Virtual Reality Market with COVID-19 Impact Analysis by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare) and Geography - Global Forecast to 2025

新型コロナウイルスの影響によるバーチャルリアリティの世界市場予測(〜2025):提供方式別(ハードウェア、ソフトウェア)、技術別、デバイス種類別(ヘッドマウントディスプレイ、ジェスチャートラッキングデバイス)、用途別(消費者、商業、企業、医療)、地域別

◆タイトル:Virtual Reality Market with COVID-19 Impact Analysis by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare) and Geography - Global Forecast to 2025
◆商品コード:SE 3528
◆調査・発行会社:MarketsandMarkets
◆発行日:2020年8月31日
◆ページ数:191
◆レポート形式:PDF / 英語
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【レポートの概要】

Marketsandmarkets社は新型コロナウイルスの影響によるバーチャルリアリティの世界市場が2020年61億ドルから2025年209億ドルまで、年平均27.9%成長すると予測しています。本調査レポートでは、新型コロナウイルスの影響によるバーチャルリアリティの世界市場を調査・分析することで、イントロダクション、調査手法、エグゼクティブサマリー、プレミアムインサイト、市場動向、技術別(非没入型テクノロジー、半没入型・完全没入型テクノロジー)分析、提供方式別(ハードウェア・ソフトウェア、VRコンテンツ作成)分析、デバイス種類別(ヘッドマウントディスプレイ、ジェスチャートラッキングデバイス、プロジェクター・ディスプレイウォール)分析、用途別(消費者、商業、企業(製造)、健康管理、航空宇宙・防衛)分析、地域別分析、競争状況、企業概要、隣接市場など、今後の市場展望をまとめております。
・イントロダクション
・調査手法
・エグゼクティブサマリー
・プレミアムインサイト
・市場動向
・新型コロナウイルスの影響によるバーチャルリアリティの世界市場規模:技術別(非没入型テクノロジー、半没入型・完全没入型テクノロジー)
・新型コロナウイルスの影響によるバーチャルリアリティの世界市場規模:提供方式別(ハードウェア・ソフトウェア、VRコンテンツ作成)
・新型コロナウイルスの影響によるバーチャルリアリティの世界市場規模:デバイス種類別(ヘッドマウントディスプレイ、ジェスチャートラッキングデバイス、プロジェクター・ディスプレイウォール)
・新型コロナウイルスの影響によるバーチャルリアリティの世界市場規模:用途別(消費者、商業、企業(製造)、健康管理、航空宇宙・防衛)
・新型コロナウイルスの影響によるバーチャルリアリティの世界市場規模:地域別
・競争状況
・企業概要
・隣接市場

“The virtual reality market was valued at USD 6.1 billion in 2020 and is expected to reach USD 20.9 billion by 2025, at a CAGR of 27.9% from 2020 to 2025. ”
Factors such as penetration of HMDs in the gaming and entertainment sector post COVID-19, advancement of technology and growing digitization are driving the growth of the market during the forecast period.
Modern devices are compact, portable, and convenient to use. They are used to represent graphical and pictorial information. These devices are required to be compact and simple with high-resolution displays. The demand for HMDs, HUDs, and VR projectors is increasing significantly in several industries, including consumer electronics, aerospace & defense, medical, and automotive.
VR HMDs are gaining popularity in consumer applications for gaming and viewing entertaining content; however, the majority of VR HMDs use direct-view OELD displays with the panel size ranging from 2 to 6 inches. Considering the popularity and demand for VR HMDs, the key display manufacturers are developing a better display for VR HMDs, for instance, Kopin has developed a micro display, especially for VR HMDs. The large, cost-effective OLED micro display (LOMID) project has led to the development of CMOS/OLED micro displays for use in VR HMDs. Micro displays can emerge as mainstream display modules for VR HMDs owing to the limitation of direct-view displays. Considering the aforementioned developments in improving VR display, the demand for VR HMDs is anticipated to surge among technocrats, which will drive the growth of the global VR market.

“The market for healthcare estimated to grow at the highest CAGR during the forecast period”
The COVID-19 pandemic is anticipated to positively impact the demand for VR/AR HMDs in the healthcare sector, owing to which the VR HMD for healthcare application is expected to showcase a high CAGR. Many market players are receiving orders for VR HMDs. For instance, in May 2020, Vuzix Corporation has received a restoration order for M400 Smart Glasses from a provider of invaluable solutions, Gemvision, for service, maintenance, and healthcare professionals. The objective of the replenishment order is to support Gemvision’s efforts to meet COVID-19 remote healthcare needs in the Netherlands.

