In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for Virtual Reality (Vr) in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.
In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.
Key players in the global Virtual Reality (Vr) market covered in Chapter 13:
Leap Motion, Inc
Oculus VR, Inc.
Microsoft Corporation
EON Reality, Inc
Sensics, Inc
Sixense International, Inc
Sony Corporation
Barco N.V
Vuzix Corporation
Samsung Electronics, Co., Ltd.
In Chapter 6, on the basis of types, the Virtual Reality (Vr) market from 2015 to 2025 is primarily split into:
Mobile
Personal Computer (PC)
Console
In Chapter 7, on the basis of applications, the Virtual Reality (Vr) market from 2015 to 2025 covers:
Gaming
Entertainment
Retail and Advertising
Engineering and Design
Healthcare
Other
Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:
United States
Europe
China
Japan
India
Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:
North America (Covered in Chapter 8)
United States
Canada
Mexico
Europe (Covered in Chapter 9)
Germany
UK
France
Italy
Spain
Others
Asia-Pacific (Covered in Chapter 10)
China
Japan
India
South Korea
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 11)
Saudi Arabia
UAE
South Africa
Others
South America (Covered in Chapter 12)
Brazil
Others
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
Table of Contents
1 Virtual Reality (Vr) Market - Research Scope
1.1 Study Goals
1.2 Market Definition and Scope
1.3 Key Market Segments
1.4 Study and Forecasting Years
2 Virtual Reality (Vr) Market - Research Methodology
2.1 Methodology
2.2 Research Data Source
2.2.1 Secondary Data
2.2.2 Primary Data
2.2.3 Market Size Estimation
2.2.4 Legal Disclaimer
3 Virtual Reality (Vr) Market Forces
3.1 Global Virtual Reality (Vr) Market Size
3.2 Top Impacting Factors (PESTEL Analysis)
3.2.1 Political Factors
3.2.2 Economic Factors
3.2.3 Social Factors
3.2.4 Technological Factors
3.2.5 Environmental Factors
3.2.6 Legal Factors
3.3 Industry Trend Analysis
3.4 Industry Trends Under COVID-19
3.4.1 Risk Assessment on COVID-19
3.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
3.5 Industry Risk Assessment
4 Virtual Reality (Vr) Market - By Geography
4.1 Global Virtual Reality (Vr) Market Value and Market Share by Regions
4.1.1 Global Virtual Reality (Vr) Value ($) by Region (2015-2020)
4.1.2 Global Virtual Reality (Vr) Value Market Share by Regions (2015-2020)
4.2 Global Virtual Reality (Vr) Market Production and Market Share by Major Countries
4.2.1 Global Virtual Reality (Vr) Production by Major Countries (2015-2020)
4.2.2 Global Virtual Reality (Vr) Production Market Share by Major Countries (2015-2020)
4.3 Global Virtual Reality (Vr) Market Consumption and Market Share by Regions
4.3.1 Global Virtual Reality (Vr) Consumption by Regions (2015-2020)
4.3.2 Global Virtual Reality (Vr) Consumption Market Share by Regions (2015-2020)
5 Virtual Reality (Vr) Market - By Trade Statistics
5.1 Global Virtual Reality (Vr) Export and Import
5.2 United States Virtual Reality (Vr) Export and Import (2015-2020)
5.3 Europe Virtual Reality (Vr) Export and Import (2015-2020)
5.4 China Virtual Reality (Vr) Export and Import (2015-2020)
5.5 Japan Virtual Reality (Vr) Export and Import (2015-2020)
5.6 India Virtual Reality (Vr) Export and Import (2015-2020)
5.7 ...
