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Global Virtual Reality in Construction Market by Application (Maintenance, Collaboration, Clash Detection, Safety, Sales, Develop, Design), by Product Type (Semi-Immersive, Fully Immersive), by Business Type (Original Equipment Manufacturer (Original Equipment Manufacturer OEM), by Component (Software, Hardware, Services), by End-User Industry (Engineers, Contractors, Consultants, Architects) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: ME-69476
  • Author: Up Market Research
  • Rating: 4.9
  • Total Reviews: 50
  • No. Of Pages: 231
  • Format:
  • Pub. Date: 2021-09-21
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Up Market Research published a new report titled “Virtual Reality in Construction Market research report which is segmented by Application (Maintenance, Collaboration, Clash Detection, Safety, Sales, Develop, Design), by Product Type (Semi-Immersive, Fully Immersive), by Business Type (Original Equipment Manufacturer (Original Equipment Manufacturer OEM), by Component (Software, Hardware, Services), by End-User Industry (Engineers, Contractors, Consultants, Architects), By Players/Companies Google, NEXT/NOW, Facebook, EON Reality, NVIDIA Corporation, Magic Leap Inc., Zillow, Samsung, HTC Corporation, Microsoft, Sony, Anglian Water Services Limited, iVariant, HQSoftware, Virtuix, roOomy B.V., Barton Malow”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.


Report Scope

Report AttributesReport Details
Report TitleVirtual Reality in Construction Market Research Report
By ApplicationMaintenance, Collaboration, Clash Detection, Safety, Sales, Develop, Design
By Product TypeSemi-Immersive, Fully Immersive
By Business Type (Original Equipment ManufacturerOriginal Equipment Manufacturer OEM
By ComponentSoftware, Hardware, Services
By End-User IndustryEngineers, Contractors, Consultants, Architects
By CompaniesGoogle, NEXT/NOW, Facebook, EON Reality, NVIDIA Corporation, Magic Leap Inc., Zillow, Samsung, HTC Corporation, Microsoft, Sony, Anglian Water Services Limited, iVariant, HQSoftware, Virtuix, roOomy B.V., Barton Malow
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 Pages231
Number of Tables & Figures162
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 Virtual Reality in Construction Industry Outlook

Global Virtual Reality in Construction Market Report Segments:

The market is segmented by Application (Maintenance, Collaboration, Clash Detection, Safety, Sales, Develop, Design), by Product Type (Semi-Immersive, Fully Immersive), by Business Type (Original Equipment Manufacturer (Original Equipment Manufacturer OEM), by Component (Software, Hardware, Services), by End-User Industry (Engineers, Contractors, Consultants, Architects).


Some of the companies that are profiled in this report are:

  1. Google
  2. NEXT/NOW
  3. Facebook
  4. EON Reality
  5. NVIDIA Corporation
  6. Magic Leap Inc.
  7. Zillow
  8. Samsung
  9. HTC Corporation
  10. Microsoft
  11. Sony
  12. Anglian Water Services Limited
  13. iVariant
  14. HQSoftware
  15. Virtuix
  16. roOomy B.V.
  17. Barton Malow

Virtual Reality in Construction 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 Virtual Reality in Construction Market

Overview of the regional outlook of the Virtual Reality in Construction 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.


Virtual Reality in Construction Market Overview

Highlights of The Virtual Reality in Construction Market Report:

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

                1. Maintenance

                2. Collaboration

                3. Clash Detection

                4. Safety

                5. Sales

                6. Develop

                7. Design

        7. By Product Type:

                1. Semi-Immersive

                2. Fully Immersive

        8. By Business Type (Original Equipment Manufacturer:

                1. Original Equipment Manufacturer OEM

        9. By Component:

                1. Software

                2. Hardware

                3. Services

        10. By End-User Industry:

                1. Engineers

                2. Contractors

                3. Consultants

                4. Architects

  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 Virtual Reality in Construction 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

Virtual Reality in Construction Market Trends

Reasons to Purchase the Virtual Reality in Construction 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 Virtual Reality in Construction 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 Virtual Reality in Construction Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Virtual Reality in Construction 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 Virtual Reality in Construction 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 Virtual Reality in Construction Market Size & Forecast, 2018-2028 
      4.5.1 Virtual Reality in Construction Market Size and Y-o-Y Growth 
      4.5.2 Virtual Reality in Construction Market Absolute $ Opportunity 


Chapter 5 Global Virtual Reality in Construction 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 Virtual Reality in Construction Market Size Forecast by Application
      5.2.1 Maintenance
      5.2.2 Collaboration
      5.2.3 Clash Detection
      5.2.4 Safety
      5.2.5 Sales
      5.2.6 Develop
      5.2.7 Design
   5.3 Market Attractiveness Analysis by Application