“VR to captures the major market share in North America in 2019”
North America led the VR market in terms of market size in 2019, and APAC is expected to lead the market by 2025. Increasing R&D in APAC and growing acceptance of newer technologies in the region are the drivers for the market. The availability of affordable HMDs in APAC would be an added advantage, which will later drive the growth of the market in the region.

The breakup of primaries conducted during the study is depicted below:
• By Company Type: Tier 1 – 36 %, Tier 2 – 44%, and Tier 3 –20%
• By Designation: C-Level Executives – 61%, and Managers– 39%
• By Region: North America– 12%, Europe – 35%, APAC – 32% and ROW– 12%

Research Coverage
The report segments the virtual reality market and forecasts its size, by volume and value, based on region (North America, Europe, Asia Pacific, and RoW), Offering, Technology, Application, and Device Type.
The report also provides a comprehensive review of market drivers, restraints, opportunities, and challenges in the virtual reality market. The report also covers qualitative aspects in addition to the quantitative aspects of these markets.

Key Benefits of Buying This Report
• This report includes market statistics pertaining to the offering, technology, application, and device type and region.
• An in-depth value chain analysis has been done to provide deep insight into the virtual reality market.
• Major market drivers, restraints, challenges, and opportunities have been detailed in this report.
• Illustrative segmentation, analyses, and forecasts for the market based on offering, technology, application, device type and region have been conducted to provide an overall view of the virtual reality market.
• The report includes an in-depth analysis and ranking of key players.

【レポートの目次】

1 INTRODUCTION 25
1.1 STUDY OBJECTIVES 25
1.2 DEFINITION 25
1.2.1 INCLUSIONS AND EXCLUSIONS 26
1.3 STUDY SCOPE 27
1.3.1 MARKETS COVERED 27
FIGURE 1 MARKET SEGMENTATION 27
1.3.2 YEARS CONSIDERED 28
1.4 CURRENCY 28
1.5 LIMITATIONS 28
1.6 SUMMARY OF CHANGES 28
1.7 STAKEHOLDERS 29
2 RESEARCH METHODOLOGY 30
2.1 RESEARCH DATA 30
FIGURE 2 VR MARKET: RESEARCH DESIGN 30
2.1.1 SECONDARY DATA 31
2.1.1.1 Secondary sources 31
2.1.2 PRIMARY DATA 32
2.1.2.1 Primary interviews with experts 32
2.1.2.2 Breakdown of primaries 32
2.1.2.3 Key data from primary sources 33
2.1.3 SECONDARY AND PRIMARY RESEARCH 34
2.1.3.1 Key industry insights 35
2.2 MARKET SIZE ESTIMATION 36
2.2.1 BOTTOM-UP APPROACH 36
2.2.1.1 Approach for capturing the market size by bottom-up analysis (demand side) 36
FIGURE 3 BOTTOM-UP APPROACH TO ARRIVE AT THE MARKET SIZE 37
2.2.2 TOP-DOWN APPROACH 37
2.2.2.1 Approach for capturing the market size by top-down analysis
(supply side) 37
FIGURE 4 TOP-DOWN APPROACH TO ARRIVE AT THE MARKET SIZE 37
2.3 MARKET BREAKDOWN & DATA TRIANGULATION 38
FIGURE 5 DATA TRIANGULATION METHODOLOGY 38
2.4 RESEARCH ASSUMPTIONS 39

