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

  • Product Code:
    RP-ID-10300452
  • Published Date:
    Mar 2020 (Upgradation in process)
  • Region:
    Global
  • Pages:
    164
  • Category:
    ICT & Telecom
  • Publisher:
    Pub-ID-26
Global virtual reality market is expected to reach $109.61 billion by 2026, representing a 2020-2026 CAGR of 38.8%.
Highlighted with 84 tables and 81 figures, this 164-page report “Global Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Region.
Based on Component, the global market is segmented into the following sub-markets with annual revenue ($ 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 global 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 global 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 global 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 global 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 global 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 regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into The Netherlands, Denmark, Austria, Norway, Sweden, Belgium, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S. and Canada)
• Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
• RoW (Saudi Arabia, UAE, South Africa)
For each of the aforementioned regions and countries, market analysis and revenue data are available for 2015-2026. The breakdown of all regional markets by country and split 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 global 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 8
1.1 Industry Definition and Research Scope 8
1.1.1 Industry Definition 8
1.1.2 Research Scope 9
1.2 Research Methodology 11
1.2.1 Overview of Market Research Methodology 11
1.2.2 Market Assumption 12
1.2.3 Secondary Data 12
1.2.4 Primary Data 12
1.2.5 Data Filtration and Model Design 13
1.2.6 Market Size/Share Estimation 14
1.2.7 Research Limitations 15
1.3 Executive Summary 16
2 Market Overview and Dynamics 19
2.1 Market Size and Forecast 19
2.2 Major Growth Drivers 20
2.3 Market Restraints and Challenges 23
2.4 Emerging Opportunities and Market Trends 26
2.5 Porter’s Fiver Forces Analysis 29
3 Segmentation of Global Market by Component 33
3.1 Market Overview by Component 33
3.2 Hardware 35
3.3 Software 37
4 Segmentation of Global Market by Technology 39
4.1 Market Overview by Technology 39
4.2 Nonimmersive Technology 41
4.3 Semi-Immersive Technology 42
4.4 Fully Immersive Technology 43
5 Segmentation of Global Market by Device 44
5.1 Market Overview by Device 44
5.2 Head-Mounted Display (HMD) 46
5.3 Gesture-Tracking Device 47
5.4 Projector & Display Wall 48
6 Segmentation of Global Market by Platform 49
6.1 Market Overview by Platform 49
6.2 Mobile VR 51
6.3 Console VR 52
6.4 PC VR 53
7 Segmentation of Global Market by Industry Vertical 54
7.1 Market Overview by Industry Vertical 54
7.2 Gaming 56
7.3 Entertainment & Media 57
7.4 Aerospace & Defense 58
7.5 Healthcare 59
7.6 Education 60
7.7 Automotive 61
7.8 Retail & Marketing 62
7.9 Other Verticals 63
8 Segmentation of Global Market by End User 64
8.1 Market Overview by End User 64
8.2 Consumer 66
8.3 Enterprise 67
9 Segmentation of Global Market by Region 68
9.1 Geographic Market Overview 2019-2026 68
9.2 North America Market 2019-2026 by Country 72
9.2.1 Overview of North America Market 72
9.2.2 U.S. Market 75
9.2.3 Canadian Market 79
9.3 European Market 2019-2026 by Country 81
9.3.1 Overview of European Market 81
9.3.2 UK 84
9.3.3 France 86
9.3.4 Germany 88
9.3.5 Spain 90
9.3.6 Italy 92
9.3.7 Russia 94
9.3.8 Rest of European Market 96
9.4 Asia-Pacific Market 2019-2026 by Country 98
9.4.1 Overview of Asia-Pacific Market 98
9.4.2 China 101
9.4.3 Japan 103
9.4.4 India 106
9.4.5 Australia 108
9.4.6 South Korea 110
9.4.7 Rest of APAC Region 112
9.5 Latin America Market 2019-2026 by Country 114
9.5.1 Argentina 117
9.5.2 Brazil 119
9.5.3 Mexico 121
9.5.4 Rest of Latin America Market 123
9.6 Rest of World Market 2019-2026 by Country 124
9.6.1 UAE 127
9.6.2 Saudi Arabia 129
9.6.3 South Africa 131
9.6.4 Other National Markets 133
10 Competitive Landscape 134
10.1 Overview of Key Vendors 134
10.2 New Product Launch, Partnership, Investment, and M&A 137
10.3 Company Profiles 138
Apple Inc. 138
Atheer, Inc. 140
Cyberglove Systems Inc. 141
EON Reality, Inc. 142
Facebook Inc. 143
Google Inc. 144
Hewlett-Packard Development Company. L.P 145
