VR Market by Technology (Nonimmersive Technology, Semi-Immersive, Fully Immersive Technology), Device Type, Application, Region Global Industry Analysis, Market Size, Share, Growth, Trends, and Forecast 2018 to 2025
Published On: May 2019
 
Report ID:386072
 
Category: Technology
 
Pages: N/A




Global VR market is expected to reach USD 56.25 Billion by 2025 at a CAGR of 34.2% during the forecast period from 2018-2025. Use of improved technology and increasing digitization and heavy investments in the VR market to meet out rising need are likely to boost the market growth.

Market Overview:

Virtual reality (VR) is defined as an interactive computer-generated experience undertaken within a simulated environment. It includes mainly auditory and visual feedback, but may also permit other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical. Augmented reality systems are also considered as a form of VR which layers virtual information over a live camera feed into a headset or through a smartphone or tablet device which helps the user to view three-dimensional images. Nowadays, VR technology incorporates virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment.

Report Description:

  • The base year for the study has been considered 2017, historic year 2015 and 2016 and, the forecast period considered is from 2018 to 2025. The VR market is analysed on the basis of value (USD Billion).
  • The study delivers a comprehensive analysis of global VR market by technology, application, device type and regions.
  • The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2018 to 2025.
  • Porter’s Five Forces model is used in order to recognize the competitive scenario in the VR market. This report incorporates the industry analysis which is focused on providing an extensive view of the VR market.
  • The study also includes attractiveness analysis of technology, application, device type and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
  • The report provides company profile of the key players operating in the VR market and a comparative analysis based on their business overviews, industry analysis, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
  • The market estimates have been evaluated by considering the effect of different political, economic, social, technological and legal factors which are based on our extensive secondary research, primary research, and in-house databases.

Market Dynamics:

Drivers:

  • Use of improved technology and increasing digitization
  • Use of head mount displays in the gaming and entertainment sector
  • Heavy investments in the VR market to meet out rising need
  • Availability of affordable VR devices

Restraints:

  • Low resolution and lack of movement causes health concerns

 Opportunities:

  • Incorporation of head mount displays in healthcare and architectural applications

Challenges:

  • Developing user-friendly VR systems

Global VR Market Key Findings:

All the segments have been analysed on global, regional and country basis. The study includes the analysis of more than 30 countries for each segment.

Segmentation Analysis:

The VR market is segmented on the basis of technology, application and device type.

  • The technology segment is classified as nonimmersive technology and semi-immersive and fully immersive technology. The semi-immersive segment is dominating the market and valued around USD 3.43 Billion in 2017. Semi-immersive systems are a comparatively new implementation of VR technology which includes a relatively high-performance graphics computing system which can be coupled with either a large screen projector system or multiple television projection systems.
  • Device type segment is divided into segments such as a head-mounted display, gesture-tracking device and projector & display wall. The head-mounted display segment is dominating the market with the highest share of 47.90% in 2017. The major applications for VR HMDs have been in gaming and entertainment which is anticipated to dominate the market during the forecast period
  • Application segment includes consumer, commercial, enterprise, healthcare, aerospace & defense and others. The consumer application segment is dominating the VR market and valued around USD 1.71 Billion in 2017. The consumer application leads the VR market due to the high demand for HMDs in gaming and entertainment.

Regional Segmentation Analysis:                                               

The regions analysed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. North America region dominated the global VR market with USD 2.25 Billion in 2017 where as the Asia Pacific rapidly growing region in the market.

  • Asia- Pacific is dominating the market owing to an increase in R&D in APAC and the growing acceptance of newer technologies
  • The North America region is growing rapidly region because of technological advancement and rising consumer lifestyle.

Global VR Market Competitive Analysis:

Key players in the VR market are Sony, Oculus, Samsung Electronics, HTC, Google, PTC, Microsoft, Wikitude, DAQRI, Zugara, Blippar, Osterhout Design Group, Magic Leap, Upskill, Continental, Visteon, Eon Reality, Vuzix, and MAXST. For instance, HTC just announced the latest addition to its VR headset catalog, the Vive Focus Plus, which is targeting Enterprise users.

