North America Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity

  • Product Code:
    RP-ID-10300453
  • Published Date:
    Mar 2020 (Upgradation in process)
  • Region:
    Global
  • Pages:
    105
  • Category:
    ICT & Telecom
  • Publisher:
    Pub-ID-26
North America virtual reality market is expected to grow by 37.1% annually in the forecast period and reach $28.08 billion by 2026.
Highlighted with 25 tables and 45 figures, this 105-page report “North America Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire North America virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Country.
Based on Component, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Hardware
• Sensors
• Semiconductor Component
• Displays and Projectors
• Position Trackers
• Cameras
• Others
Software
• Software Developer Kits
• Cloud Services
Based on Technology, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Nonimmersive Technology
• Semi-Immersive Technology
• Fully Immersive Technology
Based on Device, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Head-Mounted Display (HMD)
• Gesture-Tracking Device
• Projector & Display Wall
Based on Platform, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Mobile VR
• Console VR
• PC VR
Based on Industry Vertical, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals
Based on End User, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Consumer
Enterprise
• Large Enterprises
• Small- & Medium-sized Enterprises
Geographically, the following national/local markets are fully investigated:
• U.S.
• Canada
For each of the aforementioned countries, market analysis and revenue data are available for 2015-2026. The breakdown of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in North America virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co. Ltd
Sixense Entertainment, Inc
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd
(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
Table of Contents
1 Introduction 6
1.1 Industry Definition and Research Scope 6
1.1.1 Industry Definition 6
1.1.2 Research Scope 7
1.2 Research Methodology 9
1.2.1 Overview of Market Research Methodology 9
1.2.2 Market Assumption 10
1.2.3 Secondary Data 10
1.2.4 Primary Data 10
1.2.5 Data Filtration and Model Design 11
1.2.6 Market Size/Share Estimation 12
1.2.7 Research Limitations 13
1.3 Executive Summary 14
2 Market Overview and Dynamics 16
2.1 Market Size and Forecast 16
2.2 Major Growth Drivers 17
2.3 Market Restraints and Challenges 20
2.4 Emerging Opportunities and Market Trends 23
2.5 Porter’s Fiver Forces Analysis 26
3 Segmentation of North America Market by Component 30
3.1 Market Overview by Component 30
3.2 Hardware 32
3.3 Software 34
4 Segmentation of North America Market by Technology 36
4.1 Market Overview by Technology 36
4.2 Nonimmersive Technology 38
4.3 Semi-Immersive Technology 39
4.4 Fully Immersive Technology 40
5 Segmentation of North America Market by Device 41
5.1 Market Overview by Device 41
5.2 Head-Mounted Display (HMD) 43
5.3 Gesture-Tracking Device 44
5.4 Projector & Display Wall 45
6 Segmentation of North America Market by Platform 46
6.1 Market Overview by Platform 46
6.2 Mobile VR 48
6.3 Console VR 49
6.4 PC VR 50
7 Segmentation of North America Market by Industry Vertical 51
7.1 Market Overview by Industry Vertical 51
7.2 Gaming 54
7.3 Entertainment & Media 55
7.4 Aerospace & Defense 56
7.5 Healthcare 57
7.6 Education 58
7.7 Automotive 59
7.8 Retail & Marketing 60
7.9 Other Verticals 61
8 Segmentation of North America Market by End User 62
8.1 Market Overview by End User 62
8.2 Consumer 64
8.3 Enterprise 65
9 North America Market 2019-2026 by Country 66
9.1 Overview of North America Market 66
9.2 U.S. Market 69
9.3 Canadian Market 73
10 Competitive Landscape 75
10.1 Overview of Key Vendors 75
10.2 New Product Launch, Partnership, Investment, and M&A 78
10.3 Company Profiles 79
Apple Inc. 79
Atheer, Inc. 81
Cyberglove Systems Inc. 82
EON Reality, Inc. 83
Facebook Inc. 84
Google Inc. 85
Hewlett-Packard Development Company. L.P 86
Leap Motion, Inc. 87
Meta Inc. 88
Microsoft Corporation 89
Nintendo Co., Ltd 90
Oculus VR, LLC 91
Qualcomm Technologies, Inc. 92
Samsung Electronics Co. Ltd 93
Sixense Entertainment, Inc 94
Sony Corporation 95
Total Immersion, Inc. 96
Virtuix 97
Zappar Ltd 98
11 Investing in North America Market: Risk Assessment and Management 99
11.1 Risk Evaluation of North America Market 99
11.2 Critical Success Factors (CSFs) 102
Related Reports and Products 105List of Tables:

