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 MARKET BY COMPONENT
5.1. Introduction
5.2. Hardware
5.3. Software
6. VIRTUAL REALITY MARKET BY DEVICES
6.1. Introduction
6.2. Head-Mounted Displays (HMDs)
6.3. Gesture Control Devices
7. VIRTUAL REALITY MARKET BY END-USER INDUSTRY
7.1. Introduction
7.2. Aerospace & Defense
7.3. Healthcare
7.4. Manufacturing
7.5. Media & Entertainment
7.6. Others
8. VIRTUAL REALITY 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. Facebook Inc.
10.2. Sony Corporation
10.3. HTC Corporation
10.4. EON Reality Inc.
10.5. Google LLC
10.6. Microsoft Corporation
10.7. Vuzix Corporation
10.8. GoPro
10.9. Samsung Electronics Co. Ltd.
10.10. Talespin Reality Labs Inc
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