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This study forecasts revenue growth and volume at global, regional, and country levels from 2015 to 2025. Fior Market Research has segmented the global VR market on the basis of below-mentioned segments:

Global VR Market, By Technology:

  • Nonimmersive
  • Semi-Immersive
  • Fully Immersive

Global VR Market, By Device Type:

  • Head-Mounted Display
  • Gesture-Tracking Device
  • Data Gloves
  • Others
  • Projector & Display Wall

Global VR Market, By Application:

  • Consumer
  • Gaming and Entertainment
  • Commercial
  • Retail
  • Education and Training
  • Travel and Tourism
  • Advertising
  • Use-Cases in Commercial
  • Enterprise
  • Healthcare
  • Surgery
  • Patient Care Management
  • Fitness Management
  • Pharmacy Management
  • Medical Training and Education
  • Aerospace & Defense
  • Others
  • Automotive
  • Real Estate (Architecture and Building Design)
  • Geospatial Mining

Global VR Market, By Regions:

  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • Sweden
  • Netherlands
  • U.K.
  • Italy
  • Spain
  • Turkey
  • Switzerland
  • Belgium
  • Rest of Europe
  • Asia-Pacific
  • Japan
  • China
  • India
  • South Korea
  • Australia
  • Singapore
  • Malaysia
  • Thailand
  • Indonesia
  • Philippines
  • Rest of Asia-Pacific
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Rest of South America
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Egypt
  • Nigeria
  • South Africa
  • Rest of  Middle East and Africa

1. Introduction
   1.1. Objectives of the Study
   1.2. Market Definition
   1.3. Research Scope
   1.4. Currency

2. Research Methodology and Assumptions

3. Executive Summary

4. Premium Insights
   4.1. Porter’s Five Forces Analysis
   4.2. Value Chain Analysis
   4.3. Top Investment Pockets
        4.3.1. Market Attractiveness Analysis By Technology
        4.3.2. Market Attractiveness Analysis By Device Type
        4.3.3. Market Attractiveness Analysis By Application
        4.3.4. Market Attractiveness Analysis By Region
   4.4. Industry Trends

5. Market Dynamics
   5.1. Market Evaluation
   5.2. Drivers
        5.2.1. Use of improved technology and increasing digitization
        5.2.2. Use of head mount displays in the gaming and entertainment sector
        5.2.3. Heavy investments in the VR market to meet out rising need
        5.2.4. Availability of affordable VR devices
   5.3. Restraints
        5.3.1. Low resolution and lack of movement causes health concerns
   5.4. Opportunities
        5.4.1. Incorporation of head mount displays in healthcare and architectural applications
   5.5. Challenges
        5.5.1. Developing user-friendly VR systems

6. Global VR Market Analysis and Forecast, By Technology
   6.1. Segment Overview
   6.2. Nonimmersive Technology
   6.3. Semi-Immersive and Fully Immersive Technology

7. Global VR Market Analysis and Forecast, By Device Type
   7.1. Segment Overview
   7.2. Head-Mounted Display
   7.3. Gesture-Tracking Device
        7.3.1. Data Gloves
        7.3.2. Others
   7.4. Projector & Display Wall

8. Global VR Market Analysis and Forecast, By Application
   8.1. Segment Overview
   8.2. Consumer
        8.2.1. Gaming and Entertainment
   8.3. Commercial
        8.3.1. Retail
        8.3.2. Education and Training
        8.3.3. Travel and Tourism
        8.3.4. Advertising
        8.3.5. Use-Cases in Commercial
   8.4. Enterprise
   8.5. Healthcare
        8.5.1. Surgery
        8.5.2. Patient Care Management
        8.5.3. Fitness Management
        8.5.4. Pharmacy Management
        8.5.5. Medical Training and Education
   8.6. Aerospace & Defense
   8.7. Others
        8.7.1. Automotive
        8.7.2. Real Estate (Architecture and Building Design)
        8.7.3. Geospatial Mining