Table 1. Snapshot of North America Virtual Reality Market, 2019-2026 15
Table 2. Main Product Trends and Market Opportunities in North America Virtual Reality Market 23
Table 3. North America Virtual Reality Market by Component, 2015-2026, $ mn 30
Table 4. North America Virtual Reality Market: Hardware by Type, 2015-2026, $ mn 33
Table 5. North America Virtual Reality Market: Software by Type, 2015-2026, $ mn 35
Table 6. North America Virtual Reality Market by Technology, 2015-2026, $ mn 36
Table 7. North America Virtual Reality Market by Device, 2015-2026, $ mn 41
Table 8. North America Virtual Reality Market by Platform, 2015-2026, $ mn 46
Table 9. North America Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 51
Table 10. North America Virtual Reality Market by End User, 2015-2026, $ mn 62
Table 11. North America Virtual Reality Market: Enterprise by Size, 2015-2026, $ mn 65
Table 12. North America Virtual Reality Market by Country, 2015-2026, $ mn 67
Table 13. U.S. Virtual Reality Market by Technology, 2015-2026, $ mn 71
Table 14. U.S. Virtual Reality Market by Device, 2015-2026, $ mn 71
Table 15. U.S. Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 71
Table 16. Canada Virtual Reality Market by Technology, 2015-2026, $ mn 74
Table 17. Canada Virtual Reality Market by Device, 2015-2026, $ mn 74
Table 18. Canada Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 74
Table 19. Apple Inc.: Company Snapshot 79
Table 20. Apple Inc.: Business Segmentation 79
Table 21. Apple Inc.: Product Portfolio 80
Table 22. Apple Inc.: Revenue, 2015-2018, $ mn 80
Table 23. Apple Inc.: Recent Developments 80
Table 24. Risk Evaluation for Investing in North America Market, 2019-2026 100
Table 25. Critical Success Factors and Key Takeaways 103List of Figures:

Figure 1. Research Method Flow Chart 9
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 12
Figure 3. North America Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 14
Figure 4. North America Virtual Reality Market, 2019-2026, $ mn 16
Figure 5. Primary Drivers and Impact Factors of North America Virtual Reality Market 17
Figure 6. Primary Restraints and Impact Factors of North America Virtual Reality Market 20
Figure 7. Porter’s Fiver Forces Analysis of North America Virtual Reality Market 26
Figure 8. Breakdown of North America Virtual Reality Market by Component, 2019-2026, % of Revenue 30
Figure 9. Contribution to North America 2020-2026 Cumulative Revenue by Component, Value ($ mn) and Share (%) 31
Figure 10. North America Virtual Reality Market: Hardware, 2015-2026, $ mn 32
Figure 11. North America Virtual Reality Market: Software, 2015-2026, $ mn 34
Figure 12. Breakdown of North America Virtual Reality Market by Technology, 2019-2026, % of Revenue 36
Figure 13. Contribution to North America 2020-2026 Cumulative Revenue by Technology, Value ($ mn) and Share (%) 37
Figure 14. North America Virtual Reality Market: Nonimmersive Technology, 2015-2026, $ mn 38
Figure 15. North America Virtual Reality Market: Semi-Immersive Technology, 2015-2026, $ mn 39
Figure 16. North America Virtual Reality Market: Fully Immersive Technology, 2015-2026, $ mn 40
Figure 17. Breakdown of North America Virtual Reality Market by Device, 2019-2026, % of Revenue 41
Figure 18. Contribution to North America 2020-2026 Cumulative Revenue by Device, Value ($ mn) and Share (%) 42
Figure 19. North America Virtual Reality Market: Head-Mounted Display (HMD), 2015-2026, $ mn 43
Figure 20. North America Virtual Reality Market: Gesture-Tracking Device, 2015-2026, $ mn 44
Figure 21. North America Virtual Reality Market: Projector & Display Wall, 2015-2026, $ mn 45
Figure 22. Breakdown of North America Virtual Reality Market by Platform, 2019-2026, % of Revenue 46
Figure 23. Contribution to North America 2020-2026 Cumulative Revenue by Platform, Value ($ mn) and Share (%) 47
Figure 24. North America Virtual Reality Market: Mobile VR, 2015-2026, $ mn 48
Figure 25. North America Virtual Reality Market: Console VR, 2015-2026, $ mn 49
Figure 26. North America Virtual Reality Market: PC VR, 2015-2026, $ mn 50
Figure 27. Breakdown of North America Virtual Reality Market by Industry Vertical, 2019-2026, % of Revenue 51
Figure 28. Contribution to North America 2020-2026 Cumulative Revenue by Industry Vertical, Value ($ mn) and Share (%) 52
Figure 29. North America Virtual Reality Market: Gaming, 2015-2026, $ mn 54
Figure 30. North America Virtual Reality Market: Entertainment & Media, 2015-2026, $ mn 55
Figure 31. North America Virtual Reality Market: Aerospace & Defense, 2015-2026, $ mn 56
Figure 32. North America Virtual Reality Market: Healthcare, 2015-2026, $ mn 57
Figure 33. North America Virtual Reality Market: Education, 2015-2026, $ mn 58
Figure 34. North America Virtual Reality Market: Automotive, 2015-2026, $ mn 59
Figure 35. North America Virtual Reality Market: Retail & Marketing, 2015-2026, $ mn 60
Figure 36. North America Virtual Reality Market: Other Verticals, 2015-2026, $ mn 61
Figure 37. Breakdown of North America Virtual Reality Market by End User, 2019-2026, % of Revenue 62
Figure 38. Contribution to North America 2020-2026 Cumulative Revenue by End User, Value ($ mn) and Share (%) 63
Figure 39. North America Virtual Reality Market: Consumer, 2015-2026, $ mn 64
Figure 40. North America Virtual Reality Market: Enterprise, 2015-2026, $ mn 65
Figure 41. Breakdown of North America Virtual Reality Market by Country, 2019 and 2026, % of Revenue 67
Figure 42. Contribution to North America 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 68
Figure 43. U.S. Virtual Reality Market, 2015-2026, $ mn 70
Figure 44. Canada Virtual Reality Market, 2015-2026, $ mn 73
Figure 45. Growth Stage of North America Virtual Reality Industry over the Forecast Period 75
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Key Players (this may not be a complete list and extra companies can be added upon request):
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co. Ltd
Sixense Entertainment, Inc
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd
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