na virtual reality market

NA Virtual reality Market - Industry Trends and Forecast to 2029

  • Published Date: 2022-12-22
  • Report ID: 143215
  • Pages: 225
  • Format: prudent report format


Short Description

North America Virtual Reality Market, 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 (U.S, Canada, and Mexico) 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 North America virtual reality market is segmented into four notable segments based on component, device type, technology, and vertical.
On the basis of component, the North America virtual reality market is segmented into hardware and software
On the basis of device type, the North America virtual reality market is segmented into head-mounted displays, projectors & display walls, and gesture-tracking devices
On the basis of technology, the North America virtual reality market is segmented into fully immersive, non-immersive, and semi immersive
On the basis of vertical, the North America 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 North America virtual reality market are listed below:

Sony Corporation
Lenovo
Autodesk Inc.
Nintendo
WorldViz, Inc.
Firsthand Technology Inc.
Sixense Enterprises Inc.
HTC Corporation
FOVE, Inc.
Ultraleap
LG Electronics
Google (A Subsidiary of Alphabet Inc.)
Qualcomm Technologies, Inc.
Barco
HP Development Company, L.P.
Microsoft
FXGear Inc.
SAMSUNG ELECTRONICS CO., LTD.
Virtuix


TABLE OF CONTENTS
1 INTRODUCTION 40
1.1 OBJECTIVES OF THE STUDY 40
1.2 MARKET DEFINITION 40
1.3 OVERVIEW OF THE NORTH AMERICA 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 NORTH AMERICA 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 NORTH AMERICA 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 NORTH AMERICA 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 NORTH AMERICA 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 NORTH AMERICA 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 NORTH AMERICA VIRTUAL REALITY MARKET, BY REGION 111
14.1 NORTH AMERICA 112
14.1.1 U.S. 120
14.1.2 CANADA 125
14.1.3 MEXICO 130
15 NORTH AMERICA VIRTUAL REALITY MARKET, COMPANY LANDSCAPE 135
15.1 COMPANY SHARE ANALYSIS: NORTH AMERICA 135
16 SWOT ANALYSIS 136
17 COMPANY PROFILE 137
17.1 SONY CORPORATION 137
17.1.1 COMPANY PROFILE 137
17.1.2 REVENUE ANALYSIS 137
17.1.3 COMPANY SHARE ANALYSIS 138
17.1.4 PRODUCT PORTFOLIO 138
17.1.5 RECENT DEVELOPMENTS 138
17.2 SAMSUNG ELECTRONICS CO., LTD. 139
17.2.1 COMPANY PROFILE 139
17.2.2 REVENUE ANALYSIS 139
17.2.3 COMPANY SHARE ANALYSIS 140
17.2.4 PRODUCT PORTFOLIO 140
17.2.5 RECENT DEVELOPMENTS 140
17.3 NINTENDO 141
17.3.1 COMPANY PROFILE 141
17.3.2 REVENUE ANALYSIS 141
17.3.3 COMPANY SHARE ANALYSIS 142
17.3.4 PRODUCT PORTFOLIO 142
17.3.5 RECENT DEVELOPMENTS 142
17.4 QUALCOMM TECHNOLOGIES, INC. 143
17.4.1 COMPANY PROFILE 143
17.4.2 REVENUE ANALYSIS 143
17.4.3 COMPANY SHARE ANALYSIS 144
