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Asia Pacific Virtual Reality Market By Component, By Device, By Technology, By End User, By Country, Industry Analysis and Forecast, 2020 - 2026

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    Report

  • 122 Pages
  • December 2020
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5233789
The Asia Pacific Virtual Reality Market is expected to witness market growth of 22% CAGR during the forecast period (2020-2026).

Easy accessibility and affordability of VR devices is the major factor boosting the adoption of VR devices. The introduction of VR devices by local companies in countries like India and China has assisted in making such devices more affordable and boosting their wide-scale adoption. Furthermore, more opportunities also emerge for the market due to the integration of 5G with VR and developments in fully immersive technology. However, manufacturing because of SoC integration requires high cost, thereby becoming a significant restraint for the market vendors.

The application of virtual reality in the healthcare sector has been expanding and provides various advantages like robotic surgery, skill training, and surgery simulation. VR in the healthcare sector provides major benefits such as, it helps healthcare professionals in obtaining new skills and training on new operating machines which can be done in a secure environment. In the area of diagnostics, virtual reality assists medical practitioners to gain better insights in comparison to MRI scans and other techniques, hence eradicating the need for invasive surgeries or methods, until necessary. The leading players in the global VR market are Microsoft Corporation, Samsung Electronics, Facebook Inc., Google LLC, and Sony Corporation.

With the help of virtual reality, you can simulate formats such as retail pop-ups, stores, car dealerships, user experiences, bank branches, and retail decision points without having to create them. This could save the costs significantly because there is no requirement to manually build out various environments considered for testing. Another benefit of virtual reality research is speed since you can move between the simulated realities more or less easily. You can measure end-user engagement with, and reaction to what you are testing instantly when you come up with it, instead of waiting while a physical mock-up is built.

Based on Component, the market is segmented into Hardware and Software. Based on Device, the market is segmented into Head-mounted Display (HMD), Gesture-tracking Device (GTD) and Projectors & Display Wall (PDW). Based on Technology, the market is segmented into Semi & Fully Immersive and Non-immersive. Based on End User, the market is segmented into Consumer, Commercial, Healthcare, Enterprise, Aerospace & Defense and Others. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Google, Inc., Microsoft Corporation, Facebook, Inc., Sony Corporation, Samsung Electronics Co., Ltd. (Samsung Group), Autodesk, Inc., Dassault Systemes SE, Vuzix Corporation, Ultraleap Limited (Leap Motion, Inc.) and Eon Reality, Inc.

Scope of the Study

Market Segments covered in the Report:

By Component
  • Hardware
  • Software

By Device
  • Head-mounted Display (HMD)
  • Gesture-tracking Device (GTD)
  • Projectors & Display Wall (PDW)

By Technology
  • Semi & Fully Immersive
  • Non-immersive

By End User
  • Consumer
  • Commercial
  • Healthcare
  • Enterprise
  • Aerospace & Defense
  • Others

By Country
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Companies Profiled
  • Google, Inc.
  • Microsoft Corporation
  • Facebook, Inc.
  • Sony Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Autodesk, Inc.
  • Dassault Systemes SE
  • Vuzix Corporation
  • Ultraleap Limited (Leap Motion, Inc.)
  • Eon Reality, Inc.

