North America Virtual Reality Market – Industry Trends and Forecast to 2029

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North America Virtual Reality Market – Industry Trends and Forecast to 2029

  • ICT
  • Published Report
  • Aug 2022
  • North America
  • 350 Pages
  • No of Tables: 97
  • No of Figures: 26

North America 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

North America Virtual Reality Market Analysis and Size

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 North America 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 North America virtual reality market.

Data Bridge Market Research analyses that the North America virtual reality market is expected to reach the value of USD 169,708.14 million by 2029, at a CAGR of 48.7% during the forecast period. The hardware segment accounts for the largest component segment in the North America virtual reality market. The North America virtual reality market report also covers pricing analysis, patent analysis, and technological advancements in depth.    

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

U.S., Canada and Mexico

Market Players Covered

Sony Corporation, Lenovo, Autodesk Inc., Nintendo, WorldViz, Inc., Firsthand Technology Inc., Sixense Enterprises Inc., HTC Corporation, FOVE, Inc., Ultraleap, LG Electronics, Google (A Subsidiary of Alphabet Inc.), Qualcomm Technologies, Inc., Barco, HP Development Company, L.P., Microsoft, FXGear Inc., SAMSUNG ELECTRONICS CO., LTD., Virtuix, 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 as 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 in 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.

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 North America virtual reality market.

COVID-19 Impact on North America Virtual Reality Market

COVID-19 significantly impacted various industries as almost every country has opted for the shutdown for every facility except those in the essential goods segment. The government has taken some 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 involved in the 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 Development

  • In May 2019, Autodesk Inc. announced integration between InsiteVR and its construction management platform Autodesk BIM 360, allowing customers to host group model reviews in VR. Instead of screen sharing, team members can review models in an immersive 3D environment using a VR headset, including Facebook's new all-in-one Oculus Quest virtual reality system or desktop. This collaboration helped in improving the product portfolio with respect to VR technology

North America Virtual Reality Market Scope

North America virtual reality market is segmented based on component, device type, technology, and vertical. The growth amongst these segments will help you analyse meagre 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 North America 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 North America 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 North America 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 North America virtual reality market is segmented into automotive, aerospace & defense, entertainment & media, healthcare, education, industrial, commercial, and others.

North America Virtual Reality Market Regional Analysis/Insights

North America virtual reality market is analysed, and market size insights and trends are provided by the country, component, device type, technology and vertical as referenced above.

Some countries covered in the North America virtual reality market report are the U.S., Canada and Mexico.

The U.S. is expected to dominate the North America virtual reality market owing to the continuously rising digital workplace and mobile workforce. Moreover, the U.S. has been extremely responsive to the adoption of virtual reality technology.

The country section of the report also provides individual market impacting factors and changes in market regulation that impact the current and future trends of the market. Data points like downstream and upstream value chain analysis, technical trends and porter's five forces analysis, and case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of North American brands and their challenges faced due to large or scarce competition from local and domestic brands, the impact of domestic tariffs, and trade routes are considered while providing forecast analysis of the country data.   

Competitive Landscape and North America Virtual Reality Market Share Analysis

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

Some of the major players operating in the North America virtual reality market are Sony Corporation, Lenovo, Autodesk Inc., Nintendo, WorldViz, Inc., Firsthand Technology Inc., Sixense Enterprises Inc., HTC Corporation, FOVE, Inc., Ultraleap, LG Electronics, Google (A Subsidiary of Alphabet Inc.), Qualcomm Technologies, Inc., Barco, HP Development Company, L.P., Microsoft, FXGear Inc., SAMSUNG ELECTRONICS CO., LTD., Virtuix, among others.