3 EXECUTIVE SUMMARY 40
FIGURE 6 VIRTUAL REALITY MARKET, 2016–2025 (USD MILLION) 40
FIGURE 7 HEAD-MOUNTED DISPLAYS HELD LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2020 41
FIGURE 8 CONSUMER APPLICATION TO LEAD VIRTUAL REALITY MARKET FROM
2020 TO 2025 41
FIGURE 9 APAC TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET BY 2025 42
FIGURE 10 APAC HELD LARGEST SIZE OF VR MARKET FOR CONSUMER
APPLICATIONS IN 2019 43
3.1 COVID-19 IMPACT ON VIRTUAL REALITY MARKET 43
FIGURE 11 COVID-19 IMPACT ON VIRTUAL REALITY MARKET 43
3.1.1 REALISTIC SCENARIO (POST-COVID-19) 44
3.1.2 OPTIMISTIC SCENARIO (POST-COVID-19) 44
3.1.3 PESSIMISTIC SCENARIO (POST-COVID-19) 44
4 PREMIUM INSIGHTS 45
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN VIRTUAL REALITY MARKET 45
FIGURE 12 GROWING CONSUMER APPLICATIONS OF VIRTUAL REALITY TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 45
4.2 VIRTUAL REALITY MARKET IN APAC, BY APPLICATION AND COUNTRY 45
FIGURE 13 CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARES OF VIRTUAL REALITY MARKET IN APAC BY 2025 45
4.3 VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS,
2020 AND 2025 (USD MILLION) 46
FIGURE 14 CHINA TO REGISTER HIGHEST CAGR BY 2025 46
4.4 VIRTUAL REALITY MARKET, BY APPLICATION 46
FIGURE 15 CHINA TO GROW AT FASTEST CAGR DURING FORECAST PERIOD 46
5 MARKET OVERVIEW 47
5.1 INTRODUCTION 47
5.2 HISTORY AND EVOLUTION OF VR TECHNOLOGY 47
FIGURE 16 EVOLUTION OF VR TECHNOLOGY 47
5.3 MARKET DYNAMICS: VR MARKET 48
FIGURE 17 HIGH DEMAND FOR VR APPLICATIONS IN GAMING AND ENTERTAINMENT SECTORS TO DRIVE GROWTH OF VR MARKET 48
5.3.1 DRIVERS 48
5.3.1.1 Penetration of HMDs in the gaming and entertainment sector
post COVID-19 48
5.3.1.2 High investments in VR market 49
5.3.1.3 Advancement of technology and growing digitization 49
5.3.1.4 Availability of affordable VR devices 49
5.3.1.5 Growing adoption of HMDs in different industries 49