Leap Motion, Inc. 146
Meta Inc. 147
Microsoft Corporation 148
Nintendo Co., Ltd 149
Oculus VR, LLC 150
Qualcomm Technologies, Inc. 151
Samsung Electronics Co. Ltd 152
Sixense Entertainment, Inc 153
Sony Corporation 154
Total Immersion, Inc. 155
Virtuix 156
Zappar Ltd 157
11 Investing in Global Market: Risk Assessment and Management 158
11.1 Risk Evaluation of Global Market 158
11.2 Critical Success Factors (CSFs) 161
Related Reports and Products 164List of Tables:

Table 1. Snapshot of Global Virtual Reality Market, 2019-2026 17
Table 2. Main Product Trends and Market Opportunities in Global Virtual Reality Market 26
Table 3. Global Virtual Reality Market by Component, 2015-2026, $ mn 33
Table 4. Global Virtual Reality Market: Hardware by Type, 2015-2026, $ mn 36
Table 5. Global Virtual Reality Market: Software by Type, 2015-2026, $ mn 38
Table 6. Global Virtual Reality Market by Technology, 2015-2026, $ mn 39
Table 7. Global Virtual Reality Market by Device, 2015-2026, $ mn 44
Table 8. Global Virtual Reality Market by Platform, 2015-2026, $ mn 49
Table 9. Global Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 54
Table 10. Global Virtual Reality Market by End User, 2015-2026, $ mn 64
Table 11. Global Virtual Reality Market: Enterprise by Size, 2015-2026, $ mn 67
Table 12. Global Virtual Reality Market by Region, 2015-2026, $ mn 69
Table 13. Leading National Virtual Reality Market, 2019 and 2026, $ mn 71
Table 14. North America Virtual Reality Market by Country, 2015-2026, $ mn 74
Table 15. U.S. Virtual Reality Market by Technology, 2015-2026, $ mn 77
Table 16. U.S. Virtual Reality Market by Device, 2015-2026, $ mn 77
Table 17. U.S. Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 77
Table 18. Canada Virtual Reality Market by Technology, 2015-2026, $ mn 80
Table 19. Canada Virtual Reality Market by Device, 2015-2026, $ mn 80
Table 20. Canada Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 80
Table 21. Europe Virtual Reality Market by Country, 2015-2026, $ mn 83
Table 22. UK Virtual Reality Market by Technology, 2015-2026, $ mn 85
Table 23. UK Virtual Reality Market by Device, 2015-2026, $ mn 85
Table 24. UK Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 85
Table 25. France Virtual Reality Market by Technology, 2015-2026, $ mn 87
Table 26. France Virtual Reality Market by Device, 2015-2026, $ mn 87
Table 27. France Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 87
Table 28. Germany Virtual Reality Market by Technology, 2015-2026, $ mn 89
Table 29. Germany Virtual Reality Market by Device, 2015-2026, $ mn 89
Table 30. Germany Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 89
Table 31. Spain Virtual Reality Market by Technology, 2015-2026, $ mn 91
Table 32. Spain Virtual Reality Market by Device, 2015-2026, $ mn 91
Table 33. Spain Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 91
Table 34. Italy Virtual Reality Market by Technology, 2015-2026, $ mn 93
Table 35. Italy Virtual Reality Market by Device, 2015-2026, $ mn 93
Table 36. Italy Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 93
Table 37. Russia Virtual Reality Market by Technology, 2015-2026, $ mn 95
Table 38. Russia Virtual Reality Market by Device, 2015-2026, $ mn 95
Table 39. Russia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 95
Table 40. Virtual Reality Market in Rest of Europe by Country, 2019-2026, $ mn 97
Table 41. APAC Virtual Reality Market by Country, 2015-2026, $ mn 100
Table 42. China Virtual Reality Market by Technology, 2015-2026, $ mn 102
Table 43. China Virtual Reality Market by Device, 2015-2026, $ mn 102
Table 44. China Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 102
Table 45. Japan Virtual Reality Market by Technology, 2015-2026, $ mn 105
Table 46. Japan Virtual Reality Market by Device, 2015-2026, $ mn 105
Table 47. Japan Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 105
Table 48. India Virtual Reality Market by Technology, 2015-2026, $ mn 107
Table 49. India Virtual Reality Market by Device, 2015-2026, $ mn 107
Table 50. India Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 107
Table 51. Australia Virtual Reality Market by Technology, 2015-2026, $ mn 109
Table 52. Australia Virtual Reality Market by Device, 2015-2026, $ mn 109
Table 53. Australia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 109