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Table of Content

1 INTRODUCTION

1.1 OBJECTIVES OF THE STUDY

1.2 MARKET DEFINITION

1.3 OVERVIEW OF THE NORTH AMERICA VIRTUAL REALITY MARKET

1.4 CURRENCY AND PRICING

1.5 LIMITATIONS

1.6 MARKETS COVERED

2 MARKET SEGMENTATION

2.1 MARKETS COVERED

2.2 GEOGRAPHICAL SCOPE

2.3 YEARS CONSIDERED FOR THE STUDY

2.4 DBMR TRIPOD DATA VALIDATION MODEL

2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS

2.6 DBMR MARKET POSITION GRID

2.7 VENDOR SHARE ANALYSIS

2.8 MULTIVARIATE MODELING

2.9 COMPONENT TIMELINE CURVE

2.1 MARKET VERTICAL COVERAGE GRID

2.11 SECONDARY SOURCES

2.12 ASSUMPTIONS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

5 MARKET TRENDS

6 LIST OF TOP COMPETITORS ACROSS THE GLOBE

7 REGULATION AND POLICY

8 REGIONAL SUMMARY

9 MARKET OVERVIEW

9.1 DRIVERS

9.1.1 GROWING DEMAND FOR HMD IN THE GAMING AND ENTERTAINMENT INDUSTRY

9.1.2 HIGH INVESTMENT IN VR MARKET

9.1.3 INCREASING DEMAND FOR VR TECHNOLOGY DUE TO COVID-19 PANDEMIC

9.1.4 AVAILABILITY OF AFFORDABLE VR DEVICES

9.1.5 INCREASING INTEREST OF LARGE TECHNOLOGY CORPORATIONS

9.1.6 INCREASE IN PENETRATION OF SMARTPHONES AND INTERNET SERVICES

9.2 RESTRAINTS

9.2.1 LACK OF EFFECTIVE IN-USER EXPERIENCE DESIGN

9.2.2 HEALTH CONCERNS AMONG THE USERS

9.2.3 NORTH AMERICA ECONOMIC SLOWDOWN

9.3 OPPORTUNITIES

9.3.1 INCREASED DEPLOYMENT OF VR TECHNOLOGY IN AEROSPACE & DEFENSE AND ARCHITECTURE & PLANNING SECTOR

9.3.2 INCREASED PENETRATION OF VR IN THE HEALTHCARE INDUSTRY

9.3.3 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION

9.3.4 DEVELOPMENT OF HARDWARE WITH FASTER PROCESSING SPEEDS

9.4 CHALLENGES

9.4.1 EMERGING RISKS AND THREATS TO DATA INTEGRITY

9.4.2 DEVELOPING USER-FRIENDLY VR SYSTEM

10 NORTH AMERICA VIRTUAL REALITY MARKET, BY COMPONENT

10.1 OVERVIEW

10.2 HARDWARE

10.2.1 DISPLAYS AND PROJECTORS

10.2.2 CONTROLLER AND PROCESSOR

10.2.3 POSITION TRACKERS

10.2.4 CAMERAS

10.2.5 OTHERS

10.3 SOFTWARE

10.3.1 VR CONTENT CREATION

10.3.2 SOFTWARE DEVELOPMENT KITS

10.3.3 CLOUD BASED SERVICES

11 NORTH AMERICA VIRTUAL REALITY MARKET, BY DEVICE TYPE

11.1 OVERVIEW

11.2 HEAD-MOUNTED DISPLAYS

11.3 PROJECTORS & DISPLAY WALLS

11.4 GESTURE-TRACKING DEVICES

12 NORTH AMERICA VIRTUAL REALITY MARKET, BY TECHNOLOGY

12.1 OVERVIEW

12.2 FULLY IMMERSIVE

12.3 NON-IMMERSIVE

12.4 SEMI IMMERSIVE

13 NORTH AMERICA VIRTUAL REALITY MARKET, BY VERTICAL

13.1 OVERVIEW

13.2 ENTERTAINMENT & MEDIA

13.2.1 ENTERTAINMENT & MEDIA, BY TECHNOLOGY

13.2.1.1 FULLY IMMERSIVE

13.2.1.2 NON-IMMERSIVE

13.2.1.3 SEMI IMMERSIVE

13.2.2 ENTERTAINMENT & MEDIA, BY APPLICATION

13.2.2.1 GAME

13.2.2.2 BROADCAST

13.2.2.3 ANIMATION

13.2.2.4 CHARACTER

13.2.2.5 CARTOON

13.2.2.6 MUSIC

13.2.2.7 FASHION

13.3 HEALTHCARE

13.3.1 HEALTHCARE, BY TYPE

13.3.1.1 SURGERY

13.3.1.2 PATIENT CARE MANAGEMENT

13.3.1.3 FITNESS MANAGEMENT

13.3.1.4 PHARMACY MANAGEMENT

13.3.2 HEALTHCARE, BY TECHNOLOGY

13.3.2.1 FULLY IMMERSIVE

13.3.2.2 NON-IMMERSIVE

13.3.2.3 SEMI IMMERSIVE

13.4 INDUSTRIAL

13.4.1 FULLY IMMERSIVE

13.4.2 NON-IMMERSIVE

13.4.3 SEMI IMMERSIVE

13.5 COMMERCIAL

13.5.1 COMMERCIAL, BY TYPE

13.5.1.1 RETAIL AND E-COMMERCE

13.5.1.2 TRAVEL AND TOURISM

