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Global Immersive Virtual Reality Market by Application (Medical, Aerospace & Defense, Retail, Consumer Electronics), by Technology (Semi-Immersive, Fully Immersive), by Device (Head-mounted Display (Head-mounted Display HMD), by Gesture Tracking Devices (GTD), by Display Walls (PDW) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: NT-75340
  • Author: Up Market Research
  • Rating: 4.9
  • Total Reviews: 50
  • No. Of Pages: 203
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  • Pub. Date: 2021-10-21
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Summary of the Report

In 2014, the global immersive virtual reality market was valued at USD 64.2 millions. Immersive VR is a technology that blurs between the digital and physical worlds, creating an experience of being in the virtual environment. This market is being explored by many large corporations such as Sony and HTC. Over the next two-years, growth is expected to accelerate with the launch of VR headsets for commercial use.

U.S. immersive VR market by technology, 2013-2020 (USD Million).

Mobile HMDs will continue to grow due to the proliferation of smartphones. Many mobile VR headsets are offered by companies that use a third-party device. This reduces overall costs and opens up opportunities for mobile app developers. The technology's costs will decrease, and the application will see exponential growth in all industry verticals.

Over the forecast period, technological development, consumer VR and lower selling prices are expected to drive growth. The market for immersive virtual reality may be constrained by a lack of content, poor hygiene and a lack of comfort.

Devices can deliver high-performance, low-cost performance due to the affordability of stereoscopic displays and motion tracking technology. The field of view, resolution and lag will improve with HMD technology. However, device weight and lag will decrease. The technology will grow through R&D investments and the development of innovative solutions over the next five year.

Technology Insights

Semi-immersive technology is implemented using devices such as projectors and shutter glass. Motion devices engage users in a partially immersive setting that uses a wide field view to create the sensation of immersion.

Full immersive technologies allow users to experience virtual environments directly. The user wears an HMD that can provide stereo, monocular or bi-ocular images. This technology is made possible by headsets, gesture recognition devices and controllers and is expected to grow rapidly over the forecast period.

Device Insights

These devices include display walls, gesture tracking devices and head-mounted displays. HMDs can include integrated and mobile headsets. GTDs can include hand devices, gloves and body units, as well as treadmills, foot controls, voice controls, and cameras. This segment is expected to grow at the fastest rate over the next few decades. PDWs can be used to create semi-immersive experiences. The segment includes large-screen monitors and multiple projection systems, as well as VR projectors.

GTD is essential for immersion. Users instinctively reach out with their fingers and move about the virtual world while immersed in it. Future headsets will likely include the Leap Motion controller as well as other gesture-tracking solutions. Oculus and Razer have already integrated their GTDs in modified versions of their products.

Application Insights

Aerospace & Defense are key applications. These devices can be used to train military personnel and for flight simulation. Entertainment and gaming are two of the most promising growth areas in the consumer electronics industry. The technology is used by healthcare professionals and medical personnel for simulation, diagnosis, and robotic surgery.

Retail and advertising are also promising growth areas, particularly for wearable devices that can be used to promote, launch and advertise new products. Other uses include education and industrial. Over the forecast period, technology demand in manufacturing, retail, marketing, and medical will rise significantly.

Regional Insights

Vendors place high importance on technology development and commercialization. Since the introduction of its development kit, VR HMDs are extremely popular and in high demand. The growth rate has been higher in developed countries, especially the U.S. where there are many vendors.

Technology advancements are expected to drive demand. The global market was dominated by the U.S., and this trend will continue for the next five years. Due to high consumer anticipation for virtual reality technology, the market for immersive virtual reality in Europe is expected to grow the most.

Market Share Insights & Key Companies

To capitalize on the new additions to the wearable tech market, major consumer electronics companies such as Samsung, HTC, and Sony have entered the sector. Oculus VR is credited with helping to popularize VR headsets among consumers. Facebook purchased the company in March 2014 for USD 2.0 billion in cash and stock.

The technology market is full of vendors. These include technology giants like Sony and Facebook, as well as start-ups like FOVE and ANTVR. To reduce unit costs, manufacturers are continually improving the technology and developing new features.