9. Global VR Market Analysis and Forecast, By Regional Analysis
   9.1. Segment Overview
   9.2. North America
        9.2.1. U.S.
        9.2.2. Canada
        9.2.3. Mexico
   9.3. Europe
        9.3.1. Germany
        9.3.2. France
        9.3.3. Sweden
        9.3.4. Netherlands
        9.3.5. U.K.
        9.3.6. Italy
        9.3.7. Spain
        9.3.8. Turkey
        9.3.9. Switzerland
        9.3.10. Belgium
        9.3.11. Rest of Europe
   9.4. Asia-Pacific
        9.4.1. Japan
        9.4.2. China
        9.4.3. India
        9.4.4. South Korea
        9.4.5. Australia
        9.4.6. Singapore
        9.4.7. Malaysia
        9.4.8. Thailand
        9.4.9. Indonesia
        9.4.10. Philippines
        9.4.11. Rest of Asia-Pacific
   9.5. South America
        9.5.1. Brazil
        9.5.2. Argentina
        9.5.3. Colombia
        9.5.4. Rest of South America
   9.6. Middle East and Africa
        9.6.1. Saudi Arabia
        9.6.2. UAE
        9.6.3. Egypt
        9.6.4. Nigeria
        9.6.5. South Africa
        9.6.6. Rest of  Middle East and Africa

10. Global VR Market-Competitive Landscape
   10.1. Overview
   10.2. Market Share of Key Players in the VR Market
        10.2.1. Global Company Market Share
        10.2.2. North America Company Market Share
        10.2.3. Europe Company Market Share
        10.2.4. APAC Company Market Share
   10.3. Competitive Situations and Trends
        10.3.1. Device Type Launches and Developments
        10.3.2. Partnerships, Collaborations, and Agreements
        10.3.3. Mergers & Acquisitions
        10.3.4. Expansions

11. Company Profiles
   11.1. Sony
        11.1.1. Business Overview
        11.1.2. Company Snapshot
        11.1.3. Company Market Share Analysis
        11.1.4. Company Product Portfolio
        11.1.5. Recent Developments
        11.1.6. SWOT Analysis
   11.2. Oculus
        11.2.1. Business Overview
        11.2.2. Company Snapshot
        11.2.3. Company Market Share Analysis
        11.2.4. Company Product Portfolio
        11.2.5. Recent Developments
        11.2.6. SWOT Analysis
   11.3. Samsung Electronics
        11.3.1. Business Overview
        11.3.2. Company Snapshot
        11.3.3. Company Market Share Analysis
        11.3.4. Company Product Portfolio
        11.3.5. Recent Developments
        11.3.6. SWOT Analysis
   11.4. HTC
        11.4.1. Business Overview
        11.4.2. Company Snapshot
        11.4.3. Company Market Share Analysis
        11.4.4. Company Product Portfolio
        11.4.5. Recent Developments
        11.4.6. SWOT Analysis
   11.5. Google
        11.5.1. Business Overview
        11.5.2. Company Snapshot
        11.5.3. Company Market Share Analysis
        11.5.4. Company Product Portfolio
        11.5.5. Recent Developments
        11.5.6. SWOT Analysis
   11.6. PTC
        11.6.1. Business Overview
        11.6.2. Company Snapshot
        11.6.3. Company Market Share Analysis
        11.6.4. Company Product Portfolio
        11.6.5. Recent Developments
        11.6.6. SWOT Analysis
   11.7. Microsoft
        11.7.1. Business Overview
        11.7.2. Company Snapshot