13.5.1.3 ADVERTISING

13.5.2 COMMERCIAL, BY TECHNOLOGY

13.5.2.1 FULLY IMMERSIVE

13.5.2.2 NON-IMMERSIVE

13.5.2.3 SEMI IMMERSIVE

13.6 AEROSPACE & DEFENSE

13.6.1 SEMI IMMERSIVE

13.6.2 FULLY IMMERSIVE

13.6.3 NON-IMMERSIVE

13.7 AUTOMOTIVE

13.7.1 SEMI IMMERSIVE

13.7.2 FULLY IMMERSIVE

13.7.3 NON-IMMERSIVE

13.8 EDUCATION

13.8.1 FULLY IMMERSIVE

13.8.2 NON-IMMERSIVE

13.8.3 SEMI IMMERSIVE

13.9 OTHERS

14 NORTH AMERICA VIRTUAL REALITY MARKET, BY REGION

14.1 NORTH AMERICA

14.1.1 U.S.

14.1.2 CANADA

14.1.3 MEXICO

15 NORTH AMERICA VIRTUAL REALITY MARKET, COMPANY LANDSCAPE

15.1 COMPANY SHARE ANALYSIS: NORTH AMERICA

16 SWOT ANALYSIS

17 COMPANY PROFILE

17.1 SONY CORPORATION

17.1.1 COMPANY PROFILE

17.1.2 REVENUE ANALYSIS

17.1.3 COMPANY SHARE ANALYSIS

17.1.4 PRODUCT PORTFOLIO

17.1.5 RECENT DEVELOPMENTS

17.2 SAMSUNG ELECTRONICS CO., LTD.

17.2.1 COMPANY PROFILE

17.2.2 REVENUE ANALYSIS

17.2.3 COMPANY SHARE ANALYSIS

17.2.4 PRODUCT PORTFOLIO

17.2.5 RECENT DEVELOPMENTS

17.3 NINTENDO

17.3.1 COMPANY PROFILE

17.3.2 REVENUE ANALYSIS

17.3.3 COMPANY SHARE ANALYSIS

17.3.4 PRODUCT PORTFOLIO

17.3.5 RECENT DEVELOPMENTS

17.4 QUALCOMM TECHNOLOGIES, INC.

17.4.1 COMPANY PROFILE

17.4.2 REVENUE ANALYSIS

17.4.3 COMPANY SHARE ANALYSIS

17.4.4 PRODUCT PORTFOLIO

17.4.5 RECENT DEVELOPMENT

17.5 MICROSOFT

17.5.1 COMPANY PROFILE

17.5.2 REVENUE ANALYSIS

17.5.3 COMPANY SHARE ANALYSIS

17.5.4 PRODUCT PORTFOLIO

17.5.5 RECENT DEVELOPMENTS

17.6 AUTODESK INC.

17.6.1 COMPANY PROFILE

17.6.2 REVENUE ANALYSIS

17.6.3 PRODUCT PORTFOLIO

17.6.4 RECENT DEVELOPMENTS

17.7 BARCO

17.7.1 COMPANY PROFILE

17.7.2 REVENUE ANALYSIS

17.7.3 PRODUCT PORTFOLIO

17.7.4 RECENT DEVELOPMENTS

17.8 BHAPTICS INC.

17.8.1 COMPANY PROFILE

17.8.2 PRODUCT PORTFOLIO

17.8.3 RECENT DEVELOPMENT

17.9 FIRSTHAND TECHNOLOGY INC.

17.9.1 COMPANY PROFILE

17.9.2 PRODUCT PORTFOLIO

17.9.3 RECENT DEVELOPMENTS

17.1 FOVE, INC.

17.10.1 COMPANY PROFILE

17.10.2 PRODUCT PORTFOLIO

17.10.3 RECENT DEVELOPMENTS

17.11 FXGEAR INC.

17.11.1 COMPANY PROFILE

17.11.2 PRODUCT PORTFOLIO

17.11.3 RECENT DEVELOPMENT

17.12 GOOGLE (A SUBSIDIARY OF ALPHABET INC.)

17.12.1 COMPANY PROFILE

17.12.2 REVENUE ANALYSIS

17.12.3 PRODUCT PORTFOLIO

17.12.4 RECENT DEVELOPMENT

17.13 HP DEVELOPMENT COMPANY, L.P.

17.13.1 COMPANY PROFILE

17.13.2 REVENUE ANALYSIS

17.13.3 PRODUCT PORTFOLIO

17.13.4 RECENT DEVELOPMENTS

17.14 HTC CORPORATION

17.14.1 COMPANY PROFILE

17.14.2 REVENUE ANALYSIS

17.14.3 PRODUCT PORTFOLIO

17.14.4 RECENT DEVELOPMENTS

17.15 INNOSIMULATION

17.15.1 COMPANY PROFILE

17.15.2 PRODUCT PORTFOLIO

17.15.3 RECENT DEVELOPMENT

17.16 LENOVO

17.16.1 COMPANY PROFILE

17.16.2 REVENUE ANALYSIS

17.16.3 PRODUCT PORTFOLIO

17.16.4 RECENT DEVELOPMENT

17.17 LG ELECTRONICS

17.17.1 COMPANY PROFILE

17.17.2 REVENUE ANALYSIS

17.17.3 PRODUCT PORTFOLIO

17.17.4 RECENT DEVELOPMENTS

17.18 NOVINT

17.18.1 COMPANY PROFILE

17.18.2 PRODUCT PORTFOLIO

17.18.3 RECENT DEVELOPMENT

17.19 PSICO SMART APPS, S.L.

17.19.1 COMPANY PROFILE

17.19.2 PRODUCT PORTFOLIO

17.19.3 RECENT DEVELOPMENTS

17.2 SIXENSE ENTERPRISES INC.

17.20.1 COMPANY PROFILE

17.20.2 PRODUCT PORTFOLIO

17.20.3 RECENT DEVELOPMENTS

