North America Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity

The market is expected to grow by 68.2% annually in the forecast period and reach $102.99 billion by 2030.

North America virtual reality market is expected to grow by 37.1% annually in the forecast period and reach $28.08 billion by 2026. Highlighted with 25 tables and 45 figures, this 105-page report “North America Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire North America virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Country. Based on Component, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. Hardware • Sensors • Semiconductor Component • Displays and Projectors • Position Trackers • Cameras • Others Software • Software Developer Kits • Cloud Services Based on Technology, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Nonimmersive Technology • Semi-Immersive Technology • Fully Immersive Technology Based on Device, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Head-Mounted Display (HMD) • Gesture-Tracking Device • Projector & Display Wall Based on Platform, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Mobile VR • Console VR • PC VR Based on Industry Vertical, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Gaming • Entertainment & Media • Aerospace & Defense • Healthcare • Education • Automotive • Retail & Marketing • Other Verticals Based on End User, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. Consumer Enterprise • Large Enterprises • Small- & Medium-sized Enterprises Geographically, the following national/local markets are fully investigated: • U.S. • Canada For each of the aforementioned countries, market analysis and revenue data are available for 2015-2026. The breakdown of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in North America virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players (this may not be a complete list and extra companies can be added upon request): Apple Inc. Atheer, Inc. Cyberglove Systems Inc. EON Reality, Inc. Facebook Inc. Google Inc. Hewlett-Packard Development Company. L.P Leap Motion, Inc. Meta Inc. Microsoft Corporation Nintendo Co., Ltd Oculus VR, LLC Qualcomm Technologies, Inc. Samsung Electronics Co. Ltd Sixense Entertainment, Inc Sony Corporation Total Immersion, Inc. Virtuix Zappar Ltd (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

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Table of Contents

  • Table of Contents
  • 1 Introduction 6
  • 1.1 Industry Definition and Research Scope 6
  • 1.1.1 Industry Definition 6
  • 1.1.2 Research Scope 7
  • 1.2 Research Methodology 9
  • 1.2.1 Overview of Market Research Methodology 9
  • 1.2.2 Market Assumption 10
  • 1.2.3 Secondary Data 10
  • 1.2.4 Primary Data 10
  • 1.2.5 Data Filtration and Model Design 11
  • 1.2.6 Market Size/Share Estimation 12
  • 1.2.7 Research Limitations 13
  • 1.3 Executive Summary 14
  • 2 Market Overview and Dynamics 16
  • 2.1 Market Size and Forecast 16
  • 2.2 Major Growth Drivers 17
  • 2.3 Market Restraints and Challenges 20
  • 2.4 Emerging Opportunities and Market Trends 23
  • 2.5 Porter’s Fiver Forces Analysis 26
  • 3 Segmentation of North America Market by Component 30
  • 3.1 Market Overview by Component 30
  • 3.2 Hardware 32
  • 3.3 Software 34
  • 4 Segmentation of North America Market by Technology 36
  • 4.1 Market Overview by Technology 36
  • 4.2 Nonimmersive Technology 38
  • 4.3 Semi-Immersive Technology 39
  • 4.4 Fully Immersive Technology 40
  • 5 Segmentation of North America Market by Device 41
  • 5.1 Market Overview by Device 41
  • 5.2 Head-Mounted Display (HMD) 43
  • 5.3 Gesture-Tracking Device 44
  • 5.4 Projector & Display Wall 45
  • 6 Segmentation of North America Market by Platform 46
  • 6.1 Market Overview by Platform 46
  • 6.2 Mobile VR 48
  • 6.3 Console VR 49
  • 6.4 PC VR 50
  • 7 Segmentation of North America Market by Industry Vertical 51
  • 7.1 Market Overview by Industry Vertical 51
  • 7.2 Gaming 54
  • 7.3 Entertainment & Media 55
  • 7.4 Aerospace & Defense 56
  • 7.5 Healthcare 57
  • 7.6 Education 58
  • 7.7 Automotive 59
  • 7.8 Retail & Marketing 60
  • 7.9 Other Verticals 61
  • 8 Segmentation of North America Market by End User 62
  • 8.1 Market Overview by End User 62
  • 8.2 Consumer 64
  • 8.3 Enterprise 65
  • 9 North America Market 2019-2026 by Country 66
  • 9.1 Overview of North America Market 66
  • 9.2 U.S. Market 69
  • 9.3 Canadian Market 73
  • 10 Competitive Landscape 75
  • 10.1 Overview of Key Vendors 75
  • 10.2 New Product Launch, Partnership, Investment, and M&A 78
  • 10.3 Company Profiles 79
  • Apple Inc. 79
  • Atheer, Inc. 81
  • Cyberglove Systems Inc. 82
  • EON Reality, Inc. 83
  • Facebook Inc. 84
  • Google Inc. 85
  • Hewlett-Packard Development Company. L.P 86
  • Leap Motion, Inc. 87
  • Meta Inc. 88
  • Microsoft Corporation 89
  • Nintendo Co., Ltd 90
  • Oculus VR, LLC 91
  • Qualcomm Technologies, Inc. 92
  • Samsung Electronics Co. Ltd 93
  • Sixense Entertainment, Inc 94
  • Sony Corporation 95
  • Total Immersion, Inc. 96
  • Virtuix 97
  • Zappar Ltd 98
  • 11 Investing in North America Market: Risk Assessment and Management 99
  • 11.1 Risk Evaluation of North America Market 99
  • 11.2 Critical Success Factors (CSFs) 102
  • Related Reports and Products 105

