The North America Virtual Reality Market would witness market growth of 18.4% CAGR during the forecast period (2020-2026). In addition to vision and sound, organizations are planning to integrate more senses in VR, to enhance the experience of people. The technology of VR is also anticipated to witness high demand in the e-commerce sector. There is a wide-scale adoption of VR in the marketing sector. In order to appeal customers to buy the product, brands are extensively using VR technology. However, VR technology comes with a high cost which is a major restraint for the global virtual reality market in the upcoming years. Also, some VR headsets use wire for connectivity which becomes a barrier in a natural movement. However, leading market players are also developing wireless standalone VR headsets.
Virtual reality creates artificial surroundings with the help of a software program. It is supplied to a person in the way that he suspends belief and perceives it as real. On a computer, virtual reality is generally experienced through 2 out of the 5 senses: sight and sound. The only version of virtual reality is a 3D image that can be explored interactively at PC, generally with the help of manipulating keys or the mouse. More advanced efforts incorporate such strategies as real rooms augmented with wearable computer systems, wrap around display monitors and haptics devices that let you explore the display pictures.
Moreover, there is a massive demand for virtual reality in the retail & e-commerce industry, which further boosts the growth of the market. Also, virtual reality devices are in high demand in healthcare for medical training & patient care management, which will boost the market demand. Furthermore, the growing penetration of head-mount displays in the entertainment and gaming sector is expected to accelerate the virtual reality market growth. The growth of the virtual reality market is also boosted by rapid digitization and accessibility of affordable virtual reality devices. Top tech giants have increasingly been investing and funding in virtual reality solutions which encourage market growth.
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 U.S., Mexico, Canada, and Rest of North America.
Free Valuable Insights: Virtual Reality Market in North America is expected to register a CAGR of 18.4% 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
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
- US
- Canada
- Mexico
- Rest of North America
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 North America Virtual Reality Market, by Component
1.4.2 North America Virtual Reality Market, by Device
1.4.3 North America Virtual Reality Market, by Technology
1.4.4 North America Virtual Reality Market, by End User
1.4.5 North America 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. North America Virtual Reality Market by Component
4.1 North America Virtual Reality Hardware Market by Country
4.2 North America Virtual Reality Software Market by Country
Chapter 5. North America Virtual Reality Market by Device
5.1 North America Virtual Reality Head-mounted Display (HMD) Market by Country
5.2 North America Virtual Reality Gesture-tracking Device (GTD) market by Country
5.3 North America Virtual Reality Projectors & Display Wall (PDW) market by Country
Chapter 6. North America Virtual Reality Market by Technology
6.1 North America Semi & Fully Immersive Virtual Reality Market by Country
6.2 North America Non-immersive Virtual Reality Market by Country
Chapter 7. North America Virtual Reality Market by End Use
7.1 North America Consumer Virtual Reality Market by Country
7.2 North America Commercial Virtual Reality Market by Country
7.3 North America Healthcare Virtual Reality Market by Country
7.4 North America Enterprise Virtual Reality Market by Country
7.5 North America Aerospace & Defense Virtual Reality Market by Country
7.6 North America Others Virtual Reality Market by Country
Chapter 8. North America Virtual Reality Market by Country
8.1 US Virtual Reality Market
8.1.1 US Virtual Reality Market by Component
8.1.2 US Virtual Reality Market by Device
8.1.3 US Virtual Reality Market by Technology
8.1.4 US Virtual Reality Market by End Use
8.2 Canada Virtual Reality Market
8.2.1 Canada Virtual Reality Market by Component
8.2.2 Canada Virtual Reality Market by Device
8.2.3 Canada Virtual Reality Market by Technology
8.2.4 Canada Virtual Reality Market by End Use
8.3 Mexico Virtual Reality Market
8.3.1 Mexico Virtual Reality Market by Component
8.3.2 Mexico Virtual Reality Market by Device
8.3.3 Mexico Virtual Reality Market by Technology
8.3.4 Mexico Virtual Reality Market by End Use
8.4 Rest of North America Virtual Reality Market
8.4.1 Rest of North America Virtual Reality Market by Component
8.4.2 Rest of North America Virtual Reality Market by Device
8.4.3 Rest of North America Virtual Reality Market by Technology
8.4.4 Rest of North America 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 North America Virtual Reality Market, 2016 - 2019, USD Million
TABLE 2 North America 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 North America Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 8 North America Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 9 North America Virtual Reality Hardware Market by Country, 2016 - 2019, USD Million
TABLE 10 North America Virtual Reality Hardware Market by Country, 2020 - 2026, USD Million
TABLE 11 North America Virtual Reality Software Market by Country, 2016 - 2019, USD Million
TABLE 12 North America Virtual Reality Software Market by Country, 2020 - 2026, USD Million