17.21 SKONEC ENTERTAINMENT CO., LTD.

17.21.1 COMPANY PROFILE

17.21.2 PRODUCT PORTFOLIO

17.21.3 RECENT DEVELOPMENTS

17.22 STARVR CORP

17.22.1 COMPANY PROFILE

17.22.2 PRODUCT PORTFOLIO

17.22.3 RECENT DEVELOPMENTS

17.23 ULTRALEAP LIMITED

17.23.1 COMPANY PROFILE

17.23.2 PRODUCT PORTFOLIO

17.23.3 RECENT DEVELOPMENTS

17.24 VIRTUIX

17.24.1 COMPANY PROFILE

17.24.2 PRODUCT PORTFOLIO

17.24.3 RECENT DEVELOPMENT

17.25 WORLDVIZ, INC.

17.25.1 COMPANY PROFILE

17.25.2 PRODUCT PORTFOLIO

17.25.3 RECENT DEVELOPMENTS

18 QUESTIONNAIRE

19 RELATED REPORTS

List of Table

TABLE 1 NORTH AMERICA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

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

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

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

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

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

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

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

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

TABLE 10 NORTH AMERICA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

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

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

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

TABLE 14 NORTH AMERICA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

TABLE 33 NORTH AMERICA VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2029 (USD MILLION)

TABLE 34 NORTH AMERICA VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

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

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

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

TABLE 38 NORTH AMERICA VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 39 NORTH AMERICA VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 40 NORTH AMERICA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 41 NORTH AMERICA ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

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

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

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

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

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

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

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

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

TABLE 50 U.S. VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2029 (USD MILLION)

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

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

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

TABLE 54 U.S. VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

TABLE 55 U.S. VIRTUAL REALITY MARKET, BY VERTICAL, 2020-2029 (USD MILLION)

TABLE 56 U.S. ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 57 U.S. ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

TABLE 88 MEXICO ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2029 (USD MILLION)

TABLE 89 MEXICO ENTERTAINMENT & MEDIA IN VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)