5.3.2 RESTRAINTS 50
5.3.2.1 Display latency and energy consumption affect overall performance of VR devices 50
5.3.2.2 Health concerns relating to low resolution and lack of movement 50
5.3.2.3 Trade restrictions between the US and China 50
5.3.3 OPPORTUNITIES 51
5.3.3.1 Penetration of HMDs in healthcare and architectural applications 51
5.3.3.2 Use of VR in aerospace & defense for training and simulation 51
5.3.3.3 Increasing demand for VR HMDs in the healthcare sector attributed to the COVID-19 pandemic 51
5.3.4 CHALLENGES 52
5.3.4.1 Developing user-friendly VR systems 52
5.3.4.2 Adverse impact of lockdowns due to COVID-19 on commercial trade 52
5.4 VALUE CHAIN ANALYSIS 52
FIGURE 18 VALUE CHAIN ANALYSIS (2020): MAJOR VALUES ARE ADDED DURING RESEARCH AND PRODUCT DEVELOPMENT, AND MANUFACTURING STAGES 52
FIGURE 19 ELEMENTS OF VR ECOSYSTEM 53
5.5 EMERGING TRENDS 54
5.5.1 MICRODISPLAYS FOR VR 54
5.5.1.1 LOMID project 54
5.5.1.2 Kopin’s micro display for VR HMD 54
5.6 IMPACT OF COVID-19 ON VIRTUAL REALITY MARKET 55
6 VIRTUAL REALITY MARKET, BY TECHNOLOGY 56
6.1 INTRODUCTION 57
6.2 VIRTUAL REALITY TECHNOLOGY 57
FIGURE 20 SEMI- & FULLY IMMERSIVE TECHNOLOGIES TO DOMINATE
VIRTUAL REALITY MARKET DURING FORECAST PERIOD 57
TABLE 1 VR MARKET, BY TECHNOLOGY, 2016–2019 (USD MILLION) 57
TABLE 2 VR MARKET, BY TECHNOLOGY, 2020–2025 (USD MILLION) 58
6.2.1 NON-IMMERSIVE TECHNOLOGY 58
6.2.1.1 Usage of non-immersive technology in VR software development set to drive the market 58
TABLE 3 VR MARKET FOR NONIMMERSIVE TECHNOLOGY, BY OFFERING, 2016–2019 (USD MILLION) 58
TABLE 4 VR MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2020–2025 (USD MILLION) 59
6.2.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY 59
6.2.2.1 Fully immersive technology to be the major driver owing to demand in VR HMDs 59
TABLE 5 VR MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES,
BY OFFERING, 2016–2019 (USD MILLION) 60
TABLE 6 VR MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES,
BY OFFERING, 2020–2025 (USD MILLION) 60
7 VIRTUAL REALITY MARKET, BY OFFERING 61
7.1 INTRODUCTION 62
FIGURE 21 VR MARKET FOR HARDWARE TO REGISTER HIGHER CAGR
DURING FORECAST PERIOD 62
TABLE 7 VR MARKET, BY OFFERING, 2016–2019 (USD MILLION) 62
TABLE 8 VR MARKET, BY OFFERING, 2020–2025 (USD MILLION) 62
7.2 HARDWARE 63
FIGURE 22 VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 63
TABLE 9 VR MARKET, HARDWARE, 2016–2019 (USD MILLION) 63
TABLE 10 VR MARKET, HARDWARE, 2020–2025 (USD MILLION) 64
7.2.1 SENSORS 64
7.2.1.1 Accelerometer 64
7.2.1.2 Gyroscope 64
7.2.1.3 Magnetometer 65
7.2.1.4 Proximity sensor 65
7.2.2 SEMICONDUCTOR COMPONENTS 65
7.2.2.1 Controller and processor 65
7.2.2.2 Integrated circuits 65
7.2.3 DISPLAYS AND PROJECTORS 65
7.2.4 POSITION TRACKERS 66
7.2.5 CAMERAS 66
7.2.6 OTHERS 66
7.2.7 IMPACT OF COVID-19 ON HARDWARE MARKET 66
7.3 SOFTWARE 67
7.3.1 SDK’S WILL PLAY CRUCIAL ROLE IN VR SOFTWARE MARKET 67
7.3.1.1 Software development kits 67
7.3.1.2 Cloud-based services 67
FIGURE 23 VR SOFTWARE MARKET FOR COMMERCIAL APPLICATION TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 67
TABLE 11 VR MARKET FOR SOFTWARE, BY APPLICATION, 2016–2019 (USD MILLION) 68
TABLE 12 VR MARKET FOR SOFTWARE, BY APPLICATION, 2020–2025 (USD MILLION) 68
7.4 VR CONTENT CREATION 68
7.4.1 VR CONTENT CREATION IS THE KEY TO STRENGTHEN VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES 68
7.5 IMPACT OF COVID-19 ON SOFTWARE MARKET 69
8 VIRTUAL REALITY MARKET, BY DEVICE TYPE 70
8.1 INTRODUCTION 71
8.2 VIRTUAL REALITY DEVICES 71
FIGURE 24 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 71
TABLE 13 VIRTUAL REALITY MARKET, DEVICE TYPE, 2016–2019 (USD MILLION) 71
TABLE 14 VIRTUAL REALITY MARKET, DEVICE TYPE, 2020–2025 (USD MILLION) 71
FIGURE 25 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO
EXHIBIT HIGHEST CAGR DURING FORECAST PERIOD IN TERMS OF
MARKET SHIPMENTS 72
TABLE 15 VIRTUAL REALITY MARKET, DEVICE TYPE, 2016–2019 (THOUSAND UNITS) 72
TABLE 16 VIRTUAL REALITY MARKET, DEVICE TYPE, 2020–2025 (THOUSAND UNITS) 72
8.2.1 HEAD-MOUNTED DISPLAYS 73
8.2.1.1 Use of HMDs in gaming and entertainment is the major driver for growth of VR hardware devices 73
TABLE 17 VIRTUAL REALITY HMD MARKET, BY APPLICATION, 2016–2019
(USD MILLION) 74
TABLE 18 VIRTUAL REALITY HMD MARKET, BY APPLICATION, 2020–2025
(USD MILLION) 74
8.2.1.2 COVID-19 impact on VR HMD market 74
8.2.2 GESTURE-TRACKING DEVICES 75
8.2.2.1 Gesture-tracking devices to play a crucial role in healthcare and gaming applications 75
8.2.2.1.1 Data gloves 75
8.2.2.1.2 Others 75
TABLE 19 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES,
BY APPLICATION, 2016–2019 (USD MILLION) 75
TABLE 20 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES,
BY APPLICATION, 2020–2025 (USD MILLION) 76
8.2.2.2 Impact of COVID-19 on gesture-tracking devices market 76
8.2.3 PROJECTORS & DISPLAY WALLS 76
8.2.3.1 Projectors & display walls are new growth avenues in
VR hardware market 76
TABLE 21 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS,
BY APPLICATION, 2016–2019 (USD MILLION) 77
TABLE 22 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS,
BY APPLICATION, 2020–2025 (USD MILLION) 77
9 VIRTUAL REALITY MARKET, BY APPLICATION 78
9.1 INTRODUCTION 79
9.2 VIRTUAL REALITY APPLICATIONS 79
FIGURE 26 VR MARKET FOR HEALTHCARE TO REGISTER HIGHEST CAGR
BETWEEN 2020 AND 2025 79
TABLE 23 VIRTUAL REALITY MARKET, BY APPLICATION, 2016–2019 (USD MILLION) 79
TABLE 24 VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2025 (USD MILLION) 80
9.2.1 CONSUMER 80
9.2.1.1 Gaming and entertainment applications are major drivers for
VR market growth 80
TABLE 25 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2016–2019 (USD MILLION) 81
TABLE 26 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2020–2025 (USD MILLION) 81
TABLE 27 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY REGION, 2016–2019 (USD MILLION) 81
TABLE 28 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY REGION, 2020–2025 (USD MILLION) 82
TABLE 29 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 82
TABLE 30 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 82
TABLE 31 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 83
TABLE 32 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 83
TABLE 33 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 84
TABLE 34 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 84
TABLE 35 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN ROW,
BY REGION, 2016–2019 (USD MILLION) 84
TABLE 36 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN ROW,
BY REGION, 2020–2025 (USD MILLION) 85
9.2.1.1.1 Gaming and entertainment 85
9.2.1.1.2 Sports 85
9.2.1.2 Use cases in consumer 86
9.2.2 COMMERCIAL 87
9.2.2.1 Retail and e-commerce to drive commercial application in VR market 87
TABLE 37 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2016–2019 (USD MILLION) 87
TABLE 38 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2020–2025 (USD MILLION) 87
TABLE 39 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION, 2016–2019 (USD MILLION) 88
TABLE 40 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION, 2020–2025 (USD MILLION) 88
TABLE 41 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN
NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 88
TABLE 42 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN
NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 89
TABLE 43 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 89
TABLE 44 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 89
TABLE 45 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 90
TABLE 46 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 90
TABLE 47 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN ROW,
BY REGION, 2016–2019 (USD MILLION) 90
TABLE 48 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN ROW,
BY REGION, 2020–2025 (USD MILLION) 91
9.2.2.1.1 Retail & Ecommerce 91
9.2.2.1.2 Education and training 92
9.2.2.1.3 Travel and tourism 92
9.2.2.1.4 Advertising 92
9.2.2.2 Use-cases in commercial 93
9.2.3 ENTERPRISE (MANUFACTURING) 93
9.2.3.1 Increased use of VR technology and devices in industrial facilities to drive enterprise application in VR market 93
TABLE 49 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2016–2019 (USD MILLION) 93
TABLE 50 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2020–2025 (USD MILLION) 94
TABLE 51 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION, 2016–2019 (USD MILLION) 94
TABLE 52 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION, 2020–2025 (USD MILLION) 94
TABLE 53 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 95
TABLE 54 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 95
TABLE 55 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 95
TABLE 56 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 96
TABLE 57 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 96
TABLE 58 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 96
TABLE 59 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN ROW,
BY REGION, 2016–2019 (USD MILLION) 97
TABLE 60 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN ROW,
BY REGION, 2020–2025 (USD MILLION) 97
9.2.3.2 Use cases in enterprise (manufacturing) 97
9.2.4 HEALTHCARE 98
9.2.4.1 Patient care management and medical training & education are major applications driving the growth of VR in healthcare 98
TABLE 61 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2016–2019 (USD MILLION) 98
TABLE 62 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2020–2025 (USD MILLION) 99
TABLE 63 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION, 2016–2019 (USD MILLION) 99
TABLE 64 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION, 2020–2025 (USD MILLION) 99
TABLE 65 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 100
TABLE 66 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 100
TABLE 67 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 100
TABLE 68 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 101
TABLE 69 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 101
TABLE 70 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 101
TABLE 71 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN ROW,
BY REGION, 2016–2019 (USD MILLION) 102
TABLE 72 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN ROW,
BY REGION, 2020–2025 (USD MILLION) 102
9.2.4.1.1 Surgery 102
9.2.4.1.2 Patient care management 102
9.2.4.1.3 Fitness management 102
9.2.4.1.4 Pharmacy management 103
9.2.4.1.5 Medical training and education 103
9.2.4.2 Use-cases in healthcare 103
9.2.5 AEROSPACE & DEFENSE 103
9.2.5.1 Simulation training to be major growth factor of VR in
aerospace & defense 103
TABLE 73 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY DEVICE TYPE, 2016–2019 (USD MILLION) 104
TABLE 74 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY DEVICE TYPE, 2020–2025 (USD MILLION) 104
TABLE 75 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY REGION, 2016–2019 (USD MILLION) 105
TABLE 76 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY REGION, 2020–2025 (USD MILLION) 105
TABLE 77 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 105
TABLE 78 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY COUNTRY, 2020–2025 (USD MILLION) 106
TABLE 79 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN EUROPE, BY COUNTRY, 2016–2019 (USD MILLION) 106
TABLE 80 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN EUROPE, BY COUNTRY, 2020–2025 (USD MILLION) 106
TABLE 81 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN APAC, BY COUNTRY, 2016–2019 (USD MILLION) 107
TABLE 82 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN APAC, BY COUNTRY, 2020–2025 (USD MILLION) 107
TABLE 83 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN ROW, BY REGION, 2016–2019 (USD MILLION) 107
TABLE 84 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN ROW, BY REGION, 2020–2025 (USD MILLION) 108
9.2.5.2 Use case in aerospace & defense 108

