mea virtual reality market

MEA Virtual reality Market - Industry Trends and Forecast to 2029

  • Published Date: 2022-12-22
  • Report ID: 143214
  • Pages: 225
  • Format: prudent report format

Short Description

Middle East and Africa 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), Country (South Africa, UAE, Egypt, Saudi Arabia, Israel, and Rest of the Middle East and Africa) Industry Trends and Forecast to 2029
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 Segmentation
The Middle East and Africa virtual reality market is segmented into four notable segments based on component, device type, technology, and vertical.
On the basis of component, the Middle East and Africa virtual reality market is segmented into hardware and software
On the basis of device type, the Middle East and Africa virtual reality market is segmented into head-mounted displays, projectors & display walls, and gesture-tracking devices
On the basis of technology, the Middle East and Africa virtual reality market is segmented into fully immersive, non-immersive, and semi immersive
On the basis of vertical, the Middle East and Africa virtual reality market is segmented into entertainment & media, healthcare, industrial, commercial, aerospace & defense, automotive, education, and others
Market Players
Some key market players in the Middle East and Africa virtual reality market are listed below:

Sony Corporation
Lenovo
Autodesk Inc.
Nintendo
Sixense Enterprises Inc.
HTC Corporation
Google (a subsidiary of Alphabet Inc.)
Barco
HP Development Company, L.P.
Microsoft
LG Electronics
SAMSUNG ELECTRONICS CO., LTD.


