Report Content
Chapter 1 Methodology & Scope
1.1 Research design
1.1.1 Research approach
1.1.2 Data collection methods
1.2 Base estimates and calculations
1.2.1 Base year calculation
1.2.2 Key trends for market estimates
1.3 Forecast model
1.4 Primary research & validation
1.4.1 Primary sources
1.4.2 Data mining sources
1.5 Market definitions
Chapter 2 Executive Summary
2.1 Industry 360° synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Supplier landscape
3.2.1 Component suppliers
3.2.2 Hardware manufacturers
3.2.3 Software providers
3.2.4 Service providers
3.2.5 System integrators
3.2.6 End-users
3.3 Profit margin analysis
3.4 Technology & innovation landscape
3.5 Patent analysis
3.6 Key news & initiatives
3.7 Regulatory landscape
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Growing demand for immersive entertainment experiences
3.8.1.2 Increasing adoption of virtual collaboration tools and remote work solutions
3.8.1.3 Rising investment in healthcare for telemedicine, surgical training, and patient rehabilitation using immersive technologies
3.8.1.4 Rising technological advancements in the market
3.8.2 Industry pitfalls & challenges
3.8.2.1 High hardware costs
3.9 Growth potential analysis
3.10 Porter’s analysis
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Component 2021 - 2032 ($Bn, Units)
5.1 Key trends
5.2 Hardware
5.2.1 Head mounted display (HMD)
5.2.2 Gesture tracking devices (GTD)
5.2.3 Projectors & display walls (PDW)
5.3 Software
5.4 Services
5.4.1 Professional
5.4.2 Managed
Chapter 6 Market Estimates & Forecast, By Technology, 2021 - 2032 ($Bn)
6.1 Key trends
6.2 Virtual reality
6.3 Augmented reality
6.4 Mixed reality
6.5 Others
Chapter 7 Market Estimates & Forecast, By Application, 2021 - 2032 ($Bn)
7.1 Key trends
7.2 Training & learning
7.3 Emergency services
7.4 Product development
7.5 Sales & marketing
7.6 Others
Chapter 8 Market Estimates & Forecast, By Industry Vertical, 2021 - 2032 ($Bn)
8.1 Key trends
8.2 Aerospace & defense
8.2.1 Virtual reality
8.2.2 Augmented reality
8.2.3 Mixed reality
8.3 Manufacturing
8.3.1 Virtual reality
8.3.2 Augmented reality
8.3.3 Mixed reality
8.4 Automotive
8.4.1 Virtual reality
8.4.2 Augmented reality
8.4.3 Mixed reality
8.5 Education
8.5.1 Virtual reality
8.5.2 Augmented reality
8.5.3 Mixed reality
8.6 Media & entertainment
8.6.1 Virtual reality
8.6.2 Augmented reality
8.6.3 Mixed reality
8.7 Gaming
8.7.1 Virtual reality
8.7.2 Augmented reality
8.7.3 Mixed reality
8.8 Healthcare
8.8.1 Virtual reality
8.8.2 Augmented reality
8.8.3 Mixed reality
8.9 Retail & e-commerce
8.9.1 Virtual reality
8.9.2 Augmented reality
8.9.3 Mixed reality
8.10 Others
Chapter 9 Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn)
9.1 Key trends
9.2 North America
9.2.1 U.S.
9.2.2 Canada
9.3 Europe
9.3.1 UK
9.3.2 Germany
9.3.3 France
9.3.4 Spain
9.3.5 Italy
9.3.6 Russia
9.3.7 Nordics
9.3.8 Rest of Europe
9.4 Asia Pacific
9.4.1 China
9.4.2 India
9.4.3 Japan
9.4.4 South Korea
9.4.5 ANZ
9.4.6 Southeast Asia
9.4.7 Rest of Asia Pacific
9.5 Latin America
9.5.1 Brazil
9.5.2 Mexico
9.5.3 Argentina
9.5.4 Rest of Latin America
9.6 MEA
9.6.1 UAE
9.6.2 South Africa
9.6.3 Saudi Arabia
9.6.4 Rest of MEA
Chapter 10 Company Profiles
10.1 Atheer, Inc.
10.2 AVEVA Group PLC
10.3 Barco NV
10.4 Blippar Ltd.
10.5 Comp12
10.6 EON Reality
10.7 Google LLC (Alphabet Inc.)
10.8 HCL Technologies Ltd.
10.9 Honeywell International Inc.
10.10 HTC Corporation
10.11 IBM Corporation
10.12 Immersive Media Company
10.13 Magic Leap, Inc.
10.14 Meta Platforms Inc.
10.15 Microsoft Corporation
10.16 Samsung Electronics Co., Ltd.
10.17 Sony Corporation
10.18 Ultraleap Limited (Leap Motion, Inc.)
10.19 Unity Software Inc.
10.20 Zeality Inc.