北美虚拟现实市场 – 2029 年行业趋势及预测

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北美虚拟现实市场 – 2029 年行业趋势及预测

  • ICT
  • Published Report
  • Aug 2022
  • North America
  • 350 页面
  • 桌子數: 97
  • 图号: 26
  • Author : Megha Gupta

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北美虚拟现实市场,按组件(硬件和软件)、设备类型(头戴式显示器、投影仪和显示墙以及手势跟踪设备)、技术(完全沉浸式、非沉浸式和半沉浸式)、垂直(娱乐和媒体、医疗保健、工业、商业、航空航天和国防、汽车、教育和其他)划分 - 行业趋势和预测到 2029 年。

虚拟现实市场

北美虚拟现实市场分析及规模

虚拟现实为数字化带来了新的变化。通过设置不同的环境条件,体验现实世界变得更加容易。增强现实和混合现实具有广泛的应用。随着增强现实和混合现实在驾驶模拟器中的流行,市场的增长也随之增加。增强现实和混合现实为驾驶员提供了真实的道路、驾驶条件、汽车手册和道路交通感,有助于在学习的初始阶段避免事故,并为驾驶员做好应对各种情况的准备。这些属性也导致虚拟现实在国防和航空航天领域的应用增加。军队人员将其用于各种条件下的训练,例如跳伞、潜艇、战斗情况以及在各种环境条件下驾驶。

虚拟现实市场

虚拟现实市场

游戏和娱乐行业对 HMD 的需求不断增长,预计将成为北美虚拟现实市场的主要推动力。缺乏有效的用户体验设计可能会限制市场。此外,虚拟现实技术在航空航天和国防以及建筑和规划领域的部署增加可能成为促进市场增长的重要机会。然而,新兴的风险和数据完整性威胁可能会对北美虚拟现实市场构成挑战。

Data Bridge Market Research 分析,北美虚拟现实市场预计到 2029 年将达到 1697.0814 亿美元,预测期内复合年增长率为 48.7%。硬件部分占北美虚拟现实市场最大的组件部分。北美虚拟现实市场报告还深入涵盖了定价分析、专利分析和技术进步。    

报告指标

细节

预测期

2022 至 2029 年

基准年

2021

历史岁月

2020 (可定制为 2019-2014)

定量单位

收入(百万美元),定价(美元)

涵盖的领域

按组件(硬件和软件)、设备类型(头戴式显示器、投影仪和显示墙以及手势跟踪设备)、技术(完全沉浸式、非沉浸式和半沉浸式)、垂直(娱乐和媒体、医疗保健、工业、商业、航空航天和国防、汽车、教育和其他)

覆盖国家

美国、加拿大和墨西哥

涵盖的市场参与者

索尼公司、联想、Autodesk Inc.、任天堂、WorldViz, Inc.、Firsthand Technology Inc.、Sixense Enterprises Inc.、HTC Corporation、FOVE, Inc.、Ultraleap、LG Electronics、Google(Alphabet Inc. 的子公司)、Qualcomm Technologies, Inc.、Barco、HP Development Company, LP、微软、FXGear Inc.、三星电子株式会社、Virtuix 等

市场定义

虚拟现实可以定义为一种通过计算机技术创建模拟环境的技术。虚拟现实通过模拟视觉、触觉、听觉甚至嗅觉等各种感官,为用户提供沉浸式 3D 环境。虚拟现实使用头戴式显示器、投影仪和显示墙等设备来生成逼真的视觉效果和声音,从而在虚拟环境中提供真实世界的体验。使用虚拟现实的人可以 360 度查看人造世界,甚至可以通过高度先进的设备感知虚拟环境。该技术被广泛应用于各种工业应用,尤其是用于培训和研究目的。国防和航空航天工业通过提供各种环境条件来训练军队人员,这有助于降低培训的总体成本。游戏行业通过增强游戏体验直接向用户提供虚拟现实;人们通过游戏和娱乐行业的体验越来越习惯虚拟现实。虚拟现实还可以辅助驾驶模拟器,在人工环境中提供真实的体验,帮助用户适应驾驶条件并知道如何在各种情况下做出反应,而无需真正在道路上直接接受驾驶课程。

市场动态

本节旨在了解市场驱动因素、优势、机遇、限制和挑战。以下内容将详细讨论所有这些内容:

驱动程序

  • 游戏和娱乐行业对 HMD 的需求不断增长

头戴式显示器 (HMD) 在游戏和娱乐领域一直占有重要地位。随着 VR 和 3D 技术的出现,游戏行业经历了技术变革。HMD 的使用帮助用户实现了完全沉浸式的体验,并将游戏体验提升到了一个新的水平。VR HMD 实现的完美过渡有助于带来独特且增强的用户体验。HMD 在视频游戏领域的普及率很高,视频游戏用户更喜欢它们来丰富体验和娱乐。HMD 投射数字图像,实现 3D 视图,从而增强用户体验。因此,不断增长的游戏行业将推动 HMD 市场的发展,进而推动虚拟现实的发展。

  • 由于 COVID-19 疫情,对 VR 技术的需求不断增加

世界各地正经历不同阶段的物理封锁,大多数国家仍不允许社交聚会。因此,在 COVID-19 期间,AR 和 VR 技术通过让人们感受到彼此的联系而成为超级英雄。增强现实为物理世界添加了数字元素,而虚拟现实为观看者提供了身临其境的体验。Google Cardboard、HTC Vive 或 Oculus Rift 等 VR 设备让用户体验多个现实世界和虚拟环境。

