Table of Content
1 Introduction
1.1. Study Objectives
1.2. Market Definition and Scope
1.2.1. Inclusions and Exclusions
1.3. Study Scope
1.3.1. Markets Covered
1.3.2. Geographic Segmentation
1.3.3. Years Considered for the study
1.4. Currency
1.5. Limitations
1.6. Stakeholders
1.7. Summary of Changes
1.7.1. Recession Impact on Virtual Reality Market
2 Research Methodology
2.1. Research Data
2.1.1. Secondary Data
2.1.1.1. Major Secondary Sources
2.1.1.2. Key Data from Secondary Sources
2.1.2. Primary Data
2.1.2.1. Primary Interviews with Experts
2.1.2.2. Key Data from Primary Sources
2.1.2.3. Key Industry Insights
2.1.2.4. Breakdown of Primaries
2.2. Market Size Estimation
2.2.1. Bottom-Up Approach
2.2.1.1. Approach for Capturing Market Share by Bottom-Up Analysis (Demand Side)
2.2.2. Top-Down Approach
2.2.2.1. Approach for Capturing Market Share by Top-Down Analysis (Supply Side)
2.3. Market Breakdown and Data Triangulation
2.4. Research Assumptions
2.5. Risk Assessment
2.6. Assumptions of Recession
2.7. Limitations of Research
3 Executive Summary
4 Premium Insights
5 Market Overview
5.1. Introduction
5.2. Market Dynamics
5.3. Trends/Disruptions Impacting Customer’s Business
5.4. Pricing Analysis
5.4.1. Average Selling Price Trend of Key Players, By Device Type
5.4.2. Average Selling Price Trend, By Region
5.5. Value Chain Analysis
5.6. Ecosystem Analysis
5.7. Investment and Funding Scenario
5.8. Technology Analysis
5.8.1. Key Technologies
5.8.1.1. Motion Tracking
5.8.1.2. Haptic Technology
5.8.2. Complementary Technology
5.8.2.1. Gesture Recognition
5.8.3. Adjacent Technologies
5.8.3.1. Artificial Intelligence (AI)
5.8.3.2. 5G and High-Speed Networking
5.9. Patent Analysis
5.10. Trade Analysis
5.11. Key Conferences and Events (2024-2025)
5.12. Case Study Analysis
5.13. Regulatory Landscape
5.13.1. Regulatory Bodies, Government Agencies, and Other Organizations
5.14. Porters Five Force Analysis
5.14.1. Threat from New Entrants
5.14.2. Threat of Substitutes
5.14.3. Bargaining Power of Suppliers
5.14.4. Bargaining Power of Buyers
5.14.5. Intensity of Competitive Rivalry
5.15. Key Stakeholders and Buying Criteria
5.15.1. Key Stakeholders in Buying Process
5.15.2. Buying Criteria
6 Virtual Reality Market, By Technology
6.1. Introduction
6.2. Semi & Fully Immersive
6.3. Non-immersive
7 Virtual Reality Market, By Offering
7.1. Introduction
7.2. Hardware
7.3. Software
8 Virtual Reality Market, By Device Type
8.1. Introduction
8.2. Head-Mounted Displays
8.3. Projectors & Display Walls
8.4. Gesture-Tracking Devices
9 Virtual Reality Market, By Application
9.1. Introduction
9.2. Consumer
9.3. Commercial
9.4. Aerospace & Defense
9.5. Healthcare
9.6. Enterprise (Manufacturing)
9.7. Other Applications
10 Virtual Reality Market, By Region
10.1. Introduction
10.2. North America
10.2.1. Impact of Recession
10.2.2. US
10.2.3. Canada
10.2.4. Mexico
10.3. Europe
10.3.1. Impact of Recession
10.3.2. UK
10.3.3. Germany
10.3.4. France
10.3.5. Rest of Europe
10.4. Asia Pacific
10.4.1. Impact of Recession
10.4.2. China
10.4.3. Japan
10.4.4. India
10.4.5. South Korea
10.4.6. Rest of Asia Pacific
10.5. RoW
10.5.1. Impact of Recession
10.5.2. Middle East & Africa
10.5.2.1. GCC Countries
10.5.2.2. Rest of Middle East & Africa
10.5.3. South America
11 Virtual Reality Market, Competitive Landscape
11.1. Key Player Strategies/Right to Win
11.2. Revenue Analysis
11.3. Market Share Analysis
11.4. Company Valuation and Financial Metrics
11.5. Product/Brand Comparison
11.6. Company Evaluation Matrix: Key Players, 2023
11.6.1. Stars
11.6.2. Emerging Leaders
11.6.3. Pervasive Players
11.6.4. Participants
11.6.5. Company Footprint: Key Players, 2023
11.6.5.1. Company Footprint
11.6.5.2. Region Footprint
11.6.5.3. Technology Footprint
11.6.5.4. Offering Footprint
11.6.5.5. Device Type Footprint
11.6.5.6. Application Footprint
11.7. Company Evaluation Matrix: Startups/SMEs, 2023
11.7.1. Progressive Companies
11.7.2. Responsive Companies
11.7.3. Dynamic Companies
11.7.4. Starting Blocks
11.7.5. Competitive Benchmarking: Startups/SMEs, 2023
11.7.5.1. Detailed List of Key Startups/SMEs
11.7.5.2. Competitive Benchmarking of Key Startups/SMEs
11.8. Competitive Situation and Trends
12 Virtual Reality Market, Company Profiles
12.1. Key Players
12.1.1. Alphabet Inc.
12.1.2. Meta
12.1.3. Sony
12.1.4. Samsung Electronics
12.1.5. HTC
12.1.6. Microsoft
12.1.7. Barco
12.1.8. Unity Technologies
12.1.9. PICO Immersive Pte.ltd.
12.1.10. CyberGlove Systems Inc.
12.2. Other Players
12.2.1. DPVR
12.2.2. FOVE Inc.
12.2.3. QUYTECH
12.2.4. HQSoftware
12.2.5. Innowise
12.2.6. PSICO SMART APPS, S.L.
12.2.7. Vection Technologies
12.2.8. Mindmaze
12.2.9. Firsthand Technology
12.2.10. Worldviz
12.2.11. Virtuix
12.2.12. Vighnesh Inc.
12.2.13. Merge Labs, Inc.
12.2.14. SpaceVR
12.2.15. QUYTECH
Note: The list of companies may vary once the research work starts. The sub segment: MNM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) will be provided for the top five players involved in the Virtual Reality Market.
13 Appendix