TABLE OF CONTENT: 1.Introduction
1.Definition, By Segment
2.Research Approach
3.Sources
2.Executive Summary
3.Market Dynamics
1.Drivers, Restraints and Opportunities
2.Emerging Trends
4.Key Insights
1.Macro and Micro Economic Indicators
2.Consolidated SWOT Analysis of Key Players
3.Porter’s Five Forces Analysis
5.Global Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Geography (Value)
1.North America
2.Europe
3.Asia Pacific
4.Middle East and Africa
5.Latin America
6.North America Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value and Volume)
1.United States
2.Canada
7.Europe Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value)
1.Germany
2.Italy
3.France
4.Spain
5.Rest of Europe
8.Asia Pacific Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value)
1.China
2.Japan
3.India
4.South East Asia
5.Rest of APAC
9.Middle East and Africa Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value)
1.GCC
2.Egypt
3.South Africa
4.Rest of MEA
10.Latin America Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value)
1.Brazil
2.Argentina
3.Mexico
6.Rest of LATAM
11.Competition Matrix
1.Business Strategies Adopted by Leading Players
12.Global Virtual Reality Market Revenue Share Analysis, By Key Manufacturer, 2018
13.Company Profile
1.Microsoft Corporation
1.Overview
2.Description
3.Product Portfolio
4.Financials (Data as available in public domain and/or on paid databases)
5.Recent Developments
Similar information shall be/has been provided for all the below companies
.
1.Google LLC
2.Oculus VR (Facebook)
3.Autodesk Inc.
4.HTC Corporation
5.Eon Reality Inc.
6.SONY CORPORATION
7.Dassault Systemes SE
8.Lenovo Group Ltd.
9.Samsung Electronics
1.Definition, By Segment
2.Research Approach
3.Sources
2.Executive Summary
3.Market Dynamics
1.Drivers, Restraints and Opportunities
2.Emerging Trends
4.Key Insights
1.Macro and Micro Economic Indicators
2.Consolidated SWOT Analysis of Key Players
3.Porter’s Five Forces Analysis
5.Global Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Geography (Value)
1.North America
2.Europe
3.Asia Pacific
4.Middle East and Africa
5.Latin America
6.North America Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value and Volume)
1.United States
2.Canada
7.Europe Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value)
1.Germany
2.Italy
3.France
4.Spain
5.Rest of Europe
8.Asia Pacific Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value)
1.China
2.Japan
3.India
4.South East Asia
5.Rest of APAC
9.Middle East and Africa Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value)
1.GCC
2.Egypt
3.South Africa
4.Rest of MEA
10.Latin America Virtual Reality Market Analysis, Insights and Forecast, 2015-2026
1.Key Findings / Summary
2.Market Size Estimates and Forecasts
1.By Offering (Value)
1.Hardware
2.Software
2.By Technology (Value)
1.Nonimmersive
2.Semi-Immersive
3.By Industry Vertical (Value)
1.Gaming & Entertainment Media
2.Healthcare
3.Education
4.Automotive
5.Aerospace & Defense
6.Manufacturing
7.Other
4. By Application (Value)
1.Training & Simulation
2.Educational
3.Attraction
4.Research & Development
5.Others (3D prototyping, modelling, etc.)
5.By Country (Value)
1.Brazil
2.Argentina
3.Mexico
6.Rest of LATAM
11.Competition Matrix
1.Business Strategies Adopted by Leading Players
12.Global Virtual Reality Market Revenue Share Analysis, By Key Manufacturer, 2018
13.Company Profile
1.Microsoft Corporation
1.Overview
2.Description
3.Product Portfolio
4.Financials (Data as available in public domain and/or on paid databases)
5.Recent Developments
Similar information shall be/has been provided for all the below companies
.
1.Google LLC
2.Oculus VR (Facebook)
3.Autodesk Inc.
4.HTC Corporation
5.Eon Reality Inc.
6.SONY CORPORATION
7.Dassault Systemes SE
8.Lenovo Group Ltd.
9.Samsung Electronics