1. EXECUTIVE SUMMARY
2. MARKET SNAPSHOT
2.1. Market Overview
2.2. Market Definition
2.3. Scope of the Study
2.4. Market Segmentation
3. BUSINESS LANDSCAPE
3.1. Market Drivers
3.2. Market Restraints
3.3. Market Opportunities
3.4. Porter’s Five Forces Analysis
3.5. Industry Value Chain Analysis
3.6. Policies and Regulations
3.7. Strategic Recommendations
4. TECHNOLOGICAL OUTLOOK
5. VIRTUAL REALITY EXPOSURE MARKET BY COMPONENT
5.1. Introduction
5.2. Hardware
5.3. Softwre
6. VIRTUAL REALITY EXPOSURE MARKET BY APPLICATION
6.1. Introduction
6.2. Post Traumatic Stress Disorder (PTSD)
6.3. Phobias & Panic Disorder
6.4. Obsessive Compulsive Disorder (OCD)
6.5. Anxiety Disorder
6.6. Others
7. VIRTUAL REALITY EXPOSURE MARKET BY END-USER
7.1. Introduction
7.2. Hospitals and Inpatient Facilities
7.3. Mental Health Clinics
7.4. Others
8. VIRTUAL REALITY EXPOSURE MARKET BY GEOGRAPHY
8.1. Introduction
8.2. North America
8.2.1. USA
8.2.2. Canada
8.2.3. Mexico
8.3. South America
8.3.1. Brazil
8.3.2. Argentina
8.3.3. Others
8.4. Europe
8.4.1. Germany
8.4.2. France
8.4.3. United Kingdom
8.4.4. Spain
8.4.5. Others
8.5. Middle East and Africa
8.5.1. Saudi Arabia
8.5.2. UAE
8.5.3. Others
8.6. Asia Pacific
8.6.1. China
8.6.2. India
8.6.3. Japan
8.6.4. South Korea
8.6.5. Indonesia
8.6.6. Thailand
8.6.7. Others
9. COMPETITIVE ENVIRONMENT AND ANALYSIS
9.1. Major Players and Strategy Analysis
9.2. Market Share Analysis
9.3. Mergers, Acquisitions, Agreements, and Collaborations
9.4. Competitive Dashboard
10. COMPANY PROFILES
10.1. Virtually Better, Inc.
10.2. Limbx (Big Health)
10.3. XRHealth
10.4. Oxford Medical Simulation Ltd.
10.5. AppliedVR, Inc.
10.6. Virtual Reality Medical Center (VRMC)
10.7. MindMaze
10.8. Firsthand Technology Inc.
10.9. oVRcome
10.10. Coastal Wellness & Life Coaching Center
11. APPENDIX
11.1. Currency
11.2. Assumptions
11.3. Base and Forecast Years Timeline
11.4. Key benefits for the stakeholders
11.5. Research Methodology
11.6. Abbreviations
LIST OF FIGURES
LIST OF TABLES