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Asia-Pacific Virtual Reality Market – Industry Trends and Forecast to 2029

  • ICT
  • Published Report
  • Aug 2022
  • Asia-Pacific
  • 350 Pages
  • No of Tables: 210
  • No of Figures: 26

Asia-Pacific Virtual Reality Market, By Component (Hardware and Software), Device Type (Head-Mounted Displays, Projectors & Display Walls and Gesture-Tracking Devices), Technology (Fully Immersive, Non-Immersive and Semi Immersive), Vertical (Entertainment & Media, Healthcare, Industrial, Commercial, Aerospace & Defense, Automotive, Education and Others) - Industry Trends and Forecast to 2029.

Virtual Reality Market

Asia-Pacific Virtual Reality Market Analysis and Insights

Virtual reality has brought a new change to digitalization. It has become easier to experience the real world by setting different environmental conditions. Augmented reality & mixed reality has a wide range of applications. The market's growth increased as the use of augmented reality, and mixed reality became popular in driving simulators. The augmented reality and mixed reality provide the driver with a real sense of the road, driving conditions, car manuals, and road traffic that helps avoid accidents at an initial stage of learning and prepares the drivers for various situations. These attributes have also led to an increased usage of virtual reality in defense and aerospace. The army personnel used it for training in various conditions such as parachute jumping, submarine, combat situations, and driving in various environmental conditions.

Virtual Reality Market

Virtual Reality Market

The growing demand for HMD in the gaming and entertainment industry is expected to act as a major driver for the Asia-Pacific virtual reality market. The lack of effective user experience design may restrain the market. Also, the increased deployment of VR technology in the aerospace & defense and architecture & planning sector may act as a major opportunity that helps in the market's growth. However, emerging risks and threats to data integrity may challenge the Asia-Pacific virtual reality market.

Data Bridge Market Research analyses that the Asia-Pacific virtual reality market is expected to reach the value of USD 372,530.26 million by 2029, at a CAGR of 51.6% during the forecast period. The hardware segment accounts for the largest component segment in the Asia-Pacific virtual reality market. The Asia-Pacific virtual reality market report also comprehensively covers pricing, patent, and technological advancements.    

Report Metric

Details

Forecast Period

2022 to 2029

Base Year

2021

Historic Years

2020 (Customizable to 2019-2014)

Quantitative Units

Revenue in USD Million, Pricing in USD

Segments Covered

By Component (Hardware and Software), Device Type (Head-Mounted Displays, Projectors & Display Walls and Gesture-Tracking Devices), Technology (Fully Immersive, Non-Immersive and Semi Immersive), Vertical (Entertainment & Media, Healthcare, Industrial, Commercial, Aerospace & Defense, Automotive, Education and Others)

Countries Covered

Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific

Market Players Covered

Sony Corporation, Lenovo, Autodesk Inc., SKONEC ENTERTAINMENT Co., Ltd., bHaptics Inc., FXGear Inc., Innosimulation, Sixense Enterprises Inc., StarVR Corp, Virtuix, Novint, Nintendo, HTC Corporation, FOVE, Inc., Google (A Subsidiary of Alphabet Inc.), Qualcomm Technologies, Inc., Barco, HP Development Company, L.P., Microsoft, SAMSUNG ELECTRONICS CO., LTD., LG Electronics, among others

Market Definition

Virtual reality can be defined as a technology that creates a simulated environment through computer technology. Virtual reality provides an immersed 3D environment to the user by simulating various senses such as vision, touch, hearing, and even smell. Virtual reality uses devices such as head-mounted displays, projectors, and display walls to generate realistic visuals and sounds to provide a real-world experience in the virtual environment. The person using virtual reality can view the artificial world 360 degrees and even sense the virtual environment with highly advanced gears. This technology is being widely used in various industrial applications, especially for training and research purposes. The defense and aerospace industry uses it for training the army personnel by providing various environmental conditions, this aids in reducing the overall cost of the training. The gaming sector provides virtual reality directly to the users by enhancing their gaming experience; people are getting more accustomed to virtual reality through their experience in the gaming and entertainment industry. Virtual reality has also aided in driving simulators by providing a real-life experience in an artificial environment helping the users to adapt to the driving conditions and know how to react in various situations without actually taking the driving lessons directly on the road.