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

Chapter 7 Global Virtual Reality in Construction Market Analysis and Forecast by Business Type (Original Equipment Manufacturer
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Business Type (Original Equipment Manufacturer
      7.1.2 Basis Point Share (BPS) Analysis by Business Type (Original Equipment Manufacturer
      7.1.3 Absolute $ Opportunity Assessment by Business Type (Original Equipment Manufacturer
   7.2 Virtual Reality in Construction Market Size Forecast by Business Type (Original Equipment Manufacturer
      7.2.1 Original Equipment Manufacturer OEM
   7.3 Market Attractiveness Analysis by Business Type (Original Equipment Manufacturer

Chapter 8 Global Virtual Reality in Construction Market Analysis and Forecast by Component
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities by Component
      8.1.2 Basis Point Share (BPS) Analysis by Component
      8.1.3 Absolute $ Opportunity Assessment by Component
   8.2 Virtual Reality in Construction Market Size Forecast by Component
      8.2.1 Software
      8.2.2 Hardware
      8.2.3 Services
   8.3 Market Attractiveness Analysis by Component

Chapter 9 Global Virtual Reality in Construction Market Analysis and Forecast by End-User Industry
   9.1 Introduction
      9.1.1 Key Market Trends & Growth Opportunities by End-User Industry
      9.1.2 Basis Point Share (BPS) Analysis by End-User Industry
      9.1.3 Absolute $ Opportunity Assessment by End-User Industry
   9.2 Virtual Reality in Construction Market Size Forecast by End-User Industry
      9.2.1 Engineers
      9.2.2 Contractors
      9.2.3 Consultants
      9.2.4 Architects
   9.3 Market Attractiveness Analysis by End-User Industry

Chapter 10 Global Virtual Reality in Construction 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 Virtual Reality in Construction 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 Virtual Reality in Construction Analysis and Forecast
   12.1 Introduction
   12.2 North America Virtual Reality in Construction 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 Virtual Reality in Construction Market Size Forecast by Application
      12.6.1 Maintenance
      12.6.2 Collaboration
      12.6.3 Clash Detection
      12.6.4 Safety
      12.6.5 Sales
      12.6.6 Develop
      12.6.7 Design
   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 Virtual Reality in Construction Market Size Forecast by Product Type
      12.10.1 Semi-Immersive
      12.10.2 Fully Immersive
   12.11 Basis Point Share (BPS) Analysis by Product Type 
   12.12 Absolute $ Opportunity Assessment by Product Type 
   12.13 Market Attractiveness Analysis by Product Type
   12.14 North America Virtual Reality in Construction Market Size Forecast by Business Type (Original Equipment Manufacturer
      12.14.1 Original Equipment Manufacturer OEM
   12.15 Basis Point Share (BPS) Analysis by Business Type (Original Equipment Manufacturer 
   12.16 Absolute $ Opportunity Assessment by Business Type (Original Equipment Manufacturer 
   12.17 Market Attractiveness Analysis by Business Type (Original Equipment Manufacturer
   12.18 North America Virtual Reality in Construction Market Size Forecast by Component
      12.18.1 Software
      12.18.2 Hardware
      12.18.3 Services
   12.19 Basis Point Share (BPS) Analysis by Component 
   12.20 Absolute $ Opportunity Assessment by Component 
   12.21 Market Attractiveness Analysis by Component
   12.22 North America Virtual Reality in Construction Market Size Forecast by End-User Industry
      12.22.1 Engineers
      12.22.2 Contractors
      12.22.3 Consultants
      12.22.4 Architects
   12.23 Basis Point Share (BPS) Analysis by End-User Industry 
   12.24 Absolute $ Opportunity Assessment by End-User Industry 
   12.25 Market Attractiveness Analysis by End-User Industry

