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PUBLISHER: Stratistics Market Research Consulting | PRODUCT CODE: 1438172

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PUBLISHER: Stratistics Market Research Consulting | PRODUCT CODE: 1438172

Virtual Reality Entertainment and Interactive Products Market Forecasts to 2030 - Global Analysis By Product Type, Application and By Geography

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According to Stratistics MRC, the Global Virtual Reality (VR) Entertainment and Interactive Products Market is growing at a CAGR of 25.9% during the forecast period. The Virtual Reality (VR) Entertainment and Interactive Products Market refers to the industry dedicated to creating, developing, and distributing virtual reality experiences and products for entertainment and interactive purposes. VR entertainment typically involves the use of headsets and other interactive devices to transport users into computer-generated worlds, providing a heightened sense of presence and engagement. Companies within this market focus on delivering cutting-edge virtual reality solutions that captivate users, offering a diverse array of entertainment options and interactive experiences across various sectors.

According to the report published by the European Commission, the European virtual and augmented reality (AR) industry is expected to increase its production value to USD 38 billion by 2020.

Market Dynamics:

Driver:

Gaming industry integration

With continuous advancements in VR technology, gaming experiences have reached unprecedented levels of immersion, attracting a substantial user base. The development of high-quality VR games, coupled with compatible gaming peripherals, has created a synergistic relationship between VR and gaming, elevating both industries. Furthermore, gamers are drawn to the unparalleled sense of presence and interactivity offered by VR, as it allows them to step into virtual worlds and engage with their favorite titles in ways previously unimaginable.

Restraint:

High initial costs

VR hardware, including advanced headsets, motion controllers, and powerful computing systems, often comes with a substantial price tag, deterring a portion of potential consumers. The financial barrier inhibits widespread adoption, particularly among budget-conscious consumers who may be reluctant to invest in expensive VR equipment. However, this limitation not only hampers the immediate growth of the VR Entertainment and Interactive Products market but also impacts the industry's ability to reach a broader audience.

Opportunity:

Increasing content creation

A diverse and expanding ecosystem of content creators, including game developers, filmmakers, educators, and various creative professionals, is actively contributing to the richness of VR experiences. As these creators explore the possibilities offered by immersive technologies, they produce a broad array of compelling and engaging VR content. Moreover, this influx not only caters to the rising consumer demand for novel and interactive digital experiences but also ensures the continual evolution of VR applications across diverse sectors, such as gaming, education, virtual tourism, and simulations.

Threat:

Privacy concerns

VR applications often collect and process sensitive personal data, including user movements, interactions, and sometimes even biometric information. This raises apprehensions among consumers regarding the potential misuse or mishandling of their private data within virtual environments. As VR experiences become more immersive and personalized, the need for robust privacy measures becomes paramount. Users may be hesitant to fully engage with VR technology if they perceive a risk to their privacy, limiting widespread adoption.

Covid-19 Impact:

The increased demand for remote collaboration and virtual experiences during lockdowns propelled the adoption of VR for virtual meetings, events, and training programs. As people sought novel forms of entertainment while staying at home, VR gaming and immersive experiences gained popularity. However, the industry faced challenges such as supply chain disruptions, impacting the production of VR hardware, and economic uncertainties affecting consumer spending on high-cost VR equipment. The pandemic also disrupted content creation pipelines, potentially delaying the release of VR games and experiences.

The hardware segment is expected to be the largest during the forecast period

Hardware segment commanded the largest share of the market throughout the extrapolated period. Technological advancements in VR hardware, including headsets, controllers, and motion-tracking devices, have reached remarkable heights, offering users increasingly immersive and sophisticated experiences. Moreover, the development of more powerful and efficient processors, higher-resolution displays, and enhanced tracking capabilities has significantly elevated the overall quality of VR hardware.