TABLE 13 North America Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 14 North America Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 15 North America Virtual Reality Head-mounted Display (HMD) Market by Country, 2016 - 2019, USD Million
TABLE 16 North America Virtual Reality Head-mounted Display (HMD) Market by Country, 2020 - 2026, USD Million
TABLE 17 North America Virtual Reality Gesture-tracking Device (GTD) market by Country, 2016 - 2019, USD Million
TABLE 18 North America Virtual Reality Gesture-tracking Device (GTD) market by Country, 2020 - 2026, USD Million
TABLE 19 North America Virtual Reality Projectors & Display Wall (PDW) market by Country, 2016 - 2019, USD Million
TABLE 20 North America Virtual Reality Projectors & Display Wall (PDW) market by Country, 2020 - 2026, USD Million
TABLE 21 North America Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 22 North America Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 23 North America Semi & Fully Immersive Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 24 North America Semi & Fully Immersive Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 25 North America Non-immersive Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 26 North America Non-immersive Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 27 North America Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 28 North America Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 29 North America Consumer Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 30 North America Consumer Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 31 North America Commercial Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 32 North America Commercial Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 33 North America Healthcare Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 34 North America Healthcare Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 35 North America Enterprise Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 36 North America Enterprise Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 37 North America Aerospace & Defense Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 38 North America Aerospace & Defense Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 39 North America Others Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 40 North America Others Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 41 North America Virtual Reality Market by Country, 2016 - 2019, USD Million
TABLE 42 North America Virtual Reality Market by Country, 2020 - 2026, USD Million
TABLE 43 US Virtual Reality Market, 2016 - 2019, USD Million
TABLE 44 US Virtual Reality Market, 2020 - 2026, USD Million
TABLE 45 US Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 46 US Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 47 US Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 48 US Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 49 US Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 50 US Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 51 US Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 52 US Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 53 Canada Virtual Reality Market, 2016 - 2019, USD Million
TABLE 54 Canada Virtual Reality Market, 2020 - 2026, USD Million
TABLE 55 Canada Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 56 Canada Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 57 Canada Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 58 Canada Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 59 Canada Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 60 Canada Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 61 Canada Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 62 Canada Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 63 Mexico Virtual Reality Market, 2016 - 2019, USD Million
TABLE 64 Mexico Virtual Reality Market, 2020 - 2026, USD Million
TABLE 65 Mexico Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 66 Mexico Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 67 Mexico Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 68 Mexico Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 69 Mexico Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 70 Mexico Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 71 Mexico Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 72 Mexico Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 73 Rest of North America Virtual Reality Market, 2016 - 2019, USD Million
TABLE 74 Rest of North America Virtual Reality Market, 2020 - 2026, USD Million
TABLE 75 Rest of North America Virtual Reality Market by Component, 2016 - 2019, USD Million
TABLE 76 Rest of North America Virtual Reality Market by Component, 2020 - 2026, USD Million
TABLE 77 Rest of North America Virtual Reality Market by Device, 2016 - 2019, USD Million
TABLE 78 Rest of North America Virtual Reality Market by Device, 2020 - 2026, USD Million
TABLE 79 Rest of North America Virtual Reality Market by Technology, 2016 - 2019, USD Million
TABLE 80 Rest of North America Virtual Reality Market by Technology, 2020 - 2026, USD Million
TABLE 81 Rest of North America Virtual Reality Market by End Use, 2016 - 2019, USD Million
TABLE 82 Rest of North America Virtual Reality Market by End Use, 2020 - 2026, USD Million
TABLE 83 Key Information – Google, Inc.
TABLE 84 key information – Microsoft Corporation
TABLE 85 key information – Facebook, Inc.
TABLE 86 Key Information – Sony Corporation
TABLE 87 Key Information –Samsung Electronics Co., Ltd.
TABLE 88 Key Information – Autodesk, Inc.
TABLE 89 Key Information – Dassault Systemes SE
TABLE 90 key Information – Vuzix Corporation
TABLE 91 Key Information – Ultraleap Limited
TABLE 92 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.