机会

  • 航空航天和国防以及建筑和规划领域 VR 技术的应用不断增加

3D 设计使航空航天和国防设备制造工艺取得了显著进步。这也对飞机性能和制造工艺产生了积极影响。新 3D 技术的进步为航空航天和国防工业带来了新的市场机会,可以优化生产时间和成本。3D 技术一直是一种持续的趋势,特别是在航空航天工业中。虚拟现实技术的最新发展有望在航空航天和国防领域实现新的应用,从而影响虚拟现实在航空航天和国防市场的增长。3D 可视化能力与物理对象的数字模型、虚拟装配线、更紧密的集成和无缝设计流程相结合,将很快推动市场的发展。

克制/挑战

  • 数据完整性面临的新风险和威胁

虚拟现实在国防和航空航天领域被广泛用于培训和教育,在医疗行业的远程医疗中也有所应用。虚拟现实使用计算技术、云使用和互联网服务来工作,因此很容易受到网络攻击,威胁数据完整性,并增加数据泄露的风险。适当的安全和隐私并没有得到重视,这对北美虚拟现实市场构成了重大挑战。

COVID-19 对北美虚拟现实市场的影响

COVID-19 严重影响了各行各业,因为几乎每个国家都选择关闭除必需品部门以外的所有设施。政府采取了一些严格的措施,例如关闭设施和出售非必需品、阻止国际贸易等,以防止 COVID-19 的传播。在这种大流行情况下,唯一可以开展业务的是允许开放和运行流程的基本服务。

在 covid-19 大流行期间,基于虚拟现实的设备使用量增加提供了重大机遇。尽管由于冠状病毒引发的经济衰退,消费者的购买力大大降低,导致组织的利润率下降。虽然许多关键的营销人员和领导者看到了过去几年有所改善的迹象,但仍然很难确定实际的市场情况,因为被压抑的需求可能掩盖了对基于虚拟现实的设备较低的内在需求水平。虚拟现实智能手机应用程序的增加、远程协作需求的增加以及医疗应用程序的技术进步是推动增强现实和混合现实市场增长的一些因素。

制造商正在做出各种战略决策,以满足 COVID-19 期间不断增长的需求。参与者参与了合作伙伴关系、协作、收购等战略活动,以改进虚拟现实市场所涉及的技术。这些公司将为市场带来先进而准确的解决方案。此外,政府推动跨行业数字化的举措也推动了市场的增长。

近期发展

  • 2019 年 5 月,Autodesk Inc. 宣布 InsiteVR 与其施工管理平台 Autodesk BIM 360 集成,允许客户在 VR 中主持小组模型审查。团队成员无需共享屏幕,而是可以使用 VR 耳机(包括 Facebook 的全新一体式 Oculus Quest 虚拟现实系统或桌面)在沉浸式 3D 环境中审查模型。此次合作有助于改进 VR 技术方面的产品组合

北美虚拟现实市场范围

北美虚拟现实市场根据组件、设备类型、技术和垂直行业进行细分。这些细分市场之间的增长情况将帮助您分析行业中增长缓慢的细分市场,并为用户提供有价值的市场概览和市场洞察,帮助他们做出战略决策,确定核心市场应用。

成分

  • 硬件
  • 软件

根据组成部分,北美虚拟现实市场分为硬件和软件。

设备类型

  • 头戴式显示器,
  • 投影仪和显示墙 
  • 手势追踪设备

根据设备类型,北美虚拟现实市场分为头戴式显示器、投影仪和显示墙以及手势跟踪设备。

技术

  • 完全沉浸式,
  • 半沉浸式
  • 非沉浸式

根据技术,北美虚拟现实市场分为完全沉浸式、半沉浸式和非沉浸式。

垂直的

  • 汽车
  • 航空航天和国防
  • 娱乐与媒体
  • 卫生保健
  • 教育
  • 工业的
  • 商业的
  • 其他的

虚拟现实市场

在垂直基础上,北美虚拟现实市场细分为汽车、航空航天和国防、娱乐和媒体、医疗保健、教育、工业、商业等。

北美虚拟现实市场区域分析/洞察

对北美虚拟现实市场进行了分析,并按上述国家、组件、设备类型、技术和垂直行业提供了市场规模洞察和趋势。

北美虚拟现实市场报告涵盖的一些国家包括美国、加拿大和墨西哥。

由于数字化工作场所和移动劳动力的不断增长,预计美国将主导北美虚拟现实市场。此外,美国对虚拟现实技术的采用反应非常积极。

报告的国家部分还提供了影响市场当前和未来趋势的各个市场影响因素和市场监管变化。下游和上游价值链分析、技术趋势和波特五力分析以及案例研究等数据点是用于预测各个国家市场情景的一些指标。此外,在提供国家数据的预测分析时,还考虑了北美品牌的存在和可用性以及它们因来自本地和国内品牌的大量或稀缺竞争而面临的挑战、国内关税的影响以及贸易路线。   

竞争格局和北美虚拟现实市场份额分析

北美虚拟现实市场竞争格局提供了竞争对手的详细信息。详细信息包括公司概况、公司财务状况、产生的收入、市场潜力、研发投资、新市场计划、北美业务、生产基地和设施、生产能力、公司优势和劣势、产品发布、产品宽度和广度、应用主导地位。以上提供的数据点仅与公司对北美虚拟现实市场的关注有关。

北美虚拟现实市场的一些主要参与者包括索尼公司、联想、Autodesk Inc.、任天堂、WorldViz, Inc.、Firsthand Technology Inc.、Sixense Enterprises Inc.、HTC Corporation、FOVE, Inc.、Ultraleap、LG Electronics、谷歌(Alphabet Inc. 的子公司)、高通技术公司、巴可、HP Development Company, LP、微软、FXGear Inc.、三星电子有限公司、Virtuix 等。


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目录

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

表格列表

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)

图片列表

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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