Immersive Virtual Reality Market Report Scope

These are the most frequently asked questions about this report

b. Global immersive virtual reality market was valued at USD 1.3 billion in 2019, and is forecast to grow to USD 1.9 billion by 2020.

b. Global immersive virtual reality market will grow at a compound annual rate of 68.7% between 2015 and 2020, to reach USD 1.91 billion by 2020.

b. With a market share of 50.1%, North America was the dominant player in immersive virtual reality. This can be attributed to the presence and dominance of technology giants and key vendors, as well as growing technological developments and increasing popularity of HMD among consumers.

b. Microsoft, HTC Corporation, HTC Corporation, Facebook, Inc., Samsung, Magic Leap, Inc., and Google LLC are some of the key players in the immersive virtual-reality market.

b. The market growth is being driven by key factors such as advancements in HMDs, an increase in immersive media spending and increased use of VR for simulations.

Up Market Research published a new report titled “Immersive Virtual Reality Market research report which is segmented by Application (Medical, Aerospace & Defense, Retail, Consumer Electronics), by Technology (Semi-Immersive, Fully Immersive), by Device (Head-mounted Display (Head-mounted Display HMD), by Gesture Tracking Devices (GTD), by Display Walls (PDW), By Players/Companies Inc; and Google LLC, Microsoft; Sony Corporation; HTC Corporation; Facebook, Inc; Samsung; Magic Leap”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.


Report AttributesReport Details
Report TitleImmersive Virtual Reality Market Research Report
By ApplicationMedical, Aerospace & Defense, Retail, Consumer Electronics
By TechnologySemi-Immersive, Fully Immersive
By Device (Head-mounted DisplayHead-mounted Display HMD
By Gesture Tracking DevicesGTD
By Display WallsPDW
By CompaniesInc; and Google LLC, Microsoft; Sony Corporation; HTC Corporation; Facebook, Inc; Samsung; Magic Leap
Regions CoveredNorth America, Europe, APAC, Latin America, MEA
Base Year2020
Historical Year2018 to 2019 (Data from 2010 can be provided as per availability)
Forecast Year2028
Number of Pages203
Number of Tables & Figures143
Customization AvailableYes, the report can be customized as per your need.

The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.


Global Immersive Virtual Reality Industry Outlook

Global Immersive Virtual Reality Market Report Segments:

The market is segmented by Application (Medical, Aerospace & Defense, Retail, Consumer Electronics), by Technology (Semi-Immersive, Fully Immersive), by Device (Head-mounted Display (Head-mounted Display HMD), by Gesture Tracking Devices (GTD), by Display Walls (PDW).

Immersive Virtual Reality Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.


Key Benefits for Industry Participants & Stakeholders:

  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Immersive Virtual Reality Market

Overview of the regional outlook of the Immersive Virtual Reality Market:

Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.


Immersive Virtual Reality Market Overview

Highlights of The Immersive Virtual Reality Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of Immersive Virtual Reality Market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2028.
  5. Developments and trends in the market.
        6. By Application:

                1. Medical

                2. Aerospace & Defense

                3. Retail

                4. Consumer Electronics

        7. By Technology:

                1. Semi-Immersive

                2. Fully Immersive

        8. By Device (Head-mounted Display:

                1. Head-mounted Display HMD

        9. By Gesture Tracking Devices:

                1. GTD

        10. By Display Walls:

                1. PDW

  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Immersive Virtual Reality Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2028.


How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Immersive Virtual Reality Market Trends

Reasons to Purchase the Immersive Virtual Reality Market Report:

  • The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
  • Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
  • Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
  • The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
  • Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Immersive Virtual Reality Market Overview
   4.1 Introduction 
      4.1.1 Market Taxonomy 
      4.1.2 Market Definition 
      4.1.3 Macro-Economic Factors Impacting the Market Growth 
   4.2 Immersive Virtual Reality Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Immersive Virtual Reality Market - Supply Chain Analysis 
      4.3.1 List of Key Suppliers 
      4.3.2 List of Key Distributors 
      4.3.3 List of Key Consumers 
   4.4 Key Forces Shaping the Immersive Virtual Reality Market 
      4.4.1 Bargaining Power of Suppliers 
      4.4.2 Bargaining Power of Buyers 
      4.4.3 Threat of Substitution 
      4.4.4 Threat of New Entrants 
      4.4.5 Competitive Rivalry 
   4.5 Global Immersive Virtual Reality Market Size & Forecast, 2018-2028 
      4.5.1 Immersive Virtual Reality Market Size and Y-o-Y Growth 
      4.5.2 Immersive Virtual Reality Market Absolute $ Opportunity 


