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 53. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 54. BRAZIL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 55. BRAZIL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 56. BRAZIL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 57. BRAZIL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 58. BRAZIL VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 59. BRAZIL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. BRAZIL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 61. CANADA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 62. CANADA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 63. CANADA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 64. CANADA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 65. CANADA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 66. CANADA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. CANADA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 68. MEXICO VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 69. MEXICO VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 70. MEXICO VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 71. MEXICO VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 72. MEXICO VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 73. MEXICO VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. MEXICO VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 75. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 76. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 77. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 78. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 79. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 80. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 82. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 83. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 84. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 85. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 86. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 87. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 88. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 89. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 90. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 91. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 92. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 93. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 94. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 95. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 96. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 98. CHINA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 99. CHINA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 100. CHINA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 101. CHINA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 102. CHINA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 103. CHINA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. CHINA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 105. INDIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 106. INDIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 107. INDIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 108. INDIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 109. INDIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 110. INDIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. INDIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 112. INDONESIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 113. INDONESIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 114. INDONESIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 115. INDONESIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 116. INDONESIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 117. INDONESIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. INDONESIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 119. JAPAN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. JAPAN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 121. JAPAN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 122. JAPAN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 123. JAPAN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 124. JAPAN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 125. JAPAN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 126. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 127. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 128. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 129. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 130. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 131. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 132. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 133. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 134. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 135. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 136. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 137. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 138. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 140. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 141. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 142. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 143. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 144. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 145. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 146. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 147. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 148. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 149. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 150. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 151. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 152. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 153. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 154. TAIWAN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 155. TAIWAN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 156. TAIWAN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 157. TAIWAN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 158. TAIWAN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 159. TAIWAN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. TAIWAN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 161. THAILAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 162. THAILAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 163. THAILAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 164. THAILAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 165. THAILAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 166. THAILAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 167. THAILAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 168. VIETNAM VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 169. VIETNAM VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 170. VIETNAM VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 171. VIETNAM VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 172. VIETNAM VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 173. VIETNAM VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 174. VIETNAM VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 175. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 176. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 177. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 178. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 179. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 180. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 181. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 182. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 183. DENMARK VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 184. DENMARK VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 185. DENMARK VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 186. DENMARK VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 187. DENMARK VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 188. DENMARK VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 189. DENMARK VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 190. EGYPT VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 191. EGYPT VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 192. EGYPT VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 193. EGYPT VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 194. EGYPT VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 195. EGYPT VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 196. EGYPT VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 197. FINLAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 198. FINLAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 199. FINLAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 200. FINLAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 201. FINLAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 202. FINLAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 203. FINLAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 204. FRANCE VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 205. FRANCE VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 206. FRANCE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 207. FRANCE VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 208. FRANCE VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 209. FRANCE VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 210. FRANCE VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 211. GERMANY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 212. GERMANY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 213. GERMANY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 214. GERMANY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 215. GERMANY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 216. GERMANY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 217. GERMANY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 218. ISRAEL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 219. ISRAEL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 220. ISRAEL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 221. ISRAEL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 222. ISRAEL VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 223. ISRAEL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 224. ISRAEL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 225. ITALY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 226. ITALY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 227. ITALY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 228. ITALY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 229. ITALY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 230. ITALY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 231. ITALY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 232. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 233. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 234. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 235. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 236. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 237. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 238. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 239. NIGERIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 240. NIGERIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 241. NIGERIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 242. NIGERIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 243. NIGERIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 244. NIGERIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 245. NIGERIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 246. NORWAY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 247. NORWAY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 248. NORWAY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 249. NORWAY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 250. NORWAY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 251. NORWAY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 252. NORWAY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 253. POLAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 254. POLAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 255. POLAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 256. POLAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 257. POLAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 258. POLAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 259. POLAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 260. QATAR VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 261. QATAR VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 262. QATAR VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 263. QATAR VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 264. QATAR VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 265. QATAR VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 266. QATAR VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 267. RUSSIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 268. RUSSIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 269. RUSSIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 270. RUSSIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 271. RUSSIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 272. RUSSIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 273. RUSSIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 274. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 275. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 276. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 277. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 278. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 279. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 280. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 281. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 282. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 283. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 284. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 285. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 286. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 287. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 288. SPAIN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 289. SPAIN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 290. SPAIN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 291. SPAIN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 292. SPAIN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 293. SPAIN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 294. SPAIN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 295. SWEDEN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 296. SWEDEN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 297. SWEDEN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 298. SWEDEN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 299. SWEDEN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 300. SWEDEN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 301. SWEDEN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 302. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 303. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 304. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 305. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 306. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 307. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 308. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 309. TURKEY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 310. TURKEY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 311. TURKEY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 312. TURKEY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 313. TURKEY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 314. TURKEY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 315. TURKEY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 316. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 317. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 318. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 319. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 320. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 321. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 322. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 323. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 324. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 325. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 326. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 327. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 328. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 329. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 330. VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 331. VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023