North America virtual reality market is expected to grow by 37.1% annually in the forecast period and reach $28.08 billion by 2026.
Highlighted with 25 tables and 45 figures, this 105-page report 鈥淣orth America Virtual Reality (VR) 麻豆原创 by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity鈥 is based on a comprehensive research of the entire North America virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
鈥 麻豆原创 Structure
鈥 Growth Drivers
鈥 Restraints and Challenges
鈥 Emerging Product Trends & 麻豆原创 Opportunities
鈥 Porter鈥檚 Fiver Forces
The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Country.
Based on Component, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Hardware
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 North America 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 North America 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 North America 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 North America 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 North America 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 U.S.
鈥 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 6
1.1 Industry Definition and Research Scope 6
1.1.1 Industry Definition 6
1.1.2 Research Scope 7
1.2 Research Methodology 9
1.2.1 Overview of 麻豆原创 Research Methodology 9
1.2.2 麻豆原创 Assumption 10
1.2.3 Secondary Data 10
1.2.4 Primary Data 10
1.2.5 Data Filtration and Model Design 11
1.2.6 麻豆原创 Size/Share Estimation 12
1.2.7 Research Limitations 13
1.3 Executive Summary 14
2 麻豆原创 Overview and Dynamics 16
2.1 麻豆原创 Size and Forecast 16
2.2 Major Growth Drivers 17
2.3 麻豆原创 Restraints and Challenges 20
2.4 Emerging Opportunities and 麻豆原创 Trends 23
2.5 Porter鈥檚 Fiver Forces Analysis 26
3 Segmentation of North America 麻豆原创 by Component 30
3.1 麻豆原创 Overview by Component 30
3.2 Hardware 32
3.3 Software 34
4 Segmentation of North America 麻豆原创 by Technology 36
4.1 麻豆原创 Overview by Technology 36
4.2 Nonimmersive Technology 38
4.3 Semi-Immersive Technology 39
4.4 Fully Immersive Technology 40
5 Segmentation of North America 麻豆原创 by Device 41
5.1 麻豆原创 Overview by Device 41
5.2 Head-Mounted Display (HMD) 43
5.3 Gesture-Tracking Device 44
5.4 Projector & Display Wall 45
6 Segmentation of North America 麻豆原创 by Platform 46
6.1 麻豆原创 Overview by Platform 46
6.2 Mobile VR 48
6.3 Console VR 49
6.4 PC VR 50
7 Segmentation of North America 麻豆原创 by Industry Vertical 51
7.1 麻豆原创 Overview by Industry Vertical 51
7.2 Gaming 54
7.3 Entertainment & Media 55
7.4 Aerospace & Defense 56
7.5 Healthcare 57
7.6 Education 58
7.7 Automotive 59
7.8 Retail & 麻豆原创ing 60
7.9 Other Verticals 61
8 Segmentation of North America 麻豆原创 by End User 62
8.1 麻豆原创 Overview by End User 62
8.2 Consumer 64
8.3 Enterprise 65
9 North America 麻豆原创 2019-2026 by Country 66
9.1 Overview of North America 麻豆原创 66
9.2 U.S. 麻豆原创 69
9.3 Canadian 麻豆原创 73
10 Competitive Landscape 75
10.1 Overview of Key Vendors 75
10.2 New Product Launch, Partnership, Investment, and M&A 78
10.3 Company Profiles 79
Apple Inc. 79
Atheer, Inc. 81
Cyberglove Systems Inc. 82
EON Reality, Inc. 83
Facebook Inc. 84
Google Inc. 85
Hewlett-Packard Development Company. L.P 86
Leap Motion, Inc. 87
Meta Inc. 88
Microsoft Corporation 89
Nintendo Co., Ltd 90
Oculus VR, LLC 91
Qualcomm Technologies, Inc. 92
Samsung Electronics Co. Ltd 93
Sixense Entertainment, Inc 94
Sony Corporation 95
Total Immersion, Inc. 96
Virtuix 97
Zappar Ltd 98
11 Investing in North America 麻豆原创: Risk Assessment and Management 99
11.1 Risk Evaluation of North America 麻豆原创 99
11.2 Critical Success Factors (CSFs) 102
Related Reports and Products 105
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.