Chapter 13 Europe Virtual Reality in Construction Analysis and Forecast
   13.1 Introduction
   13.2 Europe Virtual Reality in Construction 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 Virtual Reality in Construction Market Size Forecast by Application
      13.6.1 Maintenance
      13.6.2 Collaboration
      13.6.3 Clash Detection
      13.6.4 Safety
      13.6.5 Sales
      13.6.6 Develop
      13.6.7 Design
   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 Virtual Reality in Construction Market Size Forecast by Product Type
      13.10.1 Semi-Immersive
      13.10.2 Fully Immersive
   13.11 Basis Point Share (BPS) Analysis by Product Type 
   13.12 Absolute $ Opportunity Assessment by Product Type 
   13.13 Market Attractiveness Analysis by Product Type
   13.14 Europe Virtual Reality in Construction Market Size Forecast by Business Type (Original Equipment Manufacturer
      13.14.1 Original Equipment Manufacturer OEM
   13.15 Basis Point Share (BPS) Analysis by Business Type (Original Equipment Manufacturer 
   13.16 Absolute $ Opportunity Assessment by Business Type (Original Equipment Manufacturer 
   13.17 Market Attractiveness Analysis by Business Type (Original Equipment Manufacturer
   13.18 Europe Virtual Reality in Construction Market Size Forecast by Component
      13.18.1 Software
      13.18.2 Hardware
      13.18.3 Services
   13.19 Basis Point Share (BPS) Analysis by Component 
   13.20 Absolute $ Opportunity Assessment by Component 
   13.21 Market Attractiveness Analysis by Component
   13.22 Europe Virtual Reality in Construction Market Size Forecast by End-User Industry
      13.22.1 Engineers
      13.22.2 Contractors
      13.22.3 Consultants
      13.22.4 Architects
   13.23 Basis Point Share (BPS) Analysis by End-User Industry 
   13.24 Absolute $ Opportunity Assessment by End-User Industry 
   13.25 Market Attractiveness Analysis by End-User Industry

Chapter 14 Asia Pacific Virtual Reality in Construction Analysis and Forecast
   14.1 Introduction
   14.2 Asia Pacific Virtual Reality in Construction 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 Virtual Reality in Construction Market Size Forecast by Application
      14.6.1 Maintenance
      14.6.2 Collaboration
      14.6.3 Clash Detection
      14.6.4 Safety
      14.6.5 Sales
      14.6.6 Develop
      14.6.7 Design
   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 Virtual Reality in Construction Market Size Forecast by Product Type
      14.10.1 Semi-Immersive
      14.10.2 Fully Immersive
   14.11 Basis Point Share (BPS) Analysis by Product Type 
   14.12 Absolute $ Opportunity Assessment by Product Type 
   14.13 Market Attractiveness Analysis by Product Type
   14.14 Asia Pacific Virtual Reality in Construction Market Size Forecast by Business Type (Original Equipment Manufacturer
      14.14.1 Original Equipment Manufacturer OEM
   14.15 Basis Point Share (BPS) Analysis by Business Type (Original Equipment Manufacturer 
   14.16 Absolute $ Opportunity Assessment by Business Type (Original Equipment Manufacturer 
   14.17 Market Attractiveness Analysis by Business Type (Original Equipment Manufacturer
   14.18 Asia Pacific Virtual Reality in Construction Market Size Forecast by Component
      14.18.1 Software
      14.18.2 Hardware
      14.18.3 Services
   14.19 Basis Point Share (BPS) Analysis by Component 
   14.20 Absolute $ Opportunity Assessment by Component 
   14.21 Market Attractiveness Analysis by Component
   14.22 Asia Pacific Virtual Reality in Construction Market Size Forecast by End-User Industry
      14.22.1 Engineers
      14.22.2 Contractors
      14.22.3 Consultants
      14.22.4 Architects
   14.23 Basis Point Share (BPS) Analysis by End-User Industry 
   14.24 Absolute $ Opportunity Assessment by End-User Industry 
   14.25 Market Attractiveness Analysis by End-User Industry

Chapter 15 Latin America Virtual Reality in Construction Analysis and Forecast
   15.1 Introduction
   15.2 Latin America Virtual Reality in Construction 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 Virtual Reality in Construction Market Size Forecast by Application
      15.6.1 Maintenance
      15.6.2 Collaboration
      15.6.3 Clash Detection
      15.6.4 Safety
      15.6.5 Sales
      15.6.6 Develop
      15.6.7 Design
   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 Virtual Reality in Construction Market Size Forecast by Product Type
      15.10.1 Semi-Immersive
      15.10.2 Fully Immersive
   15.11 Basis Point Share (BPS) Analysis by Product Type 
   15.12 Absolute $ Opportunity Assessment by Product Type 
   15.13 Market Attractiveness Analysis by Product Type
   15.14 Latin America Virtual Reality in Construction Market Size Forecast by Business Type (Original Equipment Manufacturer
      15.14.1 Original Equipment Manufacturer OEM
   15.15 Basis Point Share (BPS) Analysis by Business Type (Original Equipment Manufacturer 
   15.16 Absolute $ Opportunity Assessment by Business Type (Original Equipment Manufacturer 
   15.17 Market Attractiveness Analysis by Business Type (Original Equipment Manufacturer
   15.18 Latin America Virtual Reality in Construction Market Size Forecast by Component
      15.18.1 Software
      15.18.2 Hardware
      15.18.3 Services
   15.19 Basis Point Share (BPS) Analysis by Component 
   15.20 Absolute $ Opportunity Assessment by Component 
   15.21 Market Attractiveness Analysis by Component
   15.22 Latin America Virtual Reality in Construction Market Size Forecast by End-User Industry
      15.22.1 Engineers
      15.22.2 Contractors
      15.22.3 Consultants
      15.22.4 Architects
   15.23 Basis Point Share (BPS) Analysis by End-User Industry 
   15.24 Absolute $ Opportunity Assessment by End-User Industry 
   15.25 Market Attractiveness Analysis by End-User Industry