Chapter 5 Global Immersive Virtual Reality Market Analysis and Forecast by Application
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Application
      5.1.2 Basis Point Share (BPS) Analysis by Application
      5.1.3 Absolute $ Opportunity Assessment by Application
   5.2 Immersive Virtual Reality Market Size Forecast by Application
      5.2.1 Medical
      5.2.2 Aerospace & Defense
      5.2.3 Retail
      5.2.4 Consumer Electronics
   5.3 Market Attractiveness Analysis by Application

Chapter 6 Global Immersive Virtual Reality Market Analysis and Forecast by Technology
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Technology
      6.1.2 Basis Point Share (BPS) Analysis by Technology
      6.1.3 Absolute $ Opportunity Assessment by Technology
   6.2 Immersive Virtual Reality Market Size Forecast by Technology
      6.2.1 Semi-Immersive
      6.2.2 Fully Immersive
   6.3 Market Attractiveness Analysis by Technology

Chapter 7 Global Immersive Virtual Reality Market Analysis and Forecast by Device (Head-mounted Display
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Device (Head-mounted Display
      7.1.2 Basis Point Share (BPS) Analysis by Device (Head-mounted Display
      7.1.3 Absolute $ Opportunity Assessment by Device (Head-mounted Display
   7.2 Immersive Virtual Reality Market Size Forecast by Device (Head-mounted Display
      7.2.1 Head-mounted Display HMD
   7.3 Market Attractiveness Analysis by Device (Head-mounted Display

Chapter 8 Global Immersive Virtual Reality Market Analysis and Forecast by Gesture Tracking Devices
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities by Gesture Tracking Devices
      8.1.2 Basis Point Share (BPS) Analysis by Gesture Tracking Devices
      8.1.3 Absolute $ Opportunity Assessment by Gesture Tracking Devices
   8.2 Immersive Virtual Reality Market Size Forecast by Gesture Tracking Devices
      8.2.1 GTD
   8.3 Market Attractiveness Analysis by Gesture Tracking Devices

Chapter 9 Global Immersive Virtual Reality Market Analysis and Forecast by Display Walls
   9.1 Introduction
      9.1.1 Key Market Trends & Growth Opportunities by Display Walls
      9.1.2 Basis Point Share (BPS) Analysis by Display Walls
      9.1.3 Absolute $ Opportunity Assessment by Display Walls
   9.2 Immersive Virtual Reality Market Size Forecast by Display Walls
      9.2.1 PDW
   9.3 Market Attractiveness Analysis by Display Walls

Chapter 10 Global Immersive Virtual Reality Market Analysis and Forecast by Region
   10.1 Introduction
      10.1.1 Key Market Trends & Growth Opportunities by Region
      10.1.2 Basis Point Share (BPS) Analysis by Region
      10.1.3 Absolute $ Opportunity Assessment by Region
   10.2 Immersive Virtual Reality Market Size Forecast by Region
      10.2.1 North America
      10.2.2 Europe
      10.2.3 Asia Pacific
      10.2.4 Latin America
      10.2.5 Middle East & Africa (MEA)
   10.3 Market Attractiveness Analysis by Region

Chapter 11 Coronavirus Disease (COVID-19) Impact 
   11.1 Introduction 
   11.2 Current & Future Impact Analysis 
   11.3 Economic Impact Analysis 
   11.4 Government Policies 
   11.5 Investment Scenario