The VR in healthcare segment is expected to have the highest CAGR during the forecast period

VR in healthcare segment is projected to hold profitable growth over the domination time frame. VR technology is increasingly utilized in healthcare for therapeutic purposes, medical training, and patient care. In therapeutic applications, VR is employed for pain management, anxiety reduction, and mental health interventions. The immersive nature of VR enables patients to engage in virtual environments that can distract, educate, enhance overall well-being. Moreover, VR has become an invaluable tool in medical training, offering realistic simulations for surgical procedures and diagnostic scenarios.

Region with largest share:

Due to the region's tech-savvy population, coupled with a robust gaming culture, has fostered a growing demand for immersive entertainment experiences, particularly in the gaming sector, Europe region is dominating the largest market share over the projection period. European countries have been at the forefront of adopting advanced technologies, and this enthusiasm extends to VR applications for gaming, education, and enterprise solutions. Moreover, favorable government initiatives and investments in the tech sector have propelled the growth of VR startups and enterprises in the region.

Region with highest CAGR:

North America region is projected to witness lucrative growth during the forecast period. Strategic collaborations between content creators, developers, and major corporations further propel the regional growth, ensuring a steady stream of high-quality VR content. Regulatory bodies have recognized the potential of VR technologies in various industries, from gaming to healthcare and education, and have implemented policies that support their development. Additionally, regulatory support ensures consumer safety and data privacy, building trust among users. The U.S. government, for instance, has allocated funds for research and development in emerging technologies, including VR.

Key players in the market

Some of the key players in Virtual Reality (VR) Entertainment and Interactive Products market include EON Reality Inc, Google LLC, HTC Corporation, Lenovo, Microsoft Corporation, NVIDIA Corporation, Qualcomm Technologies, Inc, Samsung Electronics Co., Ltd, Seiko Epson Corporation, Sixense Entertainment, Sony Corporation and Vuzix Corporation.

Key Developments:

In June 2023, Highlight Tech Corp. (HTC) Announces Entry into US Market to Address Rapid Semiconductor Fab Growth. The move is driven by an increase in market demand in the U.S. due to new fab development and expansion as part of the CHIPS Act. HTC-America will enable HTC to provide faster time to market and to better serve its growing client base in the U.S.

In March 2022, Google acquires MicroLED startup Raxium to aid AR headset ambitions. Google LLC has big ambitions in the augmented reality business, it reports that it has just paid $1 billion to acquire a startup called Raxium.

Product Types Covered:

  • Software
  • Hardware
  • Services
  • Accessories
  • Other Product Types

Applications Covered:

  • VR Gaming
  • VR in Healthcare
  • VR in Education
  • Other Applications

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances
Product Code: SMRC25141

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Product Analysis
  • 3.7 Application Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Virtual Reality (VR) Entertainment and Interactive Products Market, By Product Type

  • 5.1 Introduction
  • 5.2 Software
  • 5.3 Hardware
    • 5.3.1 Virtual Reality Headsets
    • 5.3.2 Virtual Reality Sensors and Cameras
    • 5.3.3 Virtual Reality Controllers
    • 5.3.4 Other Hardwares
  • 5.4 Services
  • 5.5 Accessories
    • 5.5.1 Virtual Reality Gloves
    • 5.5.2 Virtual Reality Haptic Feedback Devices
    • 5.5.3 Other Accessories
  • 5.6 Other Product Types

6 Global Virtual Reality (VR) Entertainment and Interactive Products Market, By Application

  • 6.1 Introduction
  • 6.2 VR Gaming
  • 6.3 VR in Healthcare
  • 6.4 VR in Education
  • 6.5 Other Applications