17.4.4 PRODUCT PORTFOLIO 144
17.4.5 RECENT DEVELOPMENT 144
17.5 MICROSOFT 145
17.5.1 COMPANY PROFILE 145
17.5.2 REVENUE ANALYSIS 145
17.5.3 COMPANY SHARE ANALYSIS 146
17.5.4 PRODUCT PORTFOLIO 146
17.5.5 RECENT DEVELOPMENTS 146
17.6 AUTODESK INC. 147
17.6.1 COMPANY PROFILE 147
17.6.2 REVENUE ANALYSIS 147
17.6.3 PRODUCT PORTFOLIO 148
17.6.4 RECENT DEVELOPMENTS 148
17.7 BARCO 149
17.7.1 COMPANY PROFILE 149
17.7.2 REVENUE ANALYSIS 149
17.7.3 PRODUCT PORTFOLIO 150
17.7.4 RECENT DEVELOPMENTS 151
17.8 BHAPTICS INC. 152
17.8.1 COMPANY PROFILE 152
17.8.2 PRODUCT PORTFOLIO 152
17.8.3 RECENT DEVELOPMENT 152
17.9 FIRSTHAND TECHNOLOGY INC. 153
17.9.1 COMPANY PROFILE 153
17.9.2 PRODUCT PORTFOLIO 153
17.9.3 RECENT DEVELOPMENTS 153
17.10 FOVE, INC. 154
17.10.1 COMPANY PROFILE 154
17.10.2 PRODUCT PORTFOLIO 154
17.10.3 RECENT DEVELOPMENTS 154
17.11 FXGEAR INC. 155
17.11.1 COMPANY PROFILE 155
17.11.2 PRODUCT PORTFOLIO 155
17.11.3 RECENT DEVELOPMENT 155
17.12 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 156
17.12.1 COMPANY PROFILE 156
17.12.2 REVENUE ANALYSIS 156
17.12.3 PRODUCT PORTFOLIO 157
17.12.4 RECENT DEVELOPMENT 157
17.13 HP DEVELOPMENT COMPANY, L.P. 158
17.13.1 COMPANY PROFILE 158
17.13.2 REVENUE ANALYSIS 158
17.13.3 PRODUCT PORTFOLIO 159
17.13.4 RECENT DEVELOPMENTS 159
17.14 HTC CORPORATION 160
17.14.1 COMPANY PROFILE 160
17.14.2 REVENUE ANALYSIS 160
17.14.3 PRODUCT PORTFOLIO 161
17.14.4 RECENT DEVELOPMENTS 161
17.15 INNOSIMULATION 162
17.15.1 COMPANY PROFILE 162
17.15.2 PRODUCT PORTFOLIO 162
17.15.3 RECENT DEVELOPMENT 162
17.16 LENOVO 163
17.16.1 COMPANY PROFILE 163
17.16.2 REVENUE ANALYSIS 163
17.16.3 PRODUCT PORTFOLIO 164
17.16.4 RECENT DEVELOPMENT 164
17.17 LG ELECTRONICS 165
17.17.1 COMPANY PROFILE 165
17.17.2 REVENUE ANALYSIS 165
17.17.3 PRODUCT PORTFOLIO 166
17.17.4 RECENT DEVELOPMENTS 166
17.18 NOVINT 167
17.18.1 COMPANY PROFILE 167
17.18.2 PRODUCT PORTFOLIO 167
17.18.3 RECENT DEVELOPMENT 167
17.19 PSICO SMART APPS, S.L. 168
17.19.1 COMPANY PROFILE 168
17.19.2 PRODUCT PORTFOLIO 168
17.19.3 RECENT DEVELOPMENTS 168
17.20 SIXENSE ENTERPRISES INC. 169
17.20.1 COMPANY PROFILE 169
17.20.2 PRODUCT PORTFOLIO 169
17.20.3 RECENT DEVELOPMENTS 170
17.21 SKONEC ENTERTAINMENT CO., LTD. 171
17.21.1 COMPANY PROFILE 171
17.21.2 PRODUCT PORTFOLIO 171
17.21.3 RECENT DEVELOPMENTS 172
17.22 STARVR CORP 173
17.22.1 COMPANY PROFILE 173
17.22.2 PRODUCT PORTFOLIO 173
17.22.3 RECENT DEVELOPMENTS 174
17.23 ULTRALEAP LIMITED 175
17.23.1 COMPANY PROFILE 175
17.23.2 PRODUCT PORTFOLIO 175
17.23.3 RECENT DEVELOPMENTS 176
17.24 VIRTUIX 177
17.24.1 COMPANY PROFILE 177
17.24.2 PRODUCT PORTFOLIO 177
17.24.3 RECENT DEVELOPMENT 177
17.25 WORLDVIZ, INC. 178
17.25.1 COMPANY PROFILE 178
17.25.2 PRODUCT PORTFOLIO 178
17.25.3 RECENT DEVELOPMENTS 179
18 QUESTIONNAIRE 180
19 RELATED REPORTS 183
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