Market Dynamics

This section deals with understanding the market drivers, advantages, opportunities, restraints, and challenges. All of this is discussed in detail below:

Drivers

  • Growing demand for HMD in the gaming and entertainment industry

Head-mounted displays (HMDs) have been high in the gaming and entertainment sector. The gaming industry has had a technological evolution with the emergence of VR and 3D technology. The use of HMDs has helped achieve a fully immersive experience for users and has taken the gaming experience to the next level. The flawless transition conducted with VR HMDs has helped bring a unique and enhanced user experience. HMDs have a high penetration rate in the video gaming sector, and video game users prefer them for enriching experiences and entertainment. HMDs project digital images, enabling a 3D view, which enhances the user experience. Therefore, the growing gaming sector would drive the market for HMDs and, in turn, virtual reality.

  • Increasing demand for VR technology due to the COVID-19 pandemic

The world is going through different phases of physical lockdown, and social get-togethers are still not allowed in most countries. Hence, AR and VR technology during COVID-19 are emerging as superheroes by enabling people to feel connected to each other. Augmented reality adds digital elements to the physical world, and Virtual Reality gives an immersive experience to the viewers. VR devices such as Google Cardboard, HTC Vive, or Oculus Rift transport users to experience several real-world and imaginary environments with the help of devices.

Opportunity

  • Increased deployment of VR technology in aerospace & defense and architecture & planning sector

The 3D design has enabled significant gains in the aerospace and defense equipment manufacturing processes. This has also positively impacted both performances of the aircraft as well as the manufacturing processes. The advancements in new 3D technologies bring new market opportunities to optimize production time and cost in the aerospace and defense industry. 3D technology has been a continuous trend, specifically in the aerospace industry. Recent developments in virtual reality technology have promised new applications in the aerospace and defense domain, impacting the growth of virtual reality in the aerospace and defense market. 3D visualization abilities incorporated with digital mock-ups of physical objects, virtual assembly lines, tighter integration, and a seamless design process would drive the market shortly.

Restraint/Challenge

  • Emerging risks and threats to data integrity

Virtual reality is being highly used for training and education purposes in defense and aerospace and is also used in telemedicine in the healthcare industry. Virtual reality uses computing technologies, cloud usage, and internet services to work, making it highly prone to cyber-attacks, threatening data integrity, and increasing the risk of data being leaked. Proper security and privacy are not being given much importance, posing a significant challenge for the virtual reality market.

COVID-19 Impact on Asia-Pacific Virtual Reality Market

COVID-19 significantly impacted various industries as almost every country has opted to shut down every facility except those in the essential goods segment. The government has taken strict actions such as shutting facilities and selling non-essential goods, blocking international trade, and many more to prevent the spread of COVID-19. The only business dealing in this pandemic situation is the essential services allowed to open and run the processes.

The increased usage of virtual reality-based devices has provided significant opportunities amid the COVID-19 pandemic. Although consumer purchasing power has been greatly diminished due to the coronavirus-induced economic slump, resulting in the decline of profit margins in organizations. While many key marketers and leaders saw signs of improvement from past years, it remains difficult to ascertain the actual market situation as the pent-up demand may be covering up a lower intrinsic level of demand for VR-based devices. The increase in VR smartphone applications, the rise in demand for remote collaboration, and technological advancements in medical applications are some factors driving augmented reality and mixed reality market growth.