        11.7.3. Company Market Share Analysis
        11.7.4. Company Product Portfolio
        11.7.5. Recent Developments
        11.7.6. SWOT Analysis
   11.8. Wikitude
        11.8.1. Business Overview
        11.8.2. Company Snapshot
        11.8.3. Company Market Share Analysis
        11.8.4. Company Product Portfolio
        11.8.5. Recent Developments
        11.8.6. SWOT Analysis
   11.9. DAQRI
        11.9.1. Business Overview
        11.9.2. Company Snapshot
        11.9.3. Company Market Share Analysis
        11.9.4. Company Product Portfolio
        11.9.5. Recent Developments
        11.9.6. SWOT Analysis
   11.10. Zugara
        11.10.1. Business Overview
        11.10.2. Company Snapshot
        11.10.3. Company Market Share Analysis
        11.10.4. Company Product Portfolio
        11.10.5. Recent Developments
        11.10.6. SWOT Analysis
   11.11. Blippar
        11.11.1. Business Overview
        11.11.2. Company Snapshot
        11.11.3. Company Market Share Analysis
        11.11.4. Company Product Portfolio
        11.11.5. Recent Developments
        11.11.6. SWOT Analysis
   11.12. Osterhout Design Group
        11.12.1. Business Overview
        11.12.2. Company Snapshot
        11.12.3. Company Market Share Analysis
        11.12.4. Company Product Portfolio
        11.12.5. Recent Developments
        11.12.6. SWOT Analysis
   11.13. Magic Leap
        11.13.1. Business Overview
        11.13.2. Company Snapshot
        11.13.3. Company Market Share Analysis
        11.13.4. Company Product Portfolio
        11.13.5. Recent Developments
        11.13.6. SWOT Analysis
   11.14. Upskill
        11.14.1. Business Overview
        11.14.2. Company Snapshot
        11.14.3. Company Market Share Analysis
        11.14.4. Company Product Portfolio
        11.14.5. Recent Developments
        11.14.6. SWOT Analysis
   11.15. Continental
        11.15.1. Business Overview
        11.15.2. Company Snapshot
        11.15.3. Company Market Share Analysis
        11.15.4. Company Product Portfolio
        11.15.5. Recent Developments
        11.15.6. SWOT Analysis
   11.16. Visteon
        11.16.1. Business Overview
        11.16.2. Company Snapshot
        11.16.3. Company Market Share Analysis
        11.16.4. Company Product Portfolio
        11.16.5. Recent Developments
        11.16.6. SWOT Analysis
   11.17. Eon Reality
        11.17.1. Business Overview
        11.17.2. Company Snapshot
        11.17.3. Company Market Share Analysis
        11.17.4. Company Product Portfolio
        11.17.5. Recent Developments
        11.17.6. SWOT Analysis
   11.18. Vuzix
        11.18.1. Business Overview
        11.18.2. Company Snapshot
        11.18.3. Company Market Share Analysis
        11.18.4. Company Product Portfolio
        11.18.5. Recent Developments
        11.18.6. SWOT Analysis
   11.19. MAXST
        11.19.1. Business Overview
        11.19.2. Company Snapshot
        11.19.3. Company Market Share Analysis
        11.19.4. Company Product Portfolio
        11.19.5. Recent Developments
        11.19.6. SWOT Analysis