TABLE OF CONTENTS
1 INTRODUCTION 40
1.1 OBJECTIVES OF THE STUDY 40
1.2 MARKET DEFINITION 40
1.3 OVERVIEW OF THE MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET 40
1.4 CURRENCY AND PRICING 42
1.5 LIMITATIONS 42
1.6 MARKETS COVERED 42
2 MARKET SEGMENTATION 47
2.1 MARKETS COVERED 47
2.2 GEOGRAPHICAL SCOPE 48
2.3 YEARS CONSIDERED FOR THE STUDY 49
2.4 DBMR TRIPOD DATA VALIDATION MODEL 50
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 53
2.6 DBMR MARKET POSITION GRID 54
2.7 VENDOR SHARE ANALYSIS 56
2.8 MULTIVARIATE MODELING 57
2.9 COMPONENT TIMELINE CURVE 57
2.10 MARKET VERTICAL COVERAGE GRID 58
2.11 SECONDARY SOURCES 59
2.12 ASSUMPTIONS 59
3 EXECUTIVE SUMMARY 60
4 PREMIUM INSIGHTS 63
5 MARKET TRENDS 65
6 LIST OF TOP COMPETITORS ACROSS THE GLOBE 66
7 REGULATION AND POLICY 67
8 REGIONAL SUMMARY 68
9 MARKET OVERVIEW 69
9.1 DRIVERS 71
9.1.1 GROWING DEMAND FOR HMD IN THE GAMING AND ENTERTAINMENT INDUSTRY 71
9.1.2 HIGH INVESTMENT IN VR MARKET 72
9.1.3 INCREASING DEMAND FOR VR TECHNOLOGY DUE TO COVID-19 PANDEMIC 72
9.1.4 AVAILABILITY OF AFFORDABLE VR DEVICES 73
9.1.5 INCREASING INTEREST OF LARGE TECHNOLOGY CORPORATIONS 73
9.1.6 INCREASE IN PENETRATION OF SMARTPHONES AND INTERNET SERVICES 74
9.2 RESTRAINTS 74
9.2.1 LACK OF EFFECTIVE IN-USER EXPERIENCE DESIGN 74
9.2.2 HEALTH CONCERNS AMONG THE USERS 75
9.2.3 MIDDLE EAST & AFRICA ECONOMIC SLOWDOWN 76
9.3 OPPORTUNITIES 76
9.3.1 INCREASED DEPLOYMENT OF VR TECHNOLOGY IN AEROSPACE & DEFENSE AND ARCHITECTURE & PLANNING SECTOR 76
9.3.2 INCREASED PENETRATION OF VR IN THE HEALTHCARE INDUSTRY 77
9.3.3 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION 77
9.3.4 DEVELOPMENT OF HARDWARE WITH FASTER PROCESSING SPEEDS 78
9.4 CHALLENGES 78
9.4.1 EMERGING RISKS AND THREATS TO DATA INTEGRITY 78
9.4.2 DEVELOPING USER-FRIENDLY VR SYSTEM 79
10 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY COMPONENT 80
10.1 OVERVIEW 81
10.2 HARDWARE 82
10.2.1 DISPLAYS AND PROJECTORS 83
10.2.2 CONTROLLER AND PROCESSOR 83
10.2.3 POSITION TRACKERS 83
10.2.4 CAMERAS 83
10.2.5 OTHERS 83
10.3 SOFTWARE 83
10.3.1 VR CONTENT CREATION 84
10.3.2 SOFTWARE DEVELOPMENT KITS 85
10.3.3 CLOUD BASED SERVICES 85
11 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY DEVICE TYPE 86
11.1 OVERVIEW 87
11.2 HEAD-MOUNTED DISPLAYS 88
11.3 PROJECTORS & DISPLAY WALLS 89
11.4 GESTURE-TRACKING DEVICES 90
12 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY TECHNOLOGY 91
12.1 OVERVIEW 92
12.2 FULLY IMMERSIVE 93
12.3 NON-IMMERSIVE 94
12.4 SEMI IMMERSIVE 95
13 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY VERTICAL 96
13.1 OVERVIEW 97
13.2 ENTERTAINMENT & MEDIA 98
13.2.1 ENTERTAINMENT & MEDIA, BY TECHNOLOGY 99
13.2.1.1 FULLY IMMERSIVE 99
13.2.1.2 NON-IMMERSIVE 99
13.2.1.3 SEMI IMMERSIVE 99
13.2.2 ENTERTAINMENT & MEDIA, BY APPLICATION 99
13.2.2.1 GAME 100
13.2.2.2 BROADCAST 100
13.2.2.3 ANIMATION 100
13.2.2.4 CHARACTER 100
13.2.2.5 CARTOON 100
13.2.2.6 MUSIC 100
13.2.2.7 FASHION 100
13.3 HEALTHCARE 101
13.3.1 HEALTHCARE, BY TYPE 101
13.3.1.1 SURGERY 102
13.3.1.2 PATIENT CARE MANAGEMENT 102
13.3.1.3 FITNESS MANAGEMENT 102
13.3.1.4 PHARMACY MANAGEMENT 102
13.3.2 HEALTHCARE, BY TECHNOLOGY 102
13.3.2.1 FULLY IMMERSIVE 102
13.3.2.2 NON-IMMERSIVE 102
13.3.2.3 SEMI IMMERSIVE 102
13.4 INDUSTRIAL 103
13.4.1 FULLY IMMERSIVE 104
13.4.2 NON-IMMERSIVE 104
13.4.3 SEMI IMMERSIVE 104
13.5 COMMERCIAL 104
13.5.1 COMMERCIAL, BY TYPE 105
13.5.1.1 RETAIL AND E-COMMERCE 105
13.5.1.2 TRAVEL AND TOURISM 105
13.5.1.3 ADVERTISING 105
13.5.2 COMMERCIAL, BY TECHNOLOGY 105
13.5.2.1 FULLY IMMERSIVE 105
13.5.2.2 NON-IMMERSIVE 105
13.5.2.3 SEMI IMMERSIVE 106
13.6 AEROSPACE & DEFENSE 106
13.6.1 SEMI IMMERSIVE 107
13.6.2 FULLY IMMERSIVE 107
13.6.3 NON-IMMERSIVE 107
13.7 AUTOMOTIVE 107
13.7.1 SEMI IMMERSIVE 108
13.7.2 FULLY IMMERSIVE 108
13.7.3 NON-IMMERSIVE 108
13.8 EDUCATION 108
13.8.1 FULLY IMMERSIVE 109
13.8.2 NON-IMMERSIVE 109
13.8.3 SEMI IMMERSIVE 109
13.9 OTHERS 110