Chapter 16 Middle East & Africa (MEA) Virtual Reality in Construction Analysis and Forecast
   16.1 Introduction
   16.2 Middle East & Africa (MEA) Virtual Reality in Construction 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) Virtual Reality in Construction Market Size Forecast by Application
      16.6.1 Maintenance
      16.6.2 Collaboration
      16.6.3 Clash Detection
      16.6.4 Safety
      16.6.5 Sales
      16.6.6 Develop
      16.6.7 Design
   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) Virtual Reality in Construction Market Size Forecast by Product Type
      16.10.1 Semi-Immersive
      16.10.2 Fully Immersive
   16.11 Basis Point Share (BPS) Analysis by Product Type 
   16.12 Absolute $ Opportunity Assessment by Product Type 
   16.13 Market Attractiveness Analysis by Product Type
   16.14 Middle East & Africa (MEA) Virtual Reality in Construction Market Size Forecast by Business Type (Original Equipment Manufacturer
      16.14.1 Original Equipment Manufacturer OEM
   16.15 Basis Point Share (BPS) Analysis by Business Type (Original Equipment Manufacturer 
   16.16 Absolute $ Opportunity Assessment by Business Type (Original Equipment Manufacturer 
   16.17 Market Attractiveness Analysis by Business Type (Original Equipment Manufacturer
   16.18 Middle East & Africa (MEA) Virtual Reality in Construction Market Size Forecast by Component
      16.18.1 Software
      16.18.2 Hardware
      16.18.3 Services
   16.19 Basis Point Share (BPS) Analysis by Component 
   16.20 Absolute $ Opportunity Assessment by Component 
   16.21 Market Attractiveness Analysis by Component
   16.22 Middle East & Africa (MEA) Virtual Reality in Construction Market Size Forecast by End-User Industry
      16.22.1 Engineers
      16.22.2 Contractors
      16.22.3 Consultants
      16.22.4 Architects
   16.23 Basis Point Share (BPS) Analysis by End-User Industry 
   16.24 Absolute $ Opportunity Assessment by End-User Industry 
   16.25 Market Attractiveness Analysis by End-User Industry

Chapter 17 Competition Landscape 
   17.1 Virtual Reality in Construction Market: Competitive Dashboard
   17.2 Global Virtual Reality in Construction Market: Market Share Analysis, 2019
   17.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      17.3.1 Google
      17.3.2 NEXT/NOW
      17.3.3 Facebook
      17.3.4 EON Reality
      17.3.5 NVIDIA Corporation
      17.3.6 Magic Leap Inc.
      17.3.7 Zillow
      17.3.8 Samsung
      17.3.9 HTC Corporation
      17.3.10 Microsoft
      17.3.11 Sony
      17.3.12 Anglian Water Services Limited
      17.3.13 iVariant
      17.3.14 HQSoftware
      17.3.15 Virtuix
      17.3.16 roOomy B.V.
      17.3.17 Barton Malow
Segments Covered in the Report
The global Virtual Reality in Construction market has been segmented based on

By Application
  • Maintenance
  • Collaboration
  • Clash Detection
  • Safety
  • Sales
  • Develop
  • Design
By Product Type
  • Semi-Immersive
  • Fully Immersive
By Business Type (Original Equipment Manufacturer
  • Original Equipment Manufacturer OEM
By Component
  • Software
  • Hardware
  • Services
By End-User Industry
  • Engineers
  • Contractors
  • Consultants
  • Architects
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • Google
  • NEXT/NOW
  • Facebook
  • EON Reality
  • NVIDIA Corporation
  • Magic Leap Inc.
  • Zillow
  • Samsung
  • HTC Corporation
  • Microsoft
  • Sony
  • Anglian Water Services Limited
  • iVariant
  • HQSoftware
  • Virtuix
  • roOomy B.V.
  • Barton Malow

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