9.2.6 OTHERS 108
TABLE 85 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2016–2019 (USD MILLION) 108
TABLE 86 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2020–2025 (USD MILLION) 109
TABLE 87 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
2016–2019 (USD MILLION) 109
TABLE 88 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
2020–2025 (USD MILLION) 109
TABLE 89 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2016–2019 (USD MILLION) 110
TABLE 90 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2020–2025 (USD MILLION) 110
TABLE 91 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 110
TABLE 92 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 111
TABLE 93 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2016–2019 (USD MILLION) 111
TABLE 94 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2020–2025 (USD MILLION) 111
TABLE 95 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2016–2019 (USD MILLION) 112
TABLE 96 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2020–2025 (USD MILLION) 112
9.2.6.1 Automotive 112
9.2.6.2 Real estate (architecture and building design) 112
9.2.6.3 Geospatial mining 113
9.2.6.4 Use cases in other applications 113
9.2.7 COVID-19 IMPACT ON MAJOR APPLICATIONS 113
FIGURE 27 COVID-19 IMPACT ON CONSUMER APPLICATION 113
FIGURE 28 COVID-19 IMPACT ON ENTERPRISE APPLICATION 114
FIGURE 29 COVID-19 IMPACT ON HEALTHCARE APPLICATION 114
10 GEOGRAPHICAL ANALYSIS 116
10.1 INTRODUCTION 117
FIGURE 30 GEOGRAPHIC SNAPSHOT: VR MARKET IN APAC TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD 117
FIGURE 31 US TO HOLD LARGEST SIZE OF VR MARKET FROM 2020 TO 2025 118
TABLE 97 VR MARKET, BY REGION, 2016–2019 (USD MILLION) 118
TABLE 98 VR MARKET, BY REGION, 2020–2025 (USD MILLION) 119
10.2 NORTH AMERICA 119
FIGURE 32 NORTH AMERICA: SNAPSHOT OF VR MARKET 120
TABLE 99 VR MARKET IN NORTH AMERICA, BY APPLICATION,
2016–2019 (USD MILLION) 121
TABLE 100 VR MARKET IN NORTH AMERICA, BY APPLICATION,
2020–2025 (USD MILLION) 121
TABLE 101 VR MARKET IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 121
TABLE 102 VR MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 122
10.2.1 US 122
10.2.1.1 Strong presence of VR companies in the US likely to drive the market 122
10.2.2 CANADA 122
10.2.2.1 Increasing investment in cutting-edge technologies to fuel VR market growth in Canada 122
10.2.3 MEXICO 123
10.2.3.1 Evolving industries in Mexico to drive the market growth 123
10.3 EUROPE 124
FIGURE 33 EUROPE: SNAPSHOT OF VR MARKET 125
TABLE 103 VR MARKET IN EUROPE, BY APPLICATION, 2016–2019 (USD MILLION) 125
TABLE 104 VR MARKET IN EUROPE, BY APPLICATION, 2020–2025 (USD MILLION) 126
TABLE 105 VR MARKET IN EUROPE, BY COUNTRY, 2016–2019 (USD MILLION) 126
TABLE 106 VR MARKET IN EUROPE, BY COUNTRY, 2020–2025 (USD MILLION) 126
10.3.1 GERMANY 127
10.3.1.1 High adoption of new technologies in manufacturing to drive the market in Germany 127
10.3.2 FRANCE 127
10.3.2.1 High adoption in retail to enhance growth of VR market in France 127
10.3.3 UK 127
10.3.3.1 Continuous focus on digitalization likely to drive growth of
VR market in UK 127
10.3.4 REST OF EUROPE 128
10.3.4.1 Inflow of products and technology from UK, Germany, and France would propel VR market growth in Rest of Europe 128
10.4 APAC 129
FIGURE 34 APAC: SNAPSHOT OF VR MARKET 130
TABLE 107 VR MARKET IN APAC, BY APPLICATION, 2016–2019 (USD MILLION) 130
TABLE 108 VR MARKET IN APAC, BY APPLICATION, 2020–2025 (USD MILLION) 131
TABLE 109 VR MARKET IN APAC, BY COUNTRY, 2016–2019 (USD MILLION) 131
TABLE 110 VR MARKET IN APAC, BY COUNTRY, 2020–2025 (USD MILLION) 132
10.4.1 CHINA 132
10.4.1.1 High number of local players producing VR devices to drive growth of VR market in China 132
10.4.2 INDIA 132
10.4.2.1 Increasing awareness of advanced technology to play crucial role in the growth of VR market in India 132
10.4.3 JAPAN 133
10.4.3.1 High growth of healthcare sector in Japan to fuel growth of VR market 133
10.4.4 SOUTH KOREA 134
10.4.4.1 Digital revolution in industrial sector in South Korea would drive growth of VR market 134

