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Asia Pacific Virtual Reality Market By Component (Hardware and Software), By Device (Head-mounted Display (HMD), Gesture-tracking Device (GTD) and Projectors & Display Wall (PDW)), By Technology (Semi & Fully Immersive and Non-immersive), By End User (Consumer, Commercial, Healthcare, Enterprise, Aerospace & Defense and Others), By Country, Industry Analysis and Forecast, 2020 - 2026

Published Date : 7-Jan-2021

Pages: 122

Formats: PDF

The Asia Pacific Virtual Reality Market would 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.

Free Valuable Insights: Virtual Reality Market in Asia Pacific is expected to register a CAGR of 22% during the forecast period (2020-2026)

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.
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 KBV 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:
TABLE 1 Asia Pacific Virtual Reality Market, 2016 - 2019, USD Million
TABLE 2 Asia Pacific Virtual Reality Market, 2020 - 2026, USD Million
TABLE 3 Partnerships, Collaborations and Agreements– Virtual Reality Market
TABLE 4 Product Launches And Product Expansions– Virtual Reality Market
TABLE 5 Geographical Expansions– Virtual Reality Market
TABLE 6 Acquisition and Mergers– Virtual Reality Market
TABLE 7 Asia Pacific Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 8 Asia Pacific Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 9 Asia Pacific Virtual Reality Hardware Market by Country, 2016 - 2019, USD Million
TABLE 10 Asia Pacific Virtual Reality Hardware Market by Country, 2020 - 2026, USD Million
TABLE 11 Asia Pacific Virtual Reality Software Market by Country, 2016 - 2019, USD Million
TABLE 12 Asia Pacific Virtual Reality Software Market by Country, 2020 - 2026, USD Million
TABLE 13 Asia Pacific Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 14 Asia Pacific Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 15 Asia Pacific Virtual Reality Head-mounted Display (HMD) Market by Country, 2016 - 2019, USD Million
TABLE 16 Asia Pacific Virtual Reality Head-mounted Display (HMD) Market by Country, 2020 - 2026, USD Million
TABLE 17 Asia Pacific Virtual Reality Gesture-tracking Device (GTD) market by Country, 2016 - 2019, USD Million
TABLE 18 Asia Pacific Virtual Reality Gesture-tracking Device (GTD) market by Country, 2020 - 2026, USD Million
TABLE 19 Asia Pacific Virtual Reality Projectors & Display Wall (PDW) market by Country, 2016 - 2019, USD Million
TABLE 20 Asia Pacific Virtual Reality Projectors & Display Wall (PDW) market by Country, 2020 - 2026, USD Million
TABLE 21 Asia Pacific Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 22 Asia Pacific Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 23 Asia Pacific Semi & Fully Immersive Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 24 Asia Pacific Semi & Fully Immersive Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 25 Asia Pacific Non-immersive Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 26 Asia Pacific Non-immersive Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 27 Asia Pacific Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 28 Asia Pacific Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 29 Asia Pacific Consumer Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 30 Asia Pacific Consumer Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 31 Asia Pacific Commercial Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 32 Asia Pacific Commercial Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 33 Asia Pacific Healthcare Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 34 Asia Pacific Healthcare Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 35 Asia Pacific Enterprise Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 36 Asia Pacific Enterprise Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 37 Asia Pacific Aerospace & Defense Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 38 Asia Pacific Aerospace & Defense Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 39 Asia Pacific Others Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 40 Asia Pacific Others Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 41 Asia Pacific Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 42 Asia Pacific Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 43 China Virtual Reality Market, 2016 - 2019, USD Million
TABLE 44 China Virtual Reality Market, 2020 - 2026, USD Million
TABLE 45 China Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 46 China Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 47 China Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 48 China Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 49 China Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 50 China Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 51 China Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 52 China Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 53 Japan Virtual Reality Market, 2016 - 2019, USD Million
TABLE 54 Japan Virtual Reality Market, 2020 - 2026, USD Million
TABLE 55 Japan Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 56 Japan Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 57 Japan Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 58 Japan Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 59 Japan Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 60 Japan Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 61 Japan Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 62 Japan Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 63 India Virtual Reality Market, 2016 - 2019, USD Million
TABLE 64 India Virtual Reality Market, 2020 - 2026, USD Million
TABLE 65 India Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 66 India Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 67 India Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 68 India Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 69 India Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 70 India Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 71 India Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 72 India Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 73 South Korea Virtual Reality Market, 2016 - 2019, USD Million
TABLE 74 South Korea Virtual Reality Market, 2020 - 2026, USD Million
TABLE 75 South Korea Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 76 South Korea Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 77 South Korea Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 78 South Korea Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 79 South Korea Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 80 South Korea Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 81 South Korea Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 82 South Korea Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 83 Singapore Virtual Reality Market, 2016 - 2019, USD Million
TABLE 84 Singapore Virtual Reality Market, 2020 - 2026, USD Million
TABLE 85 Singapore Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 86 Singapore Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 87 Singapore Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 88 Singapore Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 89 Singapore Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 90 Singapore Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 91 Singapore Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 92 Singapore Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 93 Malaysia Virtual Reality Market, 2016 - 2019, USD Million
TABLE 94 Malaysia Virtual Reality Market, 2020 - 2026, USD Million
TABLE 95 Malaysia Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 96 Malaysia Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 97 Malaysia Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 98 Malaysia Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 99 Malaysia Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 100 Malaysia Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 101 Malaysia Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 102 Malaysia Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 103 Rest of Asia Pacific Virtual Reality Market, 2016 - 2019, USD Million
TABLE 104 Rest of Asia Pacific Virtual Reality Market, 2020 - 2026, USD Million
TABLE 105 Rest of Asia Pacific Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 106 Rest of Asia Pacific Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 107 Rest of Asia Pacific Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 108 Rest of Asia Pacific Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 109 Rest of Asia Pacific Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 110 Rest of Asia Pacific Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 111 Rest of Asia Pacific Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 112 Rest of Asia Pacific Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 113 Key Information – Google, Inc.
TABLE 114 key information – Microsoft Corporation
TABLE 115 key information – Facebook, Inc.
TABLE 116 Key Information – Sony Corporation
TABLE 117 Key Information –Samsung Electronics Co., Ltd.
TABLE 118 Key Information – Autodesk, Inc.
TABLE 119 Key Information – Dassault Systemes SE
TABLE 120 key Information – Vuzix Corporation
TABLE 121 Key Information – Ultraleap Limited
TABLE 122 Key Information – Eon Reality, Inc.

List of Figures
FIG 1 Methodology for the research
FIG 2 KBV Cardinal Matrix
FIG 3 Key Leading Strategies: Percentage Distribution (2016-2020)
FIG 4 Key Strategic Move: (Partnerships, Collaborations, and Agreements : 2016, Mar – 2020, Dec) Leading Players
FIG 5 Recent strategies and developments: Google, Inc.
FIG 6 SWOT Analysis: Alphabet Inc. (Google Inc.)
FIG 7 Recent strategies and developments: Microsoft Corporation
FIG 8 SWOT Analysis: Microsoft Corporation
FIG 9 Recent strategies and developments: Facebook, Inc.
FIG 10 SWOT Analysis: Facebook, Inc.
FIG 11 Swot analysis: sony corporation
FIG 12 Recent strategies and developments: Samsung Electronics Co., Ltd.
FIG 13 SWOT Analysis: Samsung Electronics CO. Ltd.
FIG 14 SWOT Analysis: Autodesk, Inc.
FIG 15 SWOT Analysis: Dassault Systemes SE
FIG 16 Recent strategies and developments: Eon Reality, Inc.

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