North America Virtual Reality Market

North America 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

Report Id: KBV-5179 Publication Date: January-2021 Number of Pages: 109
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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:
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