10.4.5 REST OF APAC 134
10.4.5.1 High consumer spending in Rest of APAC would boost the VR market 134
10.5 ROW 135
TABLE 111 VR MARKET IN ROW, BY APPLICATION, 2016–2019 (USD MILLION) 135
TABLE 112 VR MARKET IN ROW, BY APPLICATION, 2020–2025 (USD MILLION) 135
TABLE 113 VR MARKET IN ROW, BY REGION, 2016–2019 (USD MILLION) 136
TABLE 114 VR MARKET IN ROW, BY REGION, 2020–2025 (USD MILLION) 136
10.5.1 MIDDLE EAST & AFRICA 136
10.5.1.1 Oil & gas and mining to fuel growth of VR devices in the
Middle East and Africa 136
10.5.2 SOUTH AMERICA 136
10.5.2.1 Growing consumer market to drive growth of VR market in
South America 136
10.6 COVID-19 IMPACT ON MAJOR REGIONS 137
FIGURE 35 PRE-COVID-19 VS. POST-COVID-19 COMPARISON FOR NORTH AMERICAN VIRTUAL REALITY MARKET 137
FIGURE 36 PRE-COVID-19 VS. POST-COVID-19 COMPARISON FOR APAC
VIRTUAL REALITY MARKET 137
11 COMPETITIVE LANDSCAPE 139
11.1 INTRODUCTION 139
FIGURE 37 COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGIES FROM 2017 TO 2020 140
11.2 RANKING FOR VIRTUAL REALITY MARKET PLAYERS 141
FIGURE 38 RANKING OF TOP 5 PLAYERS IN VIRTUAL REALITY MARKET 141
11.3 COMPETITIVE SCENARIO 142
11.3.1 PRODUCT LAUNCHES & DEVELOPMENTS 142
TABLE 115 PRODUCT LAUNCHES & DEVELOPMENTS: VIRTUAL REALITY MARKET,
2017 TO 2020 142
11.3.2 PARTNERSHIPS 143
TABLE 116 PARTNERSHIPS: VIRTUAL REALITY MARKET, 2017–2020 143
11.3.3 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING 143
TABLE 117 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING: VIRTUAL REALITY, 2017–2020 143
11.3.4 ACQUISITIONS AND EXPANSIONS 144
TABLE 118 ACQUISITIONS AND EXPANSIONS: VIRTUAL REALITY MARKET, 2017–2020 144
11.4 COMPETITIVE LEADERSHIP MAPPING 144
11.4.1 VISIONARY LEADERS 144
11.4.2 DYNAMIC DIFFERENTIATORS 144
11.4.3 INNOVATORS 144
11.4.4 EMERGING COMPANIES 145
FIGURE 39 VIRTUAL REALITY MARKET (GLOBAL) COMPETITIVE
LEADERSHIP MAPPING, 2019 145

