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Tactile Virtual Reality Market by Component, End-Use - Global Forecast 2025-2030

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    Report

  • 187 Pages
  • October 2024
  • Region: Global
  • 360iResearch™
  • ID: 5460158
UP TO OFF until Dec 31st 2024
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The Tactile Virtual Reality Market grew from USD 480.91 million in 2023 to USD 582.86 million in 2024. It is expected to continue growing at a CAGR of 21.29%, reaching USD 1.85 billion by 2030.

Tactile Virtual Reality (VR), also known as haptic VR, encompasses the integration of touch feedback technologies into virtual environments, providing users with a more immersive and interactive experience. It combines sensory input technologies, haptic devices, and sophisticated software algorithms to simulate the feel of virtual objects, which is essential for fields like training simulations, gaming, and remote surgery. The application of tactile VR is widespread, extending beyond entertainment and gaming into healthcare, manufacturing, education, and military training. As industries continuously seek cutting-edge tools for enhanced efficiency and engagement, tactile VR finds critical use in environments where real-world experiences need to be replicated safely and cost-effectively. The market growth is propelled by advancements in sensor technologies, increased adoption of VR in various sectors, and the desire for enhanced user experience. Emerging opportunities lie in the development of more affordable and compact haptic devices, integration with Artificial Intelligence for smarter sensory feedback, and expanding applications into new sectors such as real estate and tourism.

However, the market faces challenges such as high costs of development, technical limitations in achieving truly realistic touch sensations, and a nascent regulatory environment. These factors could potentially hinder innovation and widespread adoption. Businesses could innovate by focusing on the development of multi-sensory VR systems that not only provide touch feedback but also integrate other senses like smell and taste. Another area ripe for innovation is the enhancement of the scalability of tactile VR systems for large-scale applications in educational and training institutions.

The nature of the market is dynamic, with rapid technological advancements requiring continuous research and adaptation. Companies are recommended to invest in R&D, form strategic partnerships with tech developers, and remain agile to swiftly adapt to emerging trends. Navigating the challenges and seizing the opportunities in tactile VR will require a blend of technological expertise, market insight, and strategic foresight.

Understanding Market Dynamics in the Tactile Virtual Reality Market

The Tactile Virtual Reality Market is rapidly evolving, shaped by dynamic supply and demand trends. These insights provide companies with actionable intelligence to drive investments, develop strategies, and seize emerging opportunities. A comprehensive understanding of market dynamics also helps organizations mitigate political, geographical, technical, social, and economic risks while offering a clearer view of consumer behavior and its effects on manufacturing costs and purchasing decisions.
  • Market Drivers
    • Upsurge demand and usage of robotics in numerous end-user industries
    • Increasing penetration of smartphones & connected devices and growth of the gaming industry
    • Rising integration of virtual reality with automotive and consumer electronics
  • Market Restraints
    • High cost associated with Tactile VR products
  • Market Opportunities
    • Growing advancements in virtual reality products
    • Exponential investments in developing metaverse
  • Market Challenges
    • Lack of effective user experience design
    • Technical issues related to product design

Exploring Porter’s Five Forces for the Tactile Virtual Reality Market

Porter’s Five Forces framework further strengthens the insights of the Tactile Virtual Reality Market, delivering a clear and effective methodology for understanding the competitive landscape. This tool enables companies to evaluate their current competitive standing and explore strategic repositioning by assessing businesses’ power dynamics and market positioning. It is also instrumental in determining the profitability of new ventures, helping companies leverage their strengths, address weaknesses, and avoid potential pitfalls.

Applying PESTLE Analysis to the Tactile Virtual Reality Market

External macro-environmental factors deeply influence the performance of the Tactile Virtual Reality Market, and the PESTLE analysis provides a comprehensive framework for understanding these influences. By examining Political, Economic, Social, Technological, Legal, and Environmental elements, this analysis offers organizations critical insights into potential opportunities and risks. It also helps businesses anticipate changes in regulations, consumer behavior, and economic trends, enabling them to make informed, forward-looking decisions.

Analyzing Market Share in the Tactile Virtual Reality Market

The Tactile Virtual Reality Market share analysis evaluates vendor performance. This analysis provides a clear view of each vendor’s standing in the competitive landscape by comparing key metrics such as revenue, customer base, and other critical factors. Additionally, it highlights market concentration, fragmentation, and trends in consolidation, empowering vendors to make strategic decisions that enhance their market position.