Manufacturers are making various strategic decisions to meet the growing demand in the COVID-19 period. The players were involved in strategic activities such as partnerships, collaborations, acquisitions, and others to improve the technology in the Asia-Pacific virtual reality market. The companies will bring advanced and accurate solutions to the market. In addition, the government initiatives to boost digitization across industries have led to the market's growth.

Recent Developments

  • In May 2017, SAMSUNG ELECTRONICS CO., LTD. joined hands with Live Nation, X Games, and UFC. The new partnership enabled Samsung to broadcast a fully immersive virtual reality experience of various music and sports events through its Gear VR. The new partnership increased the product portfolio of the company
  • In March 2019, Nintendo announced the launch of Nintendo Labo: VR Kit. The new product integrated the VR technology with the digital gameplay of Nintendo Labo, providing an even enhanced experience to the game players. The new product increased the product portfolio of the company

Asia-Pacific Virtual Reality Market Scope

Asia-Pacific virtual reality market is segmented based on component, device type, technology, and vertical. The growth amongst these segments will help you analyze meager growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Component

  • Hardware
  • Software

On the basis of component, the Asia-Pacific virtual reality market is segmented into hardware and software.

Device Type

  • Head-Mounted Displays,
  • Projectors & Display Walls 
  • Gesture-Tracking Devices

On the basis of device type, the Asia-Pacific virtual reality market is segmented into head-mounted displays, projectors & display walls, and gesture-tracking devices.

Technology

  • Fully Immersive,
  • Semi Immersive
  • Non-Immersive

On the basis of technology, the Asia-Pacific virtual reality market is segmented into fully immersive, semi immersive, and non-immersive.

Vertical

  • Automotive
  • Aerospace & Defense
  • Entertainment & Media
  • Healthcare
  • Education
  • Industrial
  • Commercial
  • Others

Virtual Reality Market

On the basis of vertical, the Asia-Pacific virtual reality market is segmented into automotive, aerospace & defense, entertainment & media, healthcare, education, industrial, commercial, and others.

Asia-Pacific Virtual Reality Market Regional Analysis/Insights

Asia-Pacific virtual reality market is analyzed, and market size insights and trends are provided by the country, component, device type, technology, and vertical as referenced above.

Asia-Pacific virtual reality market covers countries such as Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific.

China is expected to dominate the Asia-Pacific virtual reality market to the rise in the adoption of virtual reality devices for education training solutions and emerging potential markets.

The country section of the Asia-Pacific virtual reality market report also provides individual market impacting factors and changes in regulations in the market domestically that impact the current and future trends of the market. Data points such as new sales, replacement sales, country demographics, disease epidemiology, and import-export tariffs are some of the significant pointers used to forecast the market scenario for individual countries. Also, the presence and availability of Asia-Pacific brands and their challenges faced due to large or scarce competition from local and domestic brands and the impact of sales channels are considered while providing forecast analysis of the country data.

Competitive Landscape and Asia-Pacific Virtual Reality Market Share Analysis

Asia-Pacific virtual reality market competitive landscape provides details of the competitor. Details include company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, Asia-Pacific presence, production sites and facilities, production capacities, company strengths and weaknesses, solution launch, product width and breadth, application dominance. The above data points are only related to the companies' focus on the Asia-Pacific virtual reality market.

Some of the major players operating in the Asia-Pacific virtual reality market are Sony Corporation, Lenovo, Autodesk Inc., SKONEC ENTERTAINMENT Co., Ltd., bHaptics Inc., FXGear Inc., Innosimulation, Sixense Enterprises Inc., StarVR Corp, Virtuix, Novint, Nintendo, HTC Corporation, FOVE, Inc., Google (A Subsidiary of Alphabet Inc.), Qualcomm Technologies, Inc., Barco, HP Development Company, L.P., Microsoft, SAMSUNG ELECTRONICS CO., LTD., LG Electronics, among others.