Chapter 12 North America Immersive Virtual Reality Analysis and Forecast
   12.1 Introduction
   12.2 North America Immersive Virtual Reality Market Size Forecast by Country
      12.2.1 U.S.
      12.2.2 Canada
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 North America Immersive Virtual Reality Market Size Forecast by Application
      12.6.1 Medical
      12.6.2 Aerospace & Defense
      12.6.3 Retail
      12.6.4 Consumer Electronics
   12.7 Basis Point Share (BPS) Analysis by Application 
   12.8 Absolute $ Opportunity Assessment by Application 
   12.9 Market Attractiveness Analysis by Application
   12.10 North America Immersive Virtual Reality Market Size Forecast by Technology
      12.10.1 Semi-Immersive
      12.10.2 Fully Immersive
   12.11 Basis Point Share (BPS) Analysis by Technology 
   12.12 Absolute $ Opportunity Assessment by Technology 
   12.13 Market Attractiveness Analysis by Technology
   12.14 North America Immersive Virtual Reality Market Size Forecast by Device (Head-mounted Display
      12.14.1 Head-mounted Display HMD
   12.15 Basis Point Share (BPS) Analysis by Device (Head-mounted Display 
   12.16 Absolute $ Opportunity Assessment by Device (Head-mounted Display 
   12.17 Market Attractiveness Analysis by Device (Head-mounted Display
   12.18 North America Immersive Virtual Reality Market Size Forecast by Gesture Tracking Devices
      12.18.1 GTD
   12.19 Basis Point Share (BPS) Analysis by Gesture Tracking Devices 
   12.20 Absolute $ Opportunity Assessment by Gesture Tracking Devices 
   12.21 Market Attractiveness Analysis by Gesture Tracking Devices
   12.22 North America Immersive Virtual Reality Market Size Forecast by Display Walls
      12.22.1 PDW
   12.23 Basis Point Share (BPS) Analysis by Display Walls 
   12.24 Absolute $ Opportunity Assessment by Display Walls 
   12.25 Market Attractiveness Analysis by Display Walls

Chapter 13 Europe Immersive Virtual Reality Analysis and Forecast
   13.1 Introduction
   13.2 Europe Immersive Virtual Reality Market Size Forecast by Country
      13.2.1 Germany
      13.2.2 France
      13.2.3 Italy
      13.2.4 U.K.
      13.2.5 Spain
      13.2.6 Russia
      13.2.7 Rest of Europe
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Europe Immersive Virtual Reality Market Size Forecast by Application
      13.6.1 Medical
      13.6.2 Aerospace & Defense
      13.6.3 Retail
      13.6.4 Consumer Electronics
   13.7 Basis Point Share (BPS) Analysis by Application 
   13.8 Absolute $ Opportunity Assessment by Application 
   13.9 Market Attractiveness Analysis by Application
   13.10 Europe Immersive Virtual Reality Market Size Forecast by Technology
      13.10.1 Semi-Immersive
      13.10.2 Fully Immersive
   13.11 Basis Point Share (BPS) Analysis by Technology 
   13.12 Absolute $ Opportunity Assessment by Technology 
   13.13 Market Attractiveness Analysis by Technology
   13.14 Europe Immersive Virtual Reality Market Size Forecast by Device (Head-mounted Display
      13.14.1 Head-mounted Display HMD
   13.15 Basis Point Share (BPS) Analysis by Device (Head-mounted Display 
   13.16 Absolute $ Opportunity Assessment by Device (Head-mounted Display 
   13.17 Market Attractiveness Analysis by Device (Head-mounted Display
   13.18 Europe Immersive Virtual Reality Market Size Forecast by Gesture Tracking Devices
      13.18.1 GTD
   13.19 Basis Point Share (BPS) Analysis by Gesture Tracking Devices 
   13.20 Absolute $ Opportunity Assessment by Gesture Tracking Devices 
   13.21 Market Attractiveness Analysis by Gesture Tracking Devices
   13.22 Europe Immersive Virtual Reality Market Size Forecast by Display Walls
      13.22.1 PDW
   13.23 Basis Point Share (BPS) Analysis by Display Walls 
   13.24 Absolute $ Opportunity Assessment by Display Walls 
   13.25 Market Attractiveness Analysis by Display Walls

