1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Market Segmentation
1.5. Currency
1.6. Assumptions
1.7. Base, and Forecast Years Timeline
1.8. Key benefits to the stakeholder
2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Research Process
3. EXECUTIVE SUMMARY
3.1. Key Findings
3.2. Analyst View
4. MARKET DYNAMICS
4.1. Market Drivers
4.2. Market Restraints
4.3. Porter’s Five Forces Analysis
4.3.1. Bargaining Power of Suppliers
4.3.2. Bargaining Power of Buyers
4.3.3. Threat of New Entrants
4.3.4. Threat of Substitutes
4.3.5. Competitive Rivalry in the Industry
4.4. Industry Value Chain Analysis
4.5. Analyst View
5. NORWAY VR HEADSET MARKET BY END-DEVICE
5.1. Introduction
5.2. Low-end device
5.2.1. Market opportunities and trends
5.2.2. Growth prospects
5.3. Medium-range device
5.3.1. Market opportunities and trends
5.3.2. Growth prospects
5.4. High-end device
5.4.1. Market opportunities and trends
5.4.2. Growth prospects
6. NORWAY VR HEADSET MARKET BY END-USER INDUSTRY
6.1. Introduction
6.2. Media and Entertainment
6.2.1. Market opportunities and trends
6.2.2. Growth prospects
6.2.3. Geographic lucrativeness
6.3. Hospitality
6.3.1. Market opportunities and trends
6.3.2. Growth prospects
6.3.3. Geographic lucrativeness
6.4. Education
6.4.1. Market opportunities and trends
6.4.2. Growth prospects
6.4.3. Geographic lucrativeness
6.5. Others
6.5.1. Market opportunities and trends
6.5.2. Growth prospects
6.5.3. Geographic lucrativeness
7. COMPETITIVE ENVIRONMENT AND ANALYSIS
7.1. Major Players and Strategy Analysis
7.2. Market Share Analysis
7.3. Mergers, Acquisition, Agreements, and Collaborations
7.4. Competitive Dashboard
8. COMPANY PROFILES
8.1. Oculus VR, LLC
8.2. HTC Corporation
8.3. AUKEY
8.4. Sony Corporation
8.5. SAMSUNG