Table 54. South Korea Virtual Reality Market by Technology, 2015-2026, $ mn 111
Table 55. South Korea Virtual Reality Market by Device, 2015-2026, $ mn 111
Table 56. South Korea Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 111
Table 57. Virtual Reality Market in Rest of APAC by Country, 2015-2026, $ mn 113
Table 58. Latin America Virtual Reality Market by Country, 2015-2026, $ mn 116
Table 59. Argentina Virtual Reality Market by Technology, 2015-2026, $ mn 118
Table 60. Argentina Virtual Reality Market by Device, 2015-2026, $ mn 118
Table 61. Argentina Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 118
Table 62. Brazil Virtual Reality Market by Technology, 2015-2026, $ mn 120
Table 63. Brazil Virtual Reality Market by Device, 2015-2026, $ mn 120
Table 64. Brazil Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 120
Table 65. Mexico Virtual Reality Market by Technology, 2015-2026, $ mn 122
Table 66. Mexico Virtual Reality Market by Device, 2015-2026, $ mn 122
Table 67. Mexico Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 122
Table 68. RoW Virtual Reality Market by Country, 2015-2026, $ mn 126
Table 69. UAE Virtual Reality Market by Technology, 2015-2026, $ mn 128
Table 70. UAE Virtual Reality Market by Device, 2015-2026, $ mn 128
Table 71. UAE Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 128
Table 72. Saudi Arabia Virtual Reality Market by Technology, 2015-2026, $ mn 130
Table 73. Saudi Arabia Virtual Reality Market by Device, 2015-2026, $ mn 130
Table 74. Saudi Arabia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 130
Table 75. South Africa Virtual Reality Market by Technology, 2015-2026, $ mn 132
Table 76. South Africa Virtual Reality Market by Device, 2015-2026, $ mn 132
Table 77. South Africa Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 132
Table 78. Apple Inc.: Company Snapshot 138
Table 79. Apple Inc.: Business Segmentation 138
Table 80. Apple Inc.: Product Portfolio 139
Table 81. Apple Inc.: Revenue, 2015-2018, $ mn 139
Table 82. Apple Inc.: Recent Developments 139
Table 83. Risk Evaluation for Investing in Global Market, 2019-2026 159
Table 84. Critical Success Factors and Key Takeaways 162List of Figures:

Figure 1. Research Method Flow Chart 11
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 14
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 16
Figure 4. Global Virtual Reality Market, 2019-2026, $ mn 19
Figure 5. Primary Drivers and Impact Factors of Global Virtual Reality Market 20
Figure 6. Primary Restraints and Impact Factors of Global Virtual Reality Market 23
Figure 7. Porter’s Fiver Forces Analysis of Global Virtual Reality Market 29
Figure 8. Breakdown of Global Virtual Reality Market by Component, 2019-2026, % of Revenue 33
Figure 9. Contribution to Global 2020-2026 Cumulative Revenue by Component, Value ($ mn) and Share (%) 34
Figure 10. Global Virtual Reality Market: Hardware, 2015-2026, $ mn 35
Figure 11. Global Virtual Reality Market: Software, 2015-2026, $ mn 37
Figure 12. Breakdown of Global Virtual Reality Market by Technology, 2019-2026, % of Revenue 39
Figure 13. Contribution to Global 2020-2026 Cumulative Revenue by Technology, Value ($ mn) and Share (%) 40
Figure 14. Global Virtual Reality Market: Nonimmersive Technology, 2015-2026, $ mn 41
Figure 15. Global Virtual Reality Market: Semi-Immersive Technology, 2015-2026, $ mn 42
Figure 16. Global Virtual Reality Market: Fully Immersive Technology, 2015-2026, $ mn 43
Figure 17. Breakdown of Global Virtual Reality Market by Device, 2019-2026, % of Revenue 44
Figure 18. Contribution to Global 2020-2026 Cumulative Revenue by Device, Value ($ mn) and Share (%) 45
Figure 19. Global Virtual Reality Market: Head-Mounted Display (HMD), 2015-2026, $ mn 46
Figure 20. Global Virtual Reality Market: Gesture-Tracking Device, 2015-2026, $ mn 47
Figure 21. Global Virtual Reality Market: Projector & Display Wall, 2015-2026, $ mn 48
Figure 22. Breakdown of Global Virtual Reality Market by Platform, 2019-2026, % of Revenue 49
Figure 23. Contribution to Global 2020-2026 Cumulative Revenue by Platform, Value ($ mn) and Share (%) 50
Figure 24. Global Virtual Reality Market: Mobile VR, 2015-2026, $ mn 51
Figure 25. Global Virtual Reality Market: Console VR, 2015-2026, $ mn 52
Figure 26. Global Virtual Reality Market: PC VR, 2015-2026, $ mn 53
Figure 27. Breakdown of Global Virtual Reality Market by Industry Vertical, 2019-2026, % of Revenue 54