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TABLE 1 ASIA PACIFIC VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 2 ASIA PACIFIC HARDWARE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 3 ASIA PACIFIC HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 4 ASIA PACIFIC SOFTWARE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 5 ASIA PACIFIC SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 6 ASIA PACIFIC VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 7 ASIA PACIFIC HEAD-MOUNTED DISPLAYS IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 8 ASIA PACIFIC PROJECTORS & DISPLAY WALLS IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 9 ASIA PACIFIC GESTURE-TRACKING DEVICES IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 10 ASIA PACIFIC VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 11 ASIA PACIFIC FULLY IMMERSIVE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 12 ASIA PACIFIC NON-IMMERSIVE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 13 ASIA PACIFIC SEMI IMMERSIVE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 14 ASIA PACIFIC VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 15 ASIA PACIFIC ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 16 ASIA PACIFIC ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 17 ASIA PACIFIC ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 18 ASIA PACIFIC HEALTHCARE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 19 ASIA PACIFIC HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 20 ASIA PACIFIC HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 21 ASIA PACIFIC INDUSTRIAL IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 22 ASIA PACIFIC INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 23 ASIA PACIFIC COMMERCIAL IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 24 ASIA PACIFIC COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 25 ASIA PACIFIC COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 26 ASIA PACIFIC AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 27 ASIA PACIFIC AEROSPACE AND DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 28 ASIA PACIFIC AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 29 ASIA PACIFIC AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 30 ASIA PACIFIC EDUCATION IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 31 ASIA PACIFIC EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 32 ASIA PACIFIC OTHERS IN VIRTUAL REALITY MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 33 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2029 (USD MILLION)

TABLE 34 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 35 ASIA-PACIFIC HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 36 ASIA-PACIFIC SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 37 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 38 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 39 ASIA-PACIFIC VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 40 ASIA-PACIFIC ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 41 ASIA-PACIFIC ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 42 ASIA-PACIFIC HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 43 ASIA-PACIFIC HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 44 ASIA-PACIFIC INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 45 ASIA-PACIFIC COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 46 ASIA-PACIFIC COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 47 ASIA-PACIFIC AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 48 ASIA-PACIFIC AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 49 ASIA-PACIFIC EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 50 CHINA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 51 CHINA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 52 CHINA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 53 CHINA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 54 CHINA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 55 CHINA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 56 CHINA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 57 CHINA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 58 CHINA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 59 CHINA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 60 CHINA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 61 CHINA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 62 CHINA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 63 CHINA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 64 CHINA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 65 CHINA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 66 JAPAN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 67 JAPAN HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 68 JAPAN SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 69 JAPAN VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 70 JAPAN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 71 JAPAN VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 72 JAPAN ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 73 JAPAN ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 74 JAPAN HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 75 JAPAN HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 76 JAPAN INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 77 JAPAN COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 78 JAPAN COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 79 JAPAN AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 80 JAPAN AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 81 JAPAN EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 82 SOUTH KOREA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 83 SOUTH KOREA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 84 SOUTH KOREA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 85 SOUTH KOREA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 86 SOUTH KOREA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 87 SOUTH KOREA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 88 SOUTH KOREA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 89 SOUTH KOREA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 90 SOUTH KOREA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 91 SOUTH KOREA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 92 SOUTH KOREA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 93 SOUTH KOREA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 94 SOUTH KOREA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 95 SOUTH KOREA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 96 SOUTH KOREA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 97 SOUTH KOREA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 98 INDIA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 99 INDIA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 100 INDIA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 101 INDIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 102 INDIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 103 INDIA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 104 INDIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 105 INDIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 106 INDIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 107 INDIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 108 INDIA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 109 INDIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 110 INDIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 111 INDIA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 112 INDIA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 113 INDIA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 114 AUSTRALIA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 115 AUSTRALIA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 116 AUSTRALIA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 117 AUSTRALIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 118 AUSTRALIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 119 AUSTRALIA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 120 AUSTRALIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 121 AUSTRALIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 122 AUSTRALIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 123 AUSTRALIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 124 AUSTRALIA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 125 AUSTRALIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 126 AUSTRALIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 127 AUSTRALIA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 128 AUSTRALIA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 129 AUSTRALIA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 130 SINGAPORE VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 131 SINGAPORE HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 132 SINGAPORE SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 133 SINGAPORE VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 134 SINGAPORE VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 135 SINGAPORE VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 136 SINGAPORE ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 137 SINGAPORE ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 138 SINGAPORE HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 139 SINGAPORE HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 140 SINGAPORE INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 141 SINGAPORE COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 142 SINGAPORE COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 143 SINGAPORE AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 144 SINGAPORE AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 145 SINGAPORE EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 146 THAILAND VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 147 THAILAND HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 148 THAILAND SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 149 THAILAND VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 150 THAILAND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 151 THAILAND VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 152 THAILAND ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 153 THAILAND ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 154 THAILAND HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 155 THAILAND HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 156 THAILAND INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 157 THAILAND COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 158 THAILAND COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 159 THAILAND AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 160 THAILAND AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 161 THAILAND EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 162 MALAYSIA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 163 MALAYSIA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 164 MALAYSIA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 165 MALAYSIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 166 MALAYSIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 167 MALAYSIA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 168 MALAYSIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 169 MALAYSIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 170 MALAYSIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 171 MALAYSIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 172 MALAYSIA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 173 MALAYSIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 174 MALAYSIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 175 MALAYSIA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 176 MALAYSIA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 177 MALAYSIA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 178 INDONESIA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 179 INDONESIA HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 180 INDONESIA SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 181 INDONESIA VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 182 INDONESIA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 183 INDONESIA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 184 INDONESIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 185 INDONESIA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 186 INDONESIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 187 INDONESIA HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 188 INDONESIA INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 189 INDONESIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 190 INDONESIA COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 191 INDONESIA AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 192 INDONESIA AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 193 INDONESIA EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 194 PHILIPPINES VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 195 PHILIPPINES HARDWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 196 PHILIPPINES SOFTWARE IN VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