6 Virtual Reality (Vr) Market - By Type
6.1 Global Virtual Reality (Vr) Production and Market Share by Types (2015-2020)
6.1.1 Global Virtual Reality (Vr) Production by Types (2015-2020)
6.1.2 Global Virtual Reality (Vr) Production Market Share by Types (2015-2020)
6.2 Global Virtual Reality (Vr) Value and Market Share by Types (2015-2020)
6.2.1 Global Virtual Reality (Vr) Value by Types (2015-2020)
6.2.2 Global Virtual Reality (Vr) Value Market Share by Types (2015-2020)
6.3 Global Virtual Reality (Vr) Production, Price and Growth Rate of Mobile (2015-2020)
6.4 Global Virtual Reality (Vr) Production, Price and Growth Rate of Personal Computer (PC) (2015-2020)
6.5 Global Virtual Reality (Vr) Production, Price and Growth Rate of Console (2015-2020)
7 Virtual Reality (Vr) Market - By Application
7.1 Global Virtual Reality (Vr) Consumption and Market Share by Applications (2015-2020)
7.1.1 Global Virtual Reality (Vr) Consumption by Applications (2015-2020)
7.1.2 Global Virtual Reality (Vr) Consumption Market Share by Applications (2015-2020)
7.2 Global Virtual Reality (Vr) Consumption and Growth Rate of Gaming (2015-2020)
7.3 Global Virtual Reality (Vr) Consumption and Growth Rate of Entertainment (2015-2020)
7.4 Global Virtual Reality (Vr) Consumption and Growth Rate of Retail and Advertising (2015-2020)
7.5 Global Virtual Reality (Vr) Consumption and Growth Rate of Engineering and Design (2015-2020)
7.6 Global Virtual Reality (Vr) Consumption and Growth Rate of Healthcare (2015-2020)
7.7 Global Virtual Reality (Vr) Consumption and Growth Rate of Other (2015-2020)
8 North America Virtual Reality (Vr) Market
8.1 North America Virtual Reality (Vr) Market Size
8.2 United States Virtual Reality (Vr) Market Size
8.3 Canada Virtual Reality (Vr) Market Size
8.4 Mexico Virtual Reality (Vr) Market Size
8.5 The Influence of COVID-19 on North America Market
9 Europe Virtual Reality (Vr) Market Analysis
9.1 Europe Virtual Reality (Vr) Market Size
9.2 Germany Virtual Reality (Vr) Market Size
9.3 United Kingdom Virtual Reality (Vr) Market Size
9.4 France Virtual Reality (Vr) Market Size
9.5 Italy Virtual Reality (Vr) Market Size
9.6 Spain Virtual Reality (Vr) Market Size
9.7 The Influence of COVID-19 on Europe Market
10 Asia-Pacific Virtual Reality (Vr) Market Analysis
10.1 Asia-Pacific Virtual Reality (Vr) Market Size
10.2 China Virtual Reality (Vr) Market Size
10.3 Japan Virtual Reality (Vr) Market Size
10.4 South Korea Virtual Reality (Vr) Market Size
10.5 Southeast Asia Virtual Reality (Vr) Market Size
10.6 India Virtual Reality (Vr) Market Size
10.7 The Influence of COVID-19 on Asia Pacific Market
11 Middle East and Africa Virtual Reality (Vr) Market Analysis
11.1 Middle East and Africa Virtual Reality (Vr) Market Size
11.2 Saudi Arabia Virtual Reality (Vr) Market Size
11.3 UAE Virtual Reality (Vr) Market Size
11.4 South Africa Virtual Reality (Vr) Market Size
11.5 The Influence of COVID-19 on Middle East and Africa Market
12 South America Virtual Reality (Vr) Market Analysis
12.1 South America Virtual Reality (Vr) Market Size
12.2 Brazil Virtual Reality (Vr) Market Size
12.3 The Influence of COVID-19 on South America Market
13 Company Profiles
13.1 Leap Motion, Inc
13.1.1 Leap Motion, Inc Basic Information
13.1.2 Leap Motion, Inc Product Profiles, Application and Specification
13.1.3 Leap Motion, Inc Virtual Reality (Vr) Market Performance (2015-2020)
13.2 Oculus VR, Inc.
13.2.1 Oculus VR, Inc. Basic Information
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