Figure 28. Contribution to Global 2020-2026 Cumulative Revenue by Industry Vertical, Value ($ mn) and Share (%) 55
Figure 29. Global Virtual Reality Market: Gaming, 2015-2026, $ mn 56
Figure 30. Global Virtual Reality Market: Entertainment & Media, 2015-2026, $ mn 57
Figure 31. Global Virtual Reality Market: Aerospace & Defense, 2015-2026, $ mn 58
Figure 32. Global Virtual Reality Market: Healthcare, 2015-2026, $ mn 59
Figure 33. Global Virtual Reality Market: Education, 2015-2026, $ mn 60
Figure 34. Global Virtual Reality Market: Automotive, 2015-2026, $ mn 61
Figure 35. Global Virtual Reality Market: Retail & Marketing, 2015-2026, $ mn 62
Figure 36. Global Virtual Reality Market: Other Verticals, 2015-2026, $ mn 63
Figure 37. Breakdown of Global Virtual Reality Market by End User, 2019-2026, % of Revenue 64
Figure 38. Contribution to Global 2020-2026 Cumulative Revenue by End User, Value ($ mn) and Share (%) 65
Figure 39. Global Virtual Reality Market: Consumer, 2015-2026, $ mn 66
Figure 40. Global Virtual Reality Market: Enterprise, 2015-2026, $ mn 67
Figure 41. Global Market Snapshot by Region 68
Figure 42. Geographic Spread of Worldwide Virtual Reality Market, 2019-2026, % of Revenue 69
Figure 43. Contribution to Global 2020-2026 Cumulative Revenue by Region, Value ($ mn) and Share (%) 70
Figure 44. North American Virtual Reality Market, 2015-2026, $ mn 73
Figure 45. Breakdown of North America Virtual Reality Market by Country, 2019 and 2026, % of Revenue 73
Figure 46. Contribution to North America 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 74
Figure 47. U.S. Virtual Reality Market, 2015-2026, $ mn 76
Figure 48. Canada Virtual Reality Market, 2015-2026, $ mn 79
Figure 49. European Virtual Reality Market, 2015-2026, $ mn 82
Figure 50. Breakdown of European Virtual Reality Market by Country, 2019 and 2026, % of Revenue 82
Figure 51. Contribution to Europe 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 83
Figure 52. Virtual Reality Market in UK, 2015-2026, $ mn 84
Figure 53. Virtual Reality Market in France, 2015-2026, $ mn 86
Figure 54. Virtual Reality Market in Germany, 2015-2026, $ mn 88
Figure 55. Virtual Reality Market in Spain, 2015-2026, $ mn 90
Figure 56. Virtual Reality Market in Italy, 2015-2026, $ mn 92
Figure 57. Virtual Reality Market in Russia, 2015-2026, $ mn 94
Figure 58. Virtual Reality Market in Rest of Europe, 2015-2026, $ mn 96
Figure 59. Asia-Pacific Virtual Reality Market, 2015-2026, $ mn 99
Figure 60. Breakdown of APAC Virtual Reality Market by Country, 2019 and 2026, % of Revenue 99
Figure 61. Contribution to APAC 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 100
Figure 62. Virtual Reality Market in China, 2015-2026, $ mn 101
Figure 63. Virtual Reality Market in Japan, 2015-2026, $ mn 104
Figure 64. Virtual Reality Market in India, 2015-2026, $ mn 106
Figure 65. Virtual Reality Market in Australia, 2015-2026, $ mn 108
Figure 66. Virtual Reality Market in South Korea, 2015-2026, $ mn 110
Figure 67. Virtual Reality Market in Rest of APAC, 2015-2026, $ mn 112
Figure 68. Latin America Virtual Reality Market, 2015-2026, $ mn 115
Figure 69. Breakdown of Latin America Virtual Reality Market by Country, 2019 and 2026, % of Revenue 115
Figure 70. Contribution to Latin America 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 116
Figure 71. Virtual Reality Market in Argentina, 2015-2026, $ mn 117
Figure 72. Virtual Reality Market in Brazil, 2015-2026, $ mn 119
Figure 73. Virtual Reality Market in Mexico, 2015-2026, $ mn 121
Figure 74. Virtual Reality Market in Rest of Latin America, 2015-2026, $ mn 123
Figure 75. Virtual Reality Market in Rest of the World (RoW), 2015-2026, $ mn 125
Figure 76. Breakdown of RoW Virtual Reality Market by Country, 2019 and 2026, % of Revenue 125
Figure 77. Contribution to RoW 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 126
Figure 78. Virtual Reality Market in UAE, 2015-2026, $ mn 127
Figure 79. Virtual Reality Market in Saudi Arabia, 2015-2026, $ mn 129
Figure 80. Virtual Reality Market in South Africa, 2015-2026, $ mn 131
Figure 81. Growth Stage of Global Virtual Reality Industry over the Forecast Period 134
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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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