North America virtual reality market is expected to grow by 37.1% annually in the forecast period and reach $28.08 billion by 2026.
Highlighted with 25 tables and 45 figures, this 105-page report “North America Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire North America virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:

  • Market Structure
  • Growth Drivers
  • Restraints and Challenges
  • Emerging Product Trends & Market Opportunities
  • Porter’s Fiver Forces


The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Country.
Based on Component, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Hardware

  • Sensors
  • Semiconductor Component
  • Displays and Projectors
  • Position Trackers
  • Cameras
  • Others


Software

  • Software Developer Kits
  • Cloud Services


Based on Technology, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.

  • Nonimmersive Technology
  • Semi-Immersive Technology
  • Fully Immersive Technology


Based on Device, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.

  • Head-Mounted Display (HMD)
  • Gesture-Tracking Device
  • Projector & Display Wall


Based on Platform, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.

  • Mobile VR
  • Console VR
  • PC VR


Based on Industry Vertical, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.

  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Automotive
  • Retail & Marketing
  • Other Verticals


Based on End User, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Consumer
Enterprise

  • Large Enterprises
  • Small- & Medium-sized Enterprises


Geographically, the following national/local markets are fully investigated:

  • U.S.
  • Canada


For each of the aforementioned countries, market analysis and revenue data are available for 2015-2026. The breakdown of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in North America virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co. Ltd
Sixense Entertainment, Inc
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd
(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)