Chapter 14 Asia Pacific Immersive Virtual Reality Analysis and Forecast
   14.1 Introduction
   14.2 Asia Pacific Immersive Virtual Reality Market Size Forecast by Country
      14.2.1 China
      14.2.2 Japan
      14.2.3 South Korea
      14.2.4 India
      14.2.5 Australia
      14.2.6 South East Asia (SEA)
      14.2.7 Rest of Asia Pacific (APAC)
   14.3 Basis Point Share (BPS) Analysis by Country
   14.4 Absolute $ Opportunity Assessment by Country
   14.5 Market Attractiveness Analysis by Country
   14.6 Asia Pacific Immersive Virtual Reality Market Size Forecast by Application
      14.6.1 Medical
      14.6.2 Aerospace & Defense
      14.6.3 Retail
      14.6.4 Consumer Electronics
   14.7 Basis Point Share (BPS) Analysis by Application 
   14.8 Absolute $ Opportunity Assessment by Application 
   14.9 Market Attractiveness Analysis by Application
   14.10 Asia Pacific Immersive Virtual Reality Market Size Forecast by Technology
      14.10.1 Semi-Immersive
      14.10.2 Fully Immersive
   14.11 Basis Point Share (BPS) Analysis by Technology 
   14.12 Absolute $ Opportunity Assessment by Technology 
   14.13 Market Attractiveness Analysis by Technology
   14.14 Asia Pacific Immersive Virtual Reality Market Size Forecast by Device (Head-mounted Display
      14.14.1 Head-mounted Display HMD
   14.15 Basis Point Share (BPS) Analysis by Device (Head-mounted Display 
   14.16 Absolute $ Opportunity Assessment by Device (Head-mounted Display 
   14.17 Market Attractiveness Analysis by Device (Head-mounted Display
   14.18 Asia Pacific Immersive Virtual Reality Market Size Forecast by Gesture Tracking Devices
      14.18.1 GTD
   14.19 Basis Point Share (BPS) Analysis by Gesture Tracking Devices 
   14.20 Absolute $ Opportunity Assessment by Gesture Tracking Devices 
   14.21 Market Attractiveness Analysis by Gesture Tracking Devices
   14.22 Asia Pacific Immersive Virtual Reality Market Size Forecast by Display Walls
      14.22.1 PDW
   14.23 Basis Point Share (BPS) Analysis by Display Walls 
   14.24 Absolute $ Opportunity Assessment by Display Walls 
   14.25 Market Attractiveness Analysis by Display Walls

Chapter 15 Latin America Immersive Virtual Reality Analysis and Forecast
   15.1 Introduction
   15.2 Latin America Immersive Virtual Reality Market Size Forecast by Country
      15.2.1 Brazil
      15.2.2 Mexico
      15.2.3 Rest of Latin America (LATAM)
   15.3 Basis Point Share (BPS) Analysis by Country
   15.4 Absolute $ Opportunity Assessment by Country
   15.5 Market Attractiveness Analysis by Country
   15.6 Latin America Immersive Virtual Reality Market Size Forecast by Application
      15.6.1 Medical
      15.6.2 Aerospace & Defense
      15.6.3 Retail
      15.6.4 Consumer Electronics
   15.7 Basis Point Share (BPS) Analysis by Application 
   15.8 Absolute $ Opportunity Assessment by Application 
   15.9 Market Attractiveness Analysis by Application
   15.10 Latin America Immersive Virtual Reality Market Size Forecast by Technology
      15.10.1 Semi-Immersive
      15.10.2 Fully Immersive
   15.11 Basis Point Share (BPS) Analysis by Technology 
   15.12 Absolute $ Opportunity Assessment by Technology 
   15.13 Market Attractiveness Analysis by Technology
   15.14 Latin America Immersive Virtual Reality Market Size Forecast by Device (Head-mounted Display
      15.14.1 Head-mounted Display HMD
   15.15 Basis Point Share (BPS) Analysis by Device (Head-mounted Display 
   15.16 Absolute $ Opportunity Assessment by Device (Head-mounted Display 
   15.17 Market Attractiveness Analysis by Device (Head-mounted Display
   15.18 Latin America Immersive Virtual Reality Market Size Forecast by Gesture Tracking Devices
      15.18.1 GTD
   15.19 Basis Point Share (BPS) Analysis by Gesture Tracking Devices 
   15.20 Absolute $ Opportunity Assessment by Gesture Tracking Devices 
   15.21 Market Attractiveness Analysis by Gesture Tracking Devices
   15.22 Latin America Immersive Virtual Reality Market Size Forecast by Display Walls
      15.22.1 PDW
   15.23 Basis Point Share (BPS) Analysis by Display Walls 
   15.24 Absolute $ Opportunity Assessment by Display Walls 
   15.25 Market Attractiveness Analysis by Display Walls