14 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY REGION 111
14.1 MIDDLE EAST AND AFRICA 112
14.1.1 ISRAEL 121
14.1.2 SAUDI ARABIA 126
14.1.3 U.A.E 131
14.1.4 SOUTH AFRICA 136
14.1.5 EGYPT 141
14.1.6 REST OF MIDDLE EAST & AFRICA 146
15 MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, COMPANY LANDSCAPE 147
15.1 COMPANY SHARE ANALYSIS: MIDDLE EAST & AFRICA 147
16 SWOT ANALYSIS 148
17 COMPANY PROFILE 149
17.1 SONY CORPORATION 149
17.1.1 COMPANY PROFILE 149
17.1.2 REVENUE ANALYSIS 149
17.1.3 COMPANY SHARE ANALYSIS 150
17.1.4 PRODUCT PORTFOLIO 150
17.1.5 RECENT DEVELOPMENTS 150
17.2 SAMSUNG ELECTRONICS CO., LTD. 151
17.2.1 COMPANY PROFILE 151
17.2.2 REVENUE ANALYSIS 151
17.2.3 COMPANY SHARE ANALYSIS 152
17.2.4 PRODUCT PORTFOLIO 152
17.2.5 RECENT DEVELOPMENTS 152
17.3 NINTENDO 153
17.3.1 COMPANY PROFILE 153
17.3.2 REVENUE ANALYSIS 153
17.3.3 COMPANY SHARE ANALYSIS 154
17.3.4 PRODUCT PORTFOLIO 154
17.3.5 RECENT DEVELOPMENTS 154
17.4 QUALCOMM TECHNOLOGIES, INC. 155
17.4.1 COMPANY PROFILE 155
17.4.2 REVENUE ANALYSIS 155
17.4.3 COMPANY SHARE ANALYSIS 156
17.4.4 PRODUCT PORTFOLIO 156
17.4.5 RECENT DEVELOPMENT 156
17.5 MICROSOFT 157
17.5.1 COMPANY PROFILE 157
17.5.2 REVENUE ANALYSIS 157
17.5.3 COMPANY SHARE ANALYSIS 158
17.5.4 PRODUCT PORTFOLIO 158
17.5.5 RECENT DEVELOPMENTS 158
17.6 AUTODESK INC. 159
17.6.1 COMPANY PROFILE 159
17.6.2 REVENUE ANALYSIS 159
17.6.3 PRODUCT PORTFOLIO 160
17.6.4 RECENT DEVELOPMENTS 160
17.7 BARCO 161
17.7.1 COMPANY PROFILE 161
17.7.2 REVENUE ANALYSIS 161
17.7.3 PRODUCT PORTFOLIO 162
17.7.4 RECENT DEVELOPMENTS 163
17.8 BHAPTICS INC. 164
17.8.1 COMPANY PROFILE 164
17.8.2 PRODUCT PORTFOLIO 164
17.8.3 RECENT DEVELOPMENT 164
17.9 FIRSTHAND TECHNOLOGY INC. 165
17.9.1 COMPANY PROFILE 165
17.9.2 PRODUCT PORTFOLIO 165
17.9.3 RECENT DEVELOPMENTS 165
17.10 FOVE, INC. 166
17.10.1 COMPANY PROFILE 166
17.10.2 PRODUCT PORTFOLIO 166
17.10.3 RECENT DEVELOPMENTS 166
17.11 FXGEAR INC. 167
17.11.1 COMPANY PROFILE 167
17.11.2 PRODUCT PORTFOLIO 167
17.11.3 RECENT DEVELOPMENT 167
17.12 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 168
17.12.1 COMPANY PROFILE 168
17.12.2 REVENUE ANALYSIS 168
17.12.3 PRODUCT PORTFOLIO 169
17.12.4 RECENT DEVELOPMENT 169
17.13 HP DEVELOPMENT COMPANY, L.P. 170
17.13.1 COMPANY PROFILE 170
17.13.2 REVENUE ANALYSIS 170
17.13.3 PRODUCT PORTFOLIO 171
17.13.4 RECENT DEVELOPMENTS 171
17.14 HTC CORPORATION 172
17.14.1 COMPANY PROFILE 172
17.14.2 REVENUE ANALYSIS 172
17.14.3 PRODUCT PORTFOLIO 173
17.14.4 RECENT DEVELOPMENTS 173
17.15 INNOSIMULATION 174
17.15.1 COMPANY PROFILE 174
17.15.2 PRODUCT PORTFOLIO 174
17.15.3 RECENT DEVELOPMENT 174
17.16 LENOVO 175
17.16.1 COMPANY PROFILE 175
17.16.2 REVENUE ANALYSIS 175
17.16.3 PRODUCT PORTFOLIO 176
17.16.4 RECENT DEVELOPMENT 176
17.17 LG ELECTRONICS 177
17.17.1 COMPANY PROFILE 177
17.17.2 REVENUE ANALYSIS 177
17.17.3 PRODUCT PORTFOLIO 178
17.17.4 RECENT DEVELOPMENTS 178
17.18 NOVINT 179
17.18.1 COMPANY PROFILE 179
17.18.2 PRODUCT PORTFOLIO 179
17.18.3 RECENT DEVELOPMENT 179
17.19 PSICO SMART APPS, S.L. 180
17.19.1 COMPANY PROFILE 180
17.19.2 PRODUCT PORTFOLIO 180
17.19.3 RECENT DEVELOPMENTS 180
17.20 SIXENSE ENTERPRISES INC. 181
17.20.1 COMPANY PROFILE 181
17.20.2 PRODUCT PORTFOLIO 181
17.20.3 RECENT DEVELOPMENTS 182
17.21 SKONEC ENTERTAINMENT CO., LTD. 183
17.21.1 COMPANY PROFILE 183
17.21.2 PRODUCT PORTFOLIO 183
17.21.3 RECENT DEVELOPMENTS 184
17.22 STARVR CORP 185
17.22.1 COMPANY PROFILE 185
17.22.2 PRODUCT PORTFOLIO 185
17.22.3 RECENT DEVELOPMENTS 186
17.23 ULTRALEAP LIMITED 187
17.23.1 COMPANY PROFILE 187
17.23.2 PRODUCT PORTFOLIO 187
17.23.3 RECENT DEVELOPMENTS 188
17.24 VIRTUIX 189
17.24.1 COMPANY PROFILE 189
17.24.2 PRODUCT PORTFOLIO 189
17.24.3 RECENT DEVELOPMENT 189
17.25 WORLDVIZ, INC. 190
17.25.1 COMPANY PROFILE 190
17.25.2 PRODUCT PORTFOLIO 190
17.25.3 RECENT DEVELOPMENTS 191
18 QUESTIONNAIRE 192
19 RELATED REPORTS 195
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