Unique Offerings from the Publisher
  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Virtual Reality Market, by Component
1.4.2 Asia Pacific Virtual Reality Market, by Device
1.4.3 Asia Pacific Virtual Reality Market, by Technology
1.4.4 Asia Pacific Virtual Reality Market, by End User
1.4.5 Asia Pacific Virtual Reality Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Executive Summary
2.1.3 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Geographical Expansions
3.2.4 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
3.3.2 Key Strategic Move: (Partnerships, Collaborations, and Agreements : 2016, Mar - 2020, Dec) Leading Players
Chapter 4. Asia Pacific Virtual Reality Market by Component
4.1 Asia Pacific Virtual Reality Hardware Market by Country
4.2 Asia Pacific Virtual Reality Software Market by Country
Chapter 5. Asia Pacific Virtual Reality Market by Device
5.1 Asia Pacific Virtual Reality Head-mounted Display (HMD) Market by Country
5.2 Asia Pacific Virtual Reality Gesture-tracking Device (GTD) market by Country
5.3 Asia Pacific Virtual Reality Projectors & Display Wall (PDW) market by Country
Chapter 6. Asia Pacific Virtual Reality Market by Technology
6.1 Asia Pacific Semi & Fully Immersive Virtual Reality Market by Country
6.2 Asia Pacific Non-immersive Virtual Reality Market by Country
Chapter 7. Asia Pacific Virtual Reality Market by End Use
7.1 Asia Pacific Consumer Virtual Reality Market by Country
7.2 Asia Pacific Commercial Virtual Reality Market by Country
7.3 Asia Pacific Healthcare Virtual Reality Market by Country
7.4 Asia Pacific Enterprise Virtual Reality Market by Country
7.5 Asia Pacific Aerospace & Defense Virtual Reality Market by Country
7.6 Asia Pacific Others Virtual Reality Market by Country
Chapter 8. Asia Pacific Virtual Reality Market by Country
8.1 China Virtual Reality Market
8.1.1 China Virtual Reality Market by Component
8.1.2 China Virtual Reality Market by Device
8.1.3 China Virtual Reality Market by Technology
8.1.4 China Virtual Reality Market by End Use
8.2 Japan Virtual Reality Market
8.2.1 Japan Virtual Reality Market by Component
8.2.2 Japan Virtual Reality Market by Device
8.2.3 Japan Virtual Reality Market by Technology
8.2.4 Japan Virtual Reality Market by End Use
8.3 India Virtual Reality Market
8.3.1 India Virtual Reality Market by Component
8.3.2 India Virtual Reality Market by Device
8.3.3 India Virtual Reality Market by Technology
8.3.4 India Virtual Reality Market by End Use
8.4 South Korea Virtual Reality Market
8.4.1 South Korea Virtual Reality Market by Component
8.4.2 South Korea Virtual Reality Market by Device
8.4.3 South Korea Virtual Reality Market by Technology
8.4.4 South Korea Virtual Reality Market by End Use
8.5 Singapore Virtual Reality Market
8.5.1 Singapore Virtual Reality Market by Component
8.5.2 Singapore Virtual Reality Market by Device
8.5.3 Singapore Virtual Reality Market by Technology
8.5.4 Singapore Virtual Reality Market by End Use
8.6 Malaysia Virtual Reality Market
8.6.1 Malaysia Virtual Reality Market by Component
8.6.2 Malaysia Virtual Reality Market by Device
8.6.3 Malaysia Virtual Reality Market by Technology
8.6.4 Malaysia Virtual Reality Market by End Use
8.7 Rest of Asia Pacific Virtual Reality Market
8.7.1 Rest of Asia Pacific Virtual Reality Market by Component
8.7.2 Rest of Asia Pacific Virtual Reality Market by Device
8.7.3 Rest of Asia Pacific Virtual Reality Market by Technology
8.7.4 Rest of Asia Pacific Virtual Reality Market by End Use
Chapter 9. Company Profiles
9.1 Google, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expense
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Acquisition and Mergers:
9.1.5.3 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Microsoft Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.1 Recent strategies and developments:
9.2.1.1 Acquisition and Mergers:
9.2.1.2 Product Launches and Product Expansions:
9.2.2 SWOT Analysis
9.3 Facebook, Inc. (Oculus VR)
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Regional Analysis
9.3.4 Research & Development Expense
9.3.5 Recent strategies and developments:
9.3.5.1 Acquisition and Mergers:
9.3.5.2 Product Launches and Product Expansions:
9.3.6 SWOT Analysis
9.4 Sony Corporation
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research and Development Expense
9.4.5 Recent strategies and developments:
9.4.5.1 Partnerships, Collaborations, and Agreements:
9.4.6 SWOT Analysis
9.5 Samsung Electronics Co., Ltd. (Samsung Group)
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expense
9.5.5 Recent strategies and developments:
9.5.5.1 Partnerships, Collaborations, and Agreements:
9.5.5.2 Geographical Expansions:
9.5.6 SWOT Analysis
9.6 Autodesk, Inc.
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Regional Analysis
9.6.4 Research & Development Expenses
9.6.5 SWOT Analysis
9.7 Dassault Systemes SE
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Regional Analysis
9.7.4 Research & Development Expense
9.7.5 Recent strategies and developments:
9.7.5.1 Partnerships, Collaborations, and Agreements:
9.7.6 SWOT Analysis
9.8 Vuzix Corporation
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Regional Analysis
9.8.4 Research & Development Expenses
9.9 Ultraleap Limited (Leap Motion, Inc.)
9.9.1 Company Overview
9.9.2 Recent strategies and developments:
9.9.2.1 Partnerships, Collaborations, and Agreements:
9.10. Eon Reality, Inc.
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Partnerships, Collaborations, and Agreements:
9.10.2.2 Product Launches and Product Expansions:

Companies Mentioned

  • Google, Inc.
  • Microsoft Corporation
  • Facebook, Inc.
  • Sony Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Autodesk, Inc.
  • Dassault Systemes SE
  • Vuzix Corporation
  • Ultraleap Limited (Leap Motion, Inc.)
  • Eon Reality, Inc.

Methodology

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