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North America Virtual Reality Market By Component, By Device, By Technology, By End User, By Country, Industry Analysis and Forecast, 2020 - 2026

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    Report

  • 109 Pages
  • December 2020
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5233779
The North America Virtual Reality Market is expected to witness market growth of 18.4% CAGR during the forecast period (2020-2026).

In addition to vision and sound, organizations are planning to integrate more senses in VR, to enhance the experience of people. The technology of VR is also anticipated to witness high demand in the e-commerce sector. There is a wide-scale adoption of VR in the marketing sector. In order to appeal customers to buy the product, brands are extensively using VR technology. However, VR technology comes with a high cost which is a major restraint for the global virtual reality market in the upcoming years. Also, some VR headsets use wire for connectivity which becomes a barrier in a natural movement. However, leading market players are also developing wireless standalone VR headsets.

Virtual reality creates artificial surroundings with the help of a software program. It is supplied to a person in the way that he suspends belief and perceives it as real. On a computer, virtual reality is generally experienced through 2 out of the 5 senses: sight and sound. The only version of virtual reality is a 3D image that can be explored interactively at PC, generally with the help of manipulating keys or the mouse. More advanced efforts incorporate such strategies as real rooms augmented with wearable computer systems, wrap around display monitors and haptics devices that let you explore the display pictures.

Moreover, there is a massive demand for virtual reality in the retail & e-commerce industry, which further boosts the growth of the market. Also, virtual reality devices are in high demand in healthcare for medical training & patient care management, which will boost the market demand. Furthermore, the growing penetration of head-mount displays in the entertainment and gaming sector is expected to accelerate the virtual reality market growth. The growth of the virtual reality market is also boosted by rapid digitization and accessibility of affordable virtual reality devices. Top tech giants have increasingly been investing and funding in virtual reality solutions which encourage market growth.

Based on Component, the market is segmented into Hardware and Software. Based on Device, the market is segmented into Head-mounted Display (HMD), Gesture-tracking Device (GTD) and Projectors & Display Wall (PDW). Based on Technology, the market is segmented into Semi & Fully Immersive and Non-immersive. Based on End User, the market is segmented into Consumer, Commercial, Healthcare, Enterprise, Aerospace & Defense and Others. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Google, Inc., Microsoft Corporation, Facebook, Inc., Sony Corporation, Samsung Electronics Co., Ltd. (Samsung Group), Autodesk, Inc., Dassault Systemes SE, Vuzix Corporation, Ultraleap Limited (Leap Motion, Inc.) and Eon Reality, Inc.

Scope of the Study

Market Segments covered in the Report:

By Component
  • Hardware
  • Software

By Device
  • Head-mounted Display (HMD)
  • Gesture-tracking Device (GTD)
  • Projectors & Display Wall (PDW)

By Technology
  • Semi & Fully Immersive
  • Non-immersive

By End User
  • Consumer
  • Commercial
  • Healthcare
  • Enterprise
  • Aerospace & Defense
  • Others

By Country
  • US
  • Canada
  • Mexico
  • Rest of North America

Companies Profiled
  • Google, Inc.
  • Microsoft Corporation
  • Facebook, Inc.
  • Sony Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Autodesk, Inc.
  • Dassault Systemes SE
  • Vuzix Corporation
  • Ultraleap Limited (Leap Motion, Inc.)
  • Eon Reality, Inc.