 


List of Figures 

1. Global VR Market Segmentation

2. VR Market: Research Methodology

3. Market Size Estimation Methodology: Bottom-Up Approach

4. Market Size Estimation Methodology: Top-Down Approach

5. Data Triangulation

6. Porter’s Five Forces Analysis 

7. Value Chain Analysis 

8. Global VR Market Attractiveness Analysis By Technology

9. Global VR Market Attractiveness Analysis By Device Type

10. Global VR Market Attractiveness Analysis By Application

11. Global VR Market Attractiveness Analysis By Region

12. Global VR Market: Dynamics

13. Global VR Market Share by Technology (2017 & 2025)

14. Global VR Market Share by Device Type (2017 & 2025)

15. Global VR Market Share by Application (2017 & 2025)

16. Global VR Market Share by Region (2017 & 2025)

17. Global VR Market Share by Company (2018)


List of Table

1. Global VR Market, By Technology, 2015–2025 (USD Billion)

2. Global Nonimmersive VR Market, By Region, 2015–2025 (USD Billion)

3. Global Semi-Immersive Fully Immersive Technology VR Market, By Region, 2015–2025 (USD Billion)

4. Global Fully Immersive VR Market, By Region, 2015–2025 (USD Billion)

5. Global VR Market, By Device Type, 2015–2025 (USD Billion)

6. Global VR Market, By Gesture-Tracking Device, 2015–2025 (USD Billion)

7. Global Head-Mounted Display VR Market, By Region, 2015–2025 (USD Billion)

8. Global Gesture-Tracking Device VR Market, By Region, 2015–2025 (USD Billion) Mobile Scanner 

9. Global Projector & Display Wall VR Market, By Region, 2015–2025 (USD Billion) 

10. Global VR Market, By Application, 2015–2025 (USD Billion)

11. Global VR Market, By Consumer, 2015–2025 (USD Billion)

12. Global VR Market, By Commercial, 2015–2025 (USD Billion)

13. Global VR Market, By Healthcare, 2015–2025 (USD Billion)

14. Global VR Market, By Others, 2015–2025 (USD Billion)

15. Global Consumer VR Market, By Region, 2015–2025 (USD Billion)

16. Global Commercial VR Market, By Region, 2015–2025 (USD Billion)

17. Global Healthcare VR Market, By Region, 2015–2025 (USD Billion)

18. Global Others VR Market, By Region, 2015–2025 (USD Billion)

19. Global VR Market, By Region, 2015–2025 (USD Billion)

20. North America VR Market, By Technology, 2015–2025 (USD Billion)

21. North America VR Market, By Device Type, 2015–2025 (USD Billion)

22. North America VR Market, By Application, 2015–2025 (USD Billion)

23. U.S. VR Market, By Technology, 2015–2025 (USD Billion)

24. U.S. VR Market, By Device Type, 2015–2025 (USD Billion)

25. U.S. VR Market, By Application, 2015–2025 (USD Billion)

26. Canada VR Market, By Technology, 2015–2025 (USD Billion)

27. Canada VR Market, By Device Type, 2015–2025 (USD Billion)

28. Canada VR Market, By Application, 2015–2025 (USD Billion)

29. Mexico VR Market, By Technology, 2015–2025 (USD Billion)

30. Mexico VR Market, By Device Type, 2015–2025 (USD Billion)

31. Mexico VR Market, By Application, 2015–2025 (USD Billion)

32. Europe VR Market, By Technology, 2015–2025 (USD Billion)

33. Europe VR Market, By Device Type, 2015–2025 (USD Billion)

34. Europe VR Market, By Application, 2015–2025 (USD Billion)

35. Germany VR Market, By Technology, 2015–2025 (USD Billion)

36. Germany VR Market, By Device Type, 2015–2025 (USD Billion)

37. Germany VR Market, By Application, 2015–2025 (USD Billion)

38. France VR Market, By Technology, 2015–2025 (USD Billion)

39. France VR Market, By Device Type, 2015–2025 (USD Billion)

40. France VR Market, By Application, 2015–2025 (USD Billion)

41. Sweden VR Market, By Technology, 2015–2025 (USD Billion)

42. Sweden VR Market, By Device Type, 2015–2025 (USD Billion)

43. Sweden VR Market, By Application, 2015–2025 (USD Billion)

44. Netherlands VR Market, By Technology, 2015–2025 (USD Billion)

45. Netherlands VR Market, By Device Type, 2015–2025 (USD Billion)

46. Netherlands VR Market, By Application, 2015–2025 (USD Billion)

47. U.K. VR Market, By Technology, 2015–2025 (USD Billion)

48. U.K. VR Market, By Device Type, 2015–2025 (USD Billion)

49. U.K. VR Market, By Application, 2015–2025 (USD Billion)

50. Italy VR Market, By Technology, 2015–2025 (USD Billion)

51. Italy VR Market, By Device Type, 2015–2025 (USD Billion)

52. Italy VR Market, By Application, 2015–2025 (USD Billion)

53. Spain VR Market, By Technology, 2015–2025 (USD Billion)

54. Spain VR Market, By Device Type, 2015–2025 (USD Billion)

55. Spain VR Market, By Application, 2015–2025 (USD Billion)

56. Turkey VR Market, By Technology, 2015–2025 (USD Billion)

57. Turkey VR Market, By Device Type, 2015–2025 (USD Billion)

58. Turkey VR Market, By Application, 2015–2025 (USD Billion)