TABLE 197 PHILIPPINES VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)

TABLE 198 PHILIPPINES VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 199 PHILIPPINES VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 200 PHILIPPINES ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 201 PHILIPPINES ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 202 PHILIPPINES HEALTHCARE IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 203 PHILIPPINES HEALTHCARE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 204 PHILIPPINES INDUSTRIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 205 PHILIPPINES COMMERCIAL IN VIRTUAL REALITY MARKET, BY TYPE, 2020-2029 (USD MILLION)

TABLE 206 PHILIPPINES COMMERCIAL IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2029 (USD MILLION)

TABLE 207 PHILIPPINES AEROSPACE & DEFENSE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 208 PHILIPPINES AUTOMOTIVE IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 209 PHILIPPINES EDUCATION IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 210 REST OF ASIA-PACIFIC VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

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FREQUENTLY ASK QUESTIONS

The Asia-Pacific Virtual Reality Market value is expected USD 169,708.14 million by 2029.
The Asia-Pacific Virtual Reality Market is to grow at a CAGR of 48.7% during the forecast by 2029.
The major players operating in the Asia-Pacific Virtual Reality Market are Sony Corporation, Lenovo, Autodesk Inc., SKONEC ENTERTAINMENT Co., Ltd., bHaptics Inc., FXGear Inc., Innosimulation, Sixense Enterprises Inc., StarVR Corp, Virtuix, Novint, Nintendo, HTC Corporation, FOVE, Inc., Google (A Subsidiary of Alphabet Inc.), Qualcomm Technologies, Inc., Barco, HP Development Company, L.P., Microsoft, SAMSUNG ELECTRONICS CO., LTD., LG Electronics, among others.
On the basis of technology, the Asia-Pacific Virtual Reality Market is segmented into Fully Immersive, Non-Immersive and Semi Immersive.
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