7 Global Virtual Reality (VR) Entertainment and Interactive Products Market, By Geography

  • 7.1 Introduction
  • 7.2 North America
    • 7.2.1 US
    • 7.2.2 Canada
    • 7.2.3 Mexico
  • 7.3 Europe
    • 7.3.1 Germany
    • 7.3.2 UK
    • 7.3.3 Italy
    • 7.3.4 France
    • 7.3.5 Spain
    • 7.3.6 Rest of Europe
  • 7.4 Asia Pacific
    • 7.4.1 Japan
    • 7.4.2 China
    • 7.4.3 India
    • 7.4.4 Australia
    • 7.4.5 New Zealand
    • 7.4.6 South Korea
    • 7.4.7 Rest of Asia Pacific
  • 7.5 South America
    • 7.5.1 Argentina
    • 7.5.2 Brazil
    • 7.5.3 Chile
    • 7.5.4 Rest of South America
  • 7.6 Middle East & Africa
    • 7.6.1 Saudi Arabia
    • 7.6.2 UAE
    • 7.6.3 Qatar
    • 7.6.4 South Africa
    • 7.6.5 Rest of Middle East & Africa

8 Key Developments

  • 8.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 8.2 Acquisitions & Mergers
  • 8.3 New Product Launch
  • 8.4 Expansions
  • 8.5 Other Key Strategies

9 Company Profiling

  • 9.1 EON Reality Inc
  • 9.2 Google LLC
  • 9.3 HTC Corporation
  • 9.4 Lenovo
  • 9.5 Microsoft Corporation
  • 9.6 NVIDIA Corporation
  • 9.7 Qualcomm Technologies, Inc
  • 9.8 Samsung Electronics Co., Ltd
  • 9.9 Seiko Epson Corporation
  • 9.10 Sixense Entertainment
  • 9.11 Sony Corporation
  • 9.12 Vuzix Corporation
Product Code: SMRC25141

List of Tables

  • Table 1 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 3 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 4 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 5 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 6 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 7 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 8 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 9 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 10 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 11 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 12 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 13 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 14 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 15 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 16 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 17 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 18 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 19 Global Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 20 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 21 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 22 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 23 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 24 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 25 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 26 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 27 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 28 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 29 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 30 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 31 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 32 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 33 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 34 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 35 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 36 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 37 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 38 North America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 39 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 40 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 41 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 42 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 43 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 44 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 45 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 46 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 47 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 48 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 49 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 50 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 51 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 52 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 53 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 54 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 55 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 56 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 57 Europe Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 58 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 59 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 60 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 61 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 62 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 63 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 64 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 65 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 66 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 67 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 68 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 69 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 70 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 71 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 72 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 73 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 74 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 75 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 76 Asia Pacific Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 77 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 78 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 79 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 80 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 81 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 82 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 83 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 84 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 85 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 86 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 87 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 88 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 89 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 90 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 91 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 92 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 93 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 94 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 95 South America Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 96 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Country (2021-2030) ($MN)
  • Table 97 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Product Type (2021-2030) ($MN)
  • Table 98 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Software (2021-2030) ($MN)
  • Table 99 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 100 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Headsets (2021-2030) ($MN)
  • Table 101 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Sensors and Cameras (2021-2030) ($MN)
  • Table 102 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Controllers (2021-2030) ($MN)
  • Table 103 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Hardwares (2021-2030) ($MN)
  • Table 104 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Services (2021-2030) ($MN)
  • Table 105 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Accessories (2021-2030) ($MN)
  • Table 106 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Gloves (2021-2030) ($MN)
  • Table 107 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Virtual Reality Haptic Feedback Devices (2021-2030) ($MN)
  • Table 108 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Accessories (2021-2030) ($MN)
  • Table 109 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Product Types (2021-2030) ($MN)
  • Table 110 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Application (2021-2030) ($MN)
  • Table 111 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR Gaming (2021-2030) ($MN)
  • Table 112 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Healthcare (2021-2030) ($MN)
  • Table 113 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By VR in Education (2021-2030) ($MN)
  • Table 114 Middle East & Africa Virtual Reality (VR) Entertainment and Interactive Products Market Outlook, By Other Applications (2021-2030) ($MN)
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