Chapter 16 Middle East & Africa (MEA) Immersive Virtual Reality Analysis and Forecast
   16.1 Introduction
   16.2 Middle East & Africa (MEA) Immersive Virtual Reality Market Size Forecast by Country
      16.2.1 Saudi Arabia
      16.2.2 South Africa
      16.2.3 UAE
      16.2.4 Rest of Middle East & Africa (MEA)
   16.3 Basis Point Share (BPS) Analysis by Country
   16.4 Absolute $ Opportunity Assessment by Country
   16.5 Market Attractiveness Analysis by Country
   16.6 Middle East & Africa (MEA) Immersive Virtual Reality Market Size Forecast by Application
      16.6.1 Medical
      16.6.2 Aerospace & Defense
      16.6.3 Retail
      16.6.4 Consumer Electronics
   16.7 Basis Point Share (BPS) Analysis by Application 
   16.8 Absolute $ Opportunity Assessment by Application 
   16.9 Market Attractiveness Analysis by Application
   16.10 Middle East & Africa (MEA) Immersive Virtual Reality Market Size Forecast by Technology
      16.10.1 Semi-Immersive
      16.10.2 Fully Immersive
   16.11 Basis Point Share (BPS) Analysis by Technology 
   16.12 Absolute $ Opportunity Assessment by Technology 
   16.13 Market Attractiveness Analysis by Technology
   16.14 Middle East & Africa (MEA) Immersive Virtual Reality Market Size Forecast by Device (Head-mounted Display
      16.14.1 Head-mounted Display HMD
   16.15 Basis Point Share (BPS) Analysis by Device (Head-mounted Display 
   16.16 Absolute $ Opportunity Assessment by Device (Head-mounted Display 
   16.17 Market Attractiveness Analysis by Device (Head-mounted Display
   16.18 Middle East & Africa (MEA) Immersive Virtual Reality Market Size Forecast by Gesture Tracking Devices
      16.18.1 GTD
   16.19 Basis Point Share (BPS) Analysis by Gesture Tracking Devices 
   16.20 Absolute $ Opportunity Assessment by Gesture Tracking Devices 
   16.21 Market Attractiveness Analysis by Gesture Tracking Devices
   16.22 Middle East & Africa (MEA) Immersive Virtual Reality Market Size Forecast by Display Walls
      16.22.1 PDW
   16.23 Basis Point Share (BPS) Analysis by Display Walls 
   16.24 Absolute $ Opportunity Assessment by Display Walls 
   16.25 Market Attractiveness Analysis by Display Walls

Chapter 17 Competition Landscape 
   17.1 Immersive Virtual Reality Market: Competitive Dashboard
   17.2 Global Immersive Virtual Reality Market: Market Share Analysis, 2019
   17.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      17.3.1 Inc; and Google LLC
      17.3.2 Microsoft; Sony Corporation; HTC Corporation; Facebook
      17.3.3 Inc; Samsung; Magic Leap
Segments Covered in the Report
The global Immersive Virtual Reality market has been segmented based on

By Application
  • Medical
  • Aerospace & Defense
  • Retail
  • Consumer Electronics
By Technology
  • Semi-Immersive
  • Fully Immersive
By Device (Head-mounted Display
  • Head-mounted Display HMD
By Gesture Tracking Devices
  • GTD
By Display Walls
  • PDW
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • Inc; and Google LLC
  • Microsoft; Sony Corporation; HTC Corporation; Facebook
  • Inc; Samsung; Magic Leap

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