Evaluating Vendor Success with the FPNV Positioning Matrix in the Tactile Virtual Reality Market

The Tactile Virtual Reality Market FPNV Positioning Matrix is crucial in evaluating vendors based on business strategy and product satisfaction levels. By segmenting vendors into four quadrants - Forefront (F), Pathfinder (P), Niche (N), and Vital (V) - this matrix helps users make well-informed decisions that best align with their unique needs and objectives in the market.

Strategic Recommendations for Success in the Tactile Virtual Reality Market

The Tactile Virtual Reality Market strategic analysis is essential for organizations aiming to strengthen their position in the global market. A comprehensive review of resources, capabilities, and performance helps businesses identify opportunities for improvement and growth. This approach empowers companies to navigate challenges in the increasingly competitive landscape, ensuring they capitalize on new opportunities and align with long-term success.

Key Company Profiles

The report delves into recent significant developments in the Tactile Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Autodesk Inc., Dassault Systems SE, Eon Reality Inc., Google LLC by Alphabet, Inc., HaptX Inc., HTC Corporation, Microsoft Corporation, Sony Corporation, TDK Corporation, Ultraleap Ltd., and Unity Technologies.

Market Segmentation & Coverage

This research report categorizes the Tactile Virtual Reality Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Component
    • Hardware
    • Software
  • End-Use
    • Automotive
    • Electronic
    • Healthcare
    • Industrial
    • Transportation
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report provides a detailed overview of the market, exploring several key areas:

  1. Market Penetration: A thorough examination of the current market landscape, featuring comprehensive data from leading industry players and analyzing their reach and influence across the market.
  2. Market Development: The report identifies significant growth opportunities in emerging markets and assesses expansion potential within established segments, providing a roadmap for future development.
  3. Market Diversification: In-depth coverage of recent product launches, untapped geographic regions, significant industry developments, and strategic investments reshaping the market landscape.
  4. Competitive Assessment & Intelligence: A detailed analysis of the competitive landscape, covering market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, technological advancements, and innovations in manufacturing by key market players.
  5. Product Development & Innovation: Insight into groundbreaking technologies, R&D efforts, and product innovations that will drive the market in future.

Additionally, the report addresses key questions to assist stakeholders in making informed decisions:

  1. What is the current size of the market, and how is it expected to grow?
  2. Which products, segments, and regions present the most attractive investment opportunities?
  3. What are the prevailing technology trends and regulatory factors influencing the market?
  4. How do top vendors rank regarding market share and competitive positioning?
  5. What revenue sources and strategic opportunities guide vendors' market entry or exit decisions?

