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Published Date: August, 2019

Virtual Reality Market (Component - Hardware, and Software; Device Type - Head-mounted Displays, Projectors & Display Walls, and Gesture-tracking Devices; Technology - Immersive, Semi-immersive, and Non-immersive; Application - Consumer Electronics, Commercial, Healthcare, Aerospace and Defence, and Other Applications): Global Industry Analysis, Trends, Size, Share and Forecasts to 2025


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Chapter Name Price
Chapter - 1: Preface

1.1.   Report Description

1.2.   Research Methods

1.3.   Research Approaches

Free
Chapter - 2: Executive Summary

2.1.   Virtual Reality Market Highlights

2.2.   Virtual Reality Market Projection

2.3.   Virtual Reality Market Regional Highlights

250
Chapter - 3: Global Virtual Reality Market Overview

3.1.   Introduction

3.2.   Market Dynamics

3.2.1. Drivers

3.2.2. Restraints

3.2.3. Opportunities

3.3.   Porter's Five Forces Analysis

3.4.   IGR-Growth Matrix Analysis

3.4.1. IGR-Growth Matrix Analysis by Component

3.4.2. IGR-Growth Matrix Analysis by Device Type

3.4.3. IGR-Growth Matrix Analysis by Technology

3.4.4. IGR-Growth Matrix Analysis by Application

3.4.5. IGR-Growth Matrix Analysis by Region

3.5.   Value Chain Analysis of Virtual Reality Market

500
Chapter - 4: Virtual Reality Market Macro Indicator Analysis
250
Chapter - 5: Global Virtual Reality Market by Component

5.1.   Hardware

5.2.   Software

750
Chapter - 6: Global Virtual Reality Market by Device Type

6.1.   Head-mounted Displays

6.2.   Projectors & Display Walls

6.3.   Gesture-tracking Devices

750
Chapter - 7: Global Virtual Reality Market by Technology

7.1.   Immersive

7.2.   Semi-immersive

7.3.   Non-immersive

750
Chapter - 8: Global Virtual Reality Market by Application

8.1.   Consumer Electronics

8.2.   Commercial

8.3.   Healthcare

8.4.   Aerospace and Defence

8.5.   Other Applications

750
Chapter - 9: Global Virtual Reality Market by Region 2019-2025

9.1.   North America

9.1.1. North America Virtual Reality Market by Component

9.1.2. North America Virtual Reality Market by Device Type

9.1.3. North America Virtual Reality Market by Technology

9.1.4. North America Virtual Reality Market by Application

9.1.5. North America Virtual Reality Market by Country

9.2.   Europe

9.2.1. Europe Virtual Reality Market by Component

9.2.2. Europe Virtual Reality Market by Device Type

9.2.3. Europe Virtual Reality Market by Technology

9.2.4. Europe Virtual Reality Market by Application

9.2.5. Europe Virtual Reality Market by Country

9.3.   Asia-Pacific

9.3.1. Asia-Pacific Virtual Reality Market by Component

9.3.2. Asia-Pacific Virtual Reality Market by Device Type

9.3.3. Asia-Pacific Virtual Reality Market by Technology

9.3.4. Asia-Pacific Virtual Reality Market by Application

9.3.5. Asia-Pacific Virtual Reality Market by Country

9.4.   RoW

9.4.1. RoW Virtual Reality Market by Component

9.4.2. RoW Virtual Reality Market by Device Type

9.4.3. RoW Virtual Reality Market by Technology

9.4.4. RoW Virtual Reality Market by Application

9.4.5. RoW Virtual Reality Market by Sub-region

2000
Chapter - 10: Company Profiles and Competitive Landscape

10.1. Competitive Landscape in the Global Virtual Reality Market

10.2. Companies Profiles

10.2.1.   Oculus VR, LLC

10.2.2.   Alphabet, Inc. (Google)

10.2.3.   Leap Motion, Inc.

10.2.4.   Samsung Electronics Co. Ltd.

10.2.5.   Microsoft Corporation

10.2.6.   HTC Corporation

10.2.7.   CyberGlove Systems Inc.

10.2.8.   Magic Leap, Inc.

10.2.9.   Sony Corporation

10.2.10. Eon Reality, Inc.

10.2.11. Other Companies

1500
Chapter - 11: Appendix

11.1. Primary Research Findings and Questionnaire

*included in report
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