Unique Offerings from the Publisher
  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America Virtual Reality Market, by Component
1.4.2 North America Virtual Reality Market, by Device
1.4.3 North America Virtual Reality Market, by Technology
1.4.4 North America Virtual Reality Market, by End User
1.4.5 North America Virtual Reality Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Executive Summary
2.1.3 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Geographical Expansions
3.2.4 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
3.3.2 Key Strategic Move: (Partnerships, Collaborations, and Agreements : 2016, Mar - 2020, Dec) Leading Players
Chapter 4. North America Virtual Reality Market by Component
4.1 North America Virtual Reality Hardware Market by Country
4.2 North America Virtual Reality Software Market by Country
Chapter 5. North America Virtual Reality Market by Device
5.1 North America Virtual Reality Head-mounted Display (HMD) Market by Country
5.2 North America Virtual Reality Gesture-tracking Device (GTD) market by Country
5.3 North America Virtual Reality Projectors & Display Wall (PDW) market by Country
Chapter 6. North America Virtual Reality Market by Technology
6.1 North America Semi & Fully Immersive Virtual Reality Market by Country
6.2 North America Non-immersive Virtual Reality Market by Country
Chapter 7. North America Virtual Reality Market by End Use
7.1 North America Consumer Virtual Reality Market by Country
7.2 North America Commercial Virtual Reality Market by Country
7.3 North America Healthcare Virtual Reality Market by Country
7.4 North America Enterprise Virtual Reality Market by Country
7.5 North America Aerospace & Defense Virtual Reality Market by Country
7.6 North America Others Virtual Reality Market by Country
Chapter 8. North America Virtual Reality Market by Country
8.1 US Virtual Reality Market
8.1.1 US Virtual Reality Market by Component
8.1.2 US Virtual Reality Market by Device
8.1.3 US Virtual Reality Market by Technology
8.1.4 US Virtual Reality Market by End Use
8.2 Canada Virtual Reality Market
8.2.1 Canada Virtual Reality Market by Component
8.2.2 Canada Virtual Reality Market by Device
8.2.3 Canada Virtual Reality Market by Technology
8.2.4 Canada Virtual Reality Market by End Use
8.3 Mexico Virtual Reality Market
8.3.1 Mexico Virtual Reality Market by Component
8.3.2 Mexico Virtual Reality Market by Device
8.3.3 Mexico Virtual Reality Market by Technology
8.3.4 Mexico Virtual Reality Market by End Use
8.4 Rest of North America Virtual Reality Market
8.4.1 Rest of North America Virtual Reality Market by Component
8.4.2 Rest of North America Virtual Reality Market by Device
8.4.3 Rest of North America Virtual Reality Market by Technology
8.4.4 Rest of North America Virtual Reality Market by End Use
Chapter 9. Company Profiles
9.1 Google, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expense
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Acquisition and Mergers:
9.1.5.3 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Microsoft Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.1 Recent strategies and developments:
9.2.1.1 Acquisition and Mergers:
9.2.1.2 Product Launches and Product Expansions:
9.2.2 SWOT Analysis
9.3 Facebook, Inc. (Oculus VR)
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Regional Analysis
9.3.4 Research & Development Expense
9.3.5 Recent strategies and developments:
9.3.5.1 Acquisition and Mergers:
9.3.5.2 Product Launches and Product Expansions:
9.3.6 SWOT Analysis
9.4 Sony Corporation
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research and Development Expense
9.4.5 Recent strategies and developments:
9.4.5.1 Partnerships, Collaborations, and Agreements:
9.4.6 SWOT Analysis
9.5 Samsung Electronics Co., Ltd. (Samsung Group)
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expense
9.5.5 Recent strategies and developments:
9.5.5.1 Partnerships, Collaborations, and Agreements:
9.5.5.2 Geographical Expansions:
9.5.6 SWOT Analysis
9.6 Autodesk, Inc.
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Regional Analysis
9.6.4 Research & Development Expenses
9.6.5 SWOT Analysis
9.7 Dassault Systemes SE
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Regional Analysis
9.7.4 Research & Development Expense
9.7.5 Recent strategies and developments:
9.7.5.1 Partnerships, Collaborations, and Agreements:
9.7.6 SWOT Analysis
9.8 Vuzix Corporation
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Regional Analysis
9.8.4 Research & Development Expenses
9.9 Ultraleap Limited (Leap Motion, Inc.)
9.9.1 Company Overview
9.9.2 Recent strategies and developments:
9.9.2.1 Partnerships, Collaborations, and Agreements:
9.10. Eon Reality, Inc.
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Partnerships, Collaborations, and Agreements:
9.10.2.2 Product Launches and Product Expansions:

Companies Mentioned

  • Google, Inc.
  • Microsoft Corporation
  • Facebook, Inc.
  • Sony Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Autodesk, Inc.
  • Dassault Systemes SE
  • Vuzix Corporation
  • Ultraleap Limited (Leap Motion, Inc.)
  • Eon Reality, Inc.

Methodology

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