12 COMPANY PROFILES 146
12.1 INTRODUCTION 146
12.2 KEY PLAYERS 146
(Business Overview, Products Offered, Recent Developments, SWOT Analysis, MnM View, and COVID-19 Updates)*
12.2.1 GOOGLE 146
FIGURE 40 GOOGLE: COMPANY SNAPSHOT 147
12.2.2 MICROSOFT 150
FIGURE 41 MICROSOFT: COMPANY SNAPSHOT 151
12.2.3 OCULUS VR (FACEBOOK) 154
12.2.4 SONY 157
FIGURE 42 SONY: COMPANY SNAPSHOT 158
12.2.5 SAMSUNG ELECTRONICS 161
FIGURE 43 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT 161
12.2.6 HTC 164
FIGURE 44 HTC: COMPANY SNAPSHOT 164
12.2.7 EON REALITY 167
12.2.8 VUZIX 170
FIGURE 45 VUZIX: COMPANY SNAPSHOT 170
12.2.9 CYBERGLOVE SYSTEMS 173
12.2.10 LEAP MOTION (ULTRALEAP) 175
12.2.11 SIXENSE ENTERPRISES 177
* Business Overview, Products Offered, Recent Developments, SWOT Analysis, MnM View, and COVID-19 Updates might not be captured in case of unlisted companies.
12.3 KEY INNOVATORS 179
12.3.1 NINTENDO 179
12.3.2 PSIOUS 179
12.3.3 MINDMAZE 180
12.3.4 FIRSTHAND TECHNOLOGY 180
12.3.5 WORLDVIZ 181
12.3.6 VIRTUIX 181
12.3.7 SURVIOS 181
12.3.8 MERGE LABS 182
12.3.9 SPACEVR 182
12.3.10 VIRTUALLY LIVE 182
12.3.11 XIAOMI CORPORATION 183
12.3.12 PANASONIC CORPORATION 183