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

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

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

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

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

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

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

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

List of Figure

FIGURE 1 NORTH AMERICA VIRTUAL REALITY MARKET: SEGMENTATION

FIGURE 2 NORTH AMERICA VIRTUAL REALITY MARKET: DATA TRIANGULATION

FIGURE 3 NORTH AMERICA VIRTUAL REALITY MARKET: DROC ANALYSIS

FIGURE 4 NORTH AMERICA VIRTUAL REALITY MARKET: NORTH AMERICA VS REGIONAL MARKET ANALYSIS

FIGURE 5 NORTH AMERICA VIRTUAL REALITY MARKET: COMPANY RESEARCH ANALYSIS

FIGURE 6 NORTH AMERICA VIRTUAL REALITY MARKET: INTERVIEW DEMOGRAPHICS

FIGURE 7 NORTH AMERICA VIRTUAL REALITY MARKET: DBMR MARKET POSITION GRID

FIGURE 8 NORTH AMERICA VIRTUAL REALITY MARKET: VENDOR SHARE ANALYSIS

FIGURE 9 NORTH AMERICA VIRTUAL REALITY MARKET: MARKET VERTICAL COVERAGE GRID

FIGURE 10 NORTH AMERICA VIRTUAL REALITY MARKET: SEGMENTATION

FIGURE 11 GROWING DEMAND FOR HMD IN THE GAMING AND ENTERTAINMENT INDUSTRY IS EXPECTED TO DRIVE THE NORTH AMERICA VIRTUAL REALITY MARKET GROWTH IN THE FORECAST PERIOD OF 2022 TO 2029

FIGURE 12 HARDWARE SEGMENT IS EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF NORTH AMERICA VIRTUAL REALITY MARKET IN 2022 & 2029

FIGURE 13 ASIA-PACIFIC IS EXPECTED TO DOMINATE THE VIRTUAL REALITY MARKET AND GROW WITH THE FASTEST GROWTH RATE IN THE FORECAST PERIOD OF 2022 TO 2029

FIGURE 14 THE ABOVE FIGURE SHOWS THE POTENTIAL OF VIRTUAL REALITY APPLICATIONS BY CATEGORY.

FIGURE 15 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES OF THE NORTH AMERICA VIRTUAL REALITY MARKET

FIGURE 16 NORTH AMERICA VIRTUAL REALITY MARKET ESTIMATION (2016-2021)

FIGURE 17 NORTH AMERICA VIRTUAL REALITY MARKET: BY COMPONENT, 2021

FIGURE 18 NORTH AMERICA VIRTUAL REALITY MARKET: BY DEVICE TYPE, 2021

FIGURE 19 NORTH AMERICA VIRTUAL REALITY MARKET: BY TECHNOLOGY, 2021

FIGURE 20 NORTH AMERICA VIRTUAL REALITY MARKET: BY VERTICAL, 2021

FIGURE 21 NORTH AMERICA VIRTUAL REALITY MARKET: SNAPSHOT (2021)

FIGURE 22 NORTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2021)

FIGURE 23 NORTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2022 & 2029)

FIGURE 24 NORTH AMERICA VIRTUAL REALITY MARKET: BY COUNTRY (2021 & 2029)

FIGURE 25 NORTH AMERICA VIRTUAL REALITY MARKET: BY COMPONENT (2022-2029)

FIGURE 26 NORTH AMERICA VIRTUAL REALITY MARKET: COMPANY SHARE 2021 (%)

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Research Methodology

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

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Frequently Asked Questions

The North America Virtual Reality Market value is expected USD 169,708.14 million by 2029.
The North America Virtual Reality Market is to grow at a CAGR of 48.7% during the forecast by 2029.
The major players operating in the North America Virtual Reality Market are Sony Corporation, Lenovo, Autodesk Inc., Nintendo, WorldViz, Inc., Firsthand Technology Inc., Sixense Enterprises Inc., HTC Corporation, FOVE, Inc., Ultraleap, LG Electronics, Google (A Subsidiary of Alphabet Inc.), Qualcomm Technologies, Inc., Barco, HP Development Company, L.P., Microsoft, FXGear Inc., SAMSUNG ELECTRONICS CO., LTD., Virtuix, among others.
The major countries covered in the North America Virtual Reality Market are U.S., Canada and Mexico.