Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Virtual Reality Market, by Component
1.4.2 Europe Virtual Reality Market, by Device
1.4.3 Europe Virtual Reality Market, by Technology
1.4.4 Europe Virtual Reality Market, by End User
1.4.5 Europe 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. Europe Virtual Reality Market by Component
4.1 Europe Virtual Reality Hardware Market by Country
4.2 Europe Virtual Reality Software Market by Country
Chapter 5. Europe Virtual Reality Market by Device
5.1 Europe Virtual Reality Head-mounted Display (HMD) Market by Country
5.2 Europe Virtual Reality Gesture-tracking Device (GTD) market by Country
5.3 Europe Virtual Reality Projectors & Display Wall (PDW) market by Country
Chapter 6. Europe Virtual Reality Market by Technology
6.1 Europe Semi & Fully Immersive Virtual Reality Market by Country
6.2 Europe Non-immersive Virtual Reality Market by Country
Chapter 7. Europe Virtual Reality Market by End Use
7.1 Europe Consumer Virtual Reality Market by Country
7.2 Europe Commercial Virtual Reality Market by Country
7.3 Europe Healthcare Virtual Reality Market by Country
7.4 Europe Enterprise Virtual Reality Market by Country
7.5 Europe Aerospace & Defense Virtual Reality Market by Country
7.6 Europe Others Virtual Reality Market by Country
Chapter 8. Europe Virtual Reality Market by Country
8.1 Germany Virtual Reality Market
8.1.1 Germany Virtual Reality Market by Component
8.1.2 Germany Virtual Reality Market by Device
8.1.3 Germany Virtual Reality Market by Technology
8.1.4 Germany Virtual Reality Market by End Use
8.2 UK Virtual Reality Market
8.2.1 UK Virtual Reality Market by Component
8.2.2 UK Virtual Reality Market by Device
8.2.3 UK Virtual Reality Market by Technology
8.2.4 UK Virtual Reality Market by End Use
8.3 France Virtual Reality Market
8.3.1 France Virtual Reality Market by Component
8.3.2 France Virtual Reality Market by Device
8.3.3 France Virtual Reality Market by Technology
8.3.4 France Virtual Reality Market by End Use
8.4 Russia Virtual Reality Market
8.4.1 Russia Virtual Reality Market by Component
8.4.2 Russia Virtual Reality Market by Device
8.4.3 Russia Virtual Reality Market by Technology
8.4.4 Russia Virtual Reality Market by End Use
8.5 Spain Virtual Reality Market
8.5.1 Spain Virtual Reality Market by Component
8.5.2 Spain Virtual Reality Market by Device
8.5.3 Spain Virtual Reality Market by Technology
8.5.4 Spain Virtual Reality Market by End Use
8.6 Italy Virtual Reality Market
8.6.1 Italy Virtual Reality Market by Component
8.6.2 Italy Virtual Reality Market by Device
8.6.3 Italy Virtual Reality Market by Technology
8.6.4 Italy Virtual Reality Market by End Use
8.7 Rest of Europe Virtual Reality Market
8.7.1 Rest of Europe Virtual Reality Market by Component
8.7.2 Rest of Europe Virtual Reality Market by Device
8.7.3 Rest of Europe Virtual Reality Market by Technology
8.7.4 Rest of Europe 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: