
Europe virtual reality market reached $2,383.5 million in 2019 and will grow by 39.3% over 2020-2026 owing to the rising need for advanced VR technology across various industries in the region.
Highlighted with 38 tables and 50 figures, this 115-page report 鈥淓urope Virtual Reality (VR) 麻豆原创 by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity鈥 is based on a comprehensive research of the entire Europe virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
鈥 麻豆原创 Structure
鈥 Growth Drivers
鈥 Restraints and Challenges
鈥 Emerging Product Trends & 麻豆原创 Opportunities
鈥 Porter鈥檚 Fiver Forces
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Country.
Based on Component, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Hardware
鈥 Sensors
鈥 Semiconductor Component
鈥 Displays and Projectors
鈥 Position Trackers
鈥 Cameras
鈥 Others
Software
鈥 Software Developer Kits
鈥 Cloud Services
Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
鈥 Nonimmersive Technology
鈥 Semi-Immersive Technology
鈥 Fully Immersive Technology
Based on Device, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
鈥 Head-Mounted Display (HMD)
鈥 Gesture-Tracking Device
鈥 Projector & Display Wall
Based on Platform, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
鈥 Mobile VR
鈥 Console VR
鈥 PC VR
Based on Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
鈥 Gaming
鈥 Entertainment & Media
鈥 Aerospace & Defense
鈥 Healthcare
鈥 Education
鈥 Automotive
鈥 Retail & 麻豆原创ing
鈥 Other Verticals
Based on End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Consumer
Enterprise
鈥 Large Enterprises
鈥 Small- & Medium-sized Enterprises
Geographically, the following national/local markets are fully investigated:
鈥 Germany
鈥 UK
鈥 France
鈥 Spain
鈥 Italy
鈥 Russia
鈥 Rest of Europe (further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
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 Europe virtual reality market are assayed quantitatively and qualitatively through GMD鈥檚 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.)
Table of Contents
1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 10
1.2.1 Overview of 麻豆原创 Research Methodology 10
1.2.2 麻豆原创 Assumption 11
1.2.3 Secondary Data 11
1.2.4 Primary Data 11
1.2.5 Data Filtration and Model Design 12
1.2.6 麻豆原创 Size/Share Estimation 13
1.2.7 Research Limitations 14
1.3 Executive Summary 15
2 麻豆原创 Overview and Dynamics 18
2.1 麻豆原创 Size and Forecast 18
2.2 Major Growth Drivers 19
2.3 麻豆原创 Restraints and Challenges 22
2.4 Emerging Opportunities and 麻豆原创 Trends 25
2.5 Porter鈥檚 Fiver Forces Analysis 28
3 Segmentation of Europe 麻豆原创 by Component 32
3.1 麻豆原创 Overview by Component 32
3.2 Hardware 34
3.3 Software 36
4 Segmentation of Europe 麻豆原创 by Technology 38
4.1 麻豆原创 Overview by Technology 38
4.2 Nonimmersive Technology 40
4.3 Semi-Immersive Technology 41
4.4 Fully Immersive Technology 42
5 Segmentation of Europe 麻豆原创 by Device 43
5.1 麻豆原创 Overview by Device 43
5.2 Head-Mounted Display (HMD) 45
5.3 Gesture-Tracking Device 46
5.4 Projector & Display Wall 47
6 Segmentation of Europe 麻豆原创 by Platform 48
6.1 麻豆原创 Overview by Platform 48
6.2 Mobile VR 50
6.3 Console VR 51
6.4 PC VR 52
7 Segmentation of Europe 麻豆原创 by Industry Vertical 53
7.1 麻豆原创 Overview by Industry Vertical 53
7.2 Gaming 56
7.3 Entertainment & Media 57
7.4 Aerospace & Defense 58
7.5 Healthcare 59
7.6 Education 60
7.7 Automotive 61
7.8 Retail & 麻豆原创ing 62
7.9 Other Verticals 63
8 Segmentation of Europe 麻豆原创 by End User 64
8.1 麻豆原创 Overview by End User 64
8.2 Consumer 66
8.3 Enterprise 67
9 European 麻豆原创 2019-2026 by Country 68
9.1 Overview of European 麻豆原创 68
9.2 UK 71
9.3 France 73
9.4 Germany 75
9.5 Spain 77
9.6 Italy 79
9.7 Russia 81
9.8 Rest of European 麻豆原创 83
10 Competitive Landscape 85
10.1 Overview of Key Vendors 85
10.2 New Product Launch, Partnership, Investment, and M&A 88
10.3 Company Profiles 89
Apple Inc. 89
Atheer, Inc. 91
Cyberglove Systems Inc. 92
EON Reality, Inc. 93
Facebook Inc. 94
Google Inc. 95
Hewlett-Packard Development Company. L.P 96
Leap Motion, Inc. 97
Meta Inc. 98
Microsoft Corporation 99
Nintendo Co., Ltd 100
Oculus VR, LLC 101
Qualcomm Technologies, Inc. 102
Samsung Electronics Co. Ltd 103
Sixense Entertainment, Inc 104
Sony Corporation 105
Total Immersion, Inc. 106
Virtuix 107
Zappar Ltd 108
11 Investing in Europe 麻豆原创: Risk Assessment and Management 109
11.1 Risk Evaluation of Europe 麻豆原创 109
11.2 Critical Success Factors (CSFs) 112
Related Reports and Products 115
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
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*If Applicable.