59. Switzerland VR Market, By Technology, 2015–2025 (USD Billion)

60. Switzerland VR Market, By Device Type, 2015–2025 (USD Billion)

61. Switzerland VR Market, By Application, 2015–2025 (USD Billion)

62. Belgium VR Market, By Technology, 2015–2025 (USD Billion)

63. Belgium VR Market, By Device Type, 2015–2025 (USD Billion)

64. Belgium VR Market, By Application, 2015–2025 (USD Billion)

65. Asia Pacific VR Market, By Technology, 2015–2025 (USD Billion)

66. Asia Pacific VR Market, By Device Type, 2015–2025 (USD Billion)

67. Asia Pacific VR Market, By Application, 2015–2025 (USD Billion)

68. Japan VR Market, By Technology, 2015–2025 (USD Billion)

69. Japan VR Market, By Device Type, 2015–2025 (USD Billion)

70. Japan VR Market, By Application, 2015–2025 (USD Billion)

71. China VR Market, By Technology, 2015–2025 (USD Billion)

72. China VR Market, By Device Type, 2015–2025 (USD Billion)

73. China VR Market, By Application, 2015–2025 (USD Billion)

74. India VR Market, By Technology, 2015–2025 (USD Billion)

75. India VR Market, By Device Type, 2015–2025 (USD Billion)

76. India VR Market, By Application, 2015–2025 (USD Billion)

77. South Korea VR Market, By Technology, 2015–2025 (USD Billion)

78. South Korea VR Market, By Device Type, 2015–2025 (USD Billion)

79. South Korea VR Market, By Application, 2015–2025 (USD Billion)

80. Australia VR Market, By Technology, 2015–2025 (USD Billion)

81. Australia VR Market, By Device Type, 2015–2025 (USD Billion)

82. Australia VR Market, By Application, 2015–2025 (USD Billion)

83. Singapore VR Market, By Technology, 2015–2025 (USD Billion)

84. Singapore VR Market, By Device Type, 2015–2025 (USD Billion)

85. Singapore VR Market, By Application, 2015–2025 (USD Billion)

86. Malaysia VR Market, By Technology, 2015–2025 (USD Billion)

87. Malaysia VR Market, By Device Type, 2015–2025 (USD Billion)

88. Malaysia VR Market, By Application, 2015–2025 (USD Billion)

89. Thailand VR Market, By Technology, 2015–2025 (USD Billion)

90. Thailand VR Market, By Device Type, 2015–2025 (USD Billion)

91. Thailand VR Market, By Application, 2015–2025 (USD Billion)

92. Indonesia VR Market, By Technology, 2015–2025 (USD Billion)

93. Indonesia VR Market, By Device Type, 2015–2025 (USD Billion)

94. Indonesia VR Market, By Application, 2015–2025 (USD Billion)

95. Philippines VR Market, By Technology, 2015–2025 (USD Billion)

96. Philippines VR Market, By Device Type, 2015–2025 (USD Billion)

97. Philippines VR Market, By Application, 2015–2025 (USD Billion)

98. South America VR Market, By Technology, 2015–2025 (USD Billion)

99. South America VR Market, By Device Type, 2015–2025 (USD Billion)

100. South America VR Market, By Application, 2015–2025 (USD Billion)

101. Brazil VR Market, By Technology, 2015–2025 (USD Billion)

102. Brazil VR Market, By Device Type, 2015–2025 (USD Billion)

103. Brazil VR Market, By Application, 2015–2025 (USD Billion)

104. Argentina VR Market, By Technology, 2015–2025 (USD Billion)

105. Argentina VR Market, By Device Type, 2015–2025 (USD Billion)

106. Argentina VR Market, By Application, 2015–2025 (USD Billion)

107. Colombia VR Market, By Technology, 2015–2025 (USD Billion)

108. Colombia VR Market, By Device Type, 2015–2025 (USD Billion)

109. Colombia VR Market, By Application, 2015–2025 (USD Billion)

110. Middle East and Africa VR Market, By Technology, 2015–2025 (USD Billion)

111. Middle East and Africa VR Market, By Device Type, 2015–2025 (USD Billion)

112. Middle East and Africa VR Market, By Application, 2015–2025 (USD Billion)

113. Saudi Arabia VR Market, By Technology, 2015–2025 (USD Billion)

114. Saudi Arabia VR Market, By Device Type, 2015–2025 (USD Billion)

115. Saudi Arabia VR Market, By Application, 2015–2025 (USD Billion)

116. UAE VR Market, By Technology, 2015–2025 (USD Billion)

117. UAE VR Market, By Device Type, 2015–2025 (USD Billion)

118. UAE VR Market, By Application, 2015–2025 (USD Billion)

119. Egypt VR Market, By Technology, 2015–2025 (USD Billion)

120. Egypt VR Market, By Device Type, 2015–2025 (USD Billion)

121. Egypt VR Market, By Application, 2015–2025 (USD Billion)

122. Nigeria VR Market, By Technology, 2015–2025 (USD Billion)

123. Nigeria VR Market, By Device Type, 2015–2025 (USD Billion)

124. Nigeria VR Market, By Application, 2015–2025 (USD Billion) 

125. South Africa VR Market, By Technology, 2015–2025 (USD Billion)

126. South Africa VR Market, By Device Type, 2015–2025 (USD Billion)

127. South Africa VR Market, By Application, 2015–2025 (USD Billion)



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