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Upsurge demand and usage of robotics in numerous end-user industries
5.1.1.2. Increasing penetration of smartphones & connected devices and growth of the gaming industry
5.1.1.3. Rising integration of virtual reality with automotive and consumer electronics
5.1.2. Restraints
5.1.2.1. High cost associated with Tactile VR products
5.1.3. Opportunities
5.1.3.1. Growing advancements in virtual reality products
5.1.3.2. Exponential investments in developing metaverse
5.1.4. Challenges
5.1.4.1. Lack of effective user experience design
5.1.4.2. Technical issues related to product design
5.2. Market Segmentation Analysis
5.3. Porter’s Five Forces Analysis
5.3.1. Threat of New Entrants
5.3.2. Threat of Substitutes
5.3.3. Bargaining Power of Customers
5.3.4. Bargaining Power of Suppliers
5.3.5. Industry Rivalry
5.4. PESTLE Analysis
5.4.1. Political
5.4.2. Economic
5.4.3. Social
5.4.4. Technological
5.4.5. Legal
5.4.6. Environmental
6. Tactile Virtual Reality Market, by Component
6.1. Introduction
6.2. Hardware
6.3. Software
7. Tactile Virtual Reality Market, by End-Use
7.1. Introduction
7.2. Automotive
7.3. Electronic
7.4. Healthcare
7.5. Industrial
7.6. Transportation
8. Americas Tactile Virtual Reality Market
8.1. Introduction
8.2. Argentina
8.3. Brazil
8.4. Canada
8.5. Mexico
8.6. United States
9. Asia-Pacific Tactile Virtual Reality Market
9.1. Introduction
9.2. Australia
9.3. China
9.4. India
9.5. Indonesia
9.6. Japan
9.7. Malaysia
9.8. Philippines
9.9. Singapore
9.10. South Korea
9.11. Taiwan
9.12. Thailand
9.13. Vietnam
10. Europe, Middle East & Africa Tactile Virtual Reality Market
10.1. Introduction
10.2. Denmark
10.3. Egypt
10.4. Finland
10.5. France
10.6. Germany
10.7. Israel
10.8. Italy
10.9. Netherlands
10.10. Nigeria
10.11. Norway
10.12. Poland
10.13. Qatar
10.14. Russia
10.15. Saudi Arabia
10.16. South Africa
10.17. Spain
10.18. Sweden
10.19. Switzerland
10.20. Turkey
10.21. United Arab Emirates
10.22. United Kingdom
11. Competitive Landscape
11.1. Market Share Analysis, 2023
11.2. FPNV Positioning Matrix, 2023
11.3. Competitive Scenario Analysis
11.4. Strategy Analysis & Recommendation
List of Figures
FIGURE 1. TACTILE VIRTUAL REALITY MARKET RESEARCH PROCESS
FIGURE 2. TACTILE VIRTUAL REALITY MARKET SIZE, 2023 VS 2030
FIGURE 3. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 5. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
FIGURE 7. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 8. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2023 VS 2030 (%)
FIGURE 9. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 10. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 11. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 12. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 13. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 14. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 15. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 16. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 17. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 18. TACTILE VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
FIGURE 19. TACTILE VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023
List of Tables
TABLE 1. TACTILE VIRTUAL REALITY MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
TABLE 3. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 6. TACTILE VIRTUAL REALITY MARKET DYNAMICS
TABLE 7. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY ELECTRONIC, BY REGION, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY INDUSTRIAL, BY REGION, 2018-2030 (USD MILLION)
TABLE 15. GLOBAL TACTILE VIRTUAL REALITY MARKET SIZE, BY TRANSPORTATION, BY REGION, 2018-2030 (USD MILLION)
TABLE 16. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 17. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 18. AMERICAS TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 19. ARGENTINA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 20. ARGENTINA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 21. BRAZIL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 22. BRAZIL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 23. CANADA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 24. CANADA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 25. MEXICO TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 26. MEXICO TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 27. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 28. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 29. UNITED STATES TACTILE VIRTUAL REALITY MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 30. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 31. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 32. ASIA-PACIFIC TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 33. AUSTRALIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 34. AUSTRALIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 35. CHINA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 36. CHINA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 37. INDIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 38. INDIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 39. INDONESIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 40. INDONESIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 41. JAPAN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 42. JAPAN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 43. MALAYSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 44. MALAYSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 45. PHILIPPINES TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 46. PHILIPPINES TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 47. SINGAPORE TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 48. SINGAPORE TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 49. SOUTH KOREA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 50. SOUTH KOREA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 51. TAIWAN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 52. TAIWAN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 53. THAILAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 54. THAILAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 55. VIETNAM TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 56. VIETNAM TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 57. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 58. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 59. EUROPE, MIDDLE EAST & AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 60. DENMARK TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 61. DENMARK TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 62. EGYPT TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 63. EGYPT TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 64. FINLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 65. FINLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 66. FRANCE TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 67. FRANCE TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 68. GERMANY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 69. GERMANY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 70. ISRAEL TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 71. ISRAEL TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 72. ITALY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 73. ITALY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 74. NETHERLANDS TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 75. NETHERLANDS TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 76. NIGERIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 77. NIGERIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 78. NORWAY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 79. NORWAY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 80. POLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 81. POLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 82. QATAR TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 83. QATAR TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 84. RUSSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 85. RUSSIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 86. SAUDI ARABIA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 87. SAUDI ARABIA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 88. SOUTH AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 89. SOUTH AFRICA TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 90. SPAIN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 91. SPAIN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 92. SWEDEN TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 93. SWEDEN TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 94. SWITZERLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 95. SWITZERLAND TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 96. TURKEY TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 97. TURKEY TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 98. UNITED ARAB EMIRATES TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 99. UNITED ARAB EMIRATES TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 100. UNITED KINGDOM TACTILE VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 101. UNITED KINGDOM TACTILE VIRTUAL REALITY MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
TABLE 102. TACTILE VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
TABLE 103. TACTILE VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023

Companies Mentioned

The leading players in the Tactile Virtual Reality Market, which are profiled in this report, include:
  • Autodesk Inc.
  • Dassault Systems SE
  • Eon Reality Inc.
  • Google LLC by Alphabet, Inc.
  • HaptX Inc.
  • HTC Corporation
  • Microsoft Corporation
  • Sony Corporation
  • TDK Corporation
  • Ultraleap Ltd.
  • Unity Technologies

Methodology

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Table Information