13 ADJACENT MARKET 184
13.1 AUGMENTED REALITY MARKET – GLOBAL TABLES 184
13.1.1 MARKET DEFINITION 184
13.1.2 LIMITATIONS 184
13.1.2.1 Inclusions and exclusions 184
FIGURE 46 AUGMENTED REALITY MARKET, 2016–2024 (USD BILLION) 185
TABLE 119 AUGMENTED REALITY MARKET, BY OFFERING, 2016–2024 (USD MILLION) 187
TABLE 120 AUGMENTED REALITY MARKET, BY APPLICATION, 2016–2024 (USD MILLION) 187
TABLE 121 AUGMENTED REALITY MARKET, BY REGION, 2016–2024 (USD MILLION) 188
14 APPENDIX 189
14.1 INSIGHTS OF INDUSTRY EXPERTS 189
14.2 DISCUSSION GUIDE 190
14.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 193
14.4 AVAILABLE CUSTOMIZATIONS 195
14.5 RELATED REPORTS 195
14.6 AUTHOR DETAILS 196



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[新型コロナウイルスの影響によるバーチャルリアリティの世界市場予測(〜2025):提供方式別(ハードウェア、ソフトウェア)、技術別、デバイス種類別(ヘッドマウントディスプレイ、ジェスチャートラッキングデバイス)、用途別(消費者、商業、企業、医療)、地域別] ( Virtual Reality Market with COVID-19 Impact Analysis by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare) and Geography - Global Forecast to 2025 / SE 3528) についてEメールでお問い合わせ


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