List of Tables:

Table 1. Snapshot of Global Virtual Reality Market, 2019-2026 17
Table 2. Main Product Trends and Market Opportunities in Global Virtual Reality Market 26
Table 3. Global Virtual Reality Market by Component, 2015-2026, $ mn 33
Table 4. Global Virtual Reality Market: Hardware by Type, 2015-2026, $ mn 36
Table 5. Global Virtual Reality Market: Software by Type, 2015-2026, $ mn 38
Table 6. Global Virtual Reality Market by Technology, 2015-2026, $ mn 39
Table 7. Global Virtual Reality Market by Device, 2015-2026, $ mn 44
Table 8. Global Virtual Reality Market by Platform, 2015-2026, $ mn 49
Table 9. Global Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 54
Table 10. Global Virtual Reality Market by End User, 2015-2026, $ mn 64
Table 11. Global Virtual Reality Market: Enterprise by Size, 2015-2026, $ mn 67
Table 12. Global Virtual Reality Market by Region, 2015-2026, $ mn 69
Table 13. Leading National Virtual Reality Market, 2019 and 2026, $ mn 71
Table 14. North America Virtual Reality Market by Country, 2015-2026, $ mn 74
Table 15. U.S. Virtual Reality Market by Technology, 2015-2026, $ mn 77
Table 16. U.S. Virtual Reality Market by Device, 2015-2026, $ mn 77
Table 17. U.S. Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 77
Table 18. Canada Virtual Reality Market by Technology, 2015-2026, $ mn 80
Table 19. Canada Virtual Reality Market by Device, 2015-2026, $ mn 80
Table 20. Canada Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 80
Table 21. Europe Virtual Reality Market by Country, 2015-2026, $ mn 83
Table 22. UK Virtual Reality Market by Technology, 2015-2026, $ mn 85
Table 23. UK Virtual Reality Market by Device, 2015-2026, $ mn 85
Table 24. UK Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 85
Table 25. France Virtual Reality Market by Technology, 2015-2026, $ mn 87
Table 26. France Virtual Reality Market by Device, 2015-2026, $ mn 87
Table 27. France Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 87
Table 28. Germany Virtual Reality Market by Technology, 2015-2026, $ mn 89
Table 29. Germany Virtual Reality Market by Device, 2015-2026, $ mn 89
Table 30. Germany Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 89
Table 31. Spain Virtual Reality Market by Technology, 2015-2026, $ mn 91
Table 32. Spain Virtual Reality Market by Device, 2015-2026, $ mn 91
Table 33. Spain Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 91
Table 34. Italy Virtual Reality Market by Technology, 2015-2026, $ mn 93
Table 35. Italy Virtual Reality Market by Device, 2015-2026, $ mn 93
Table 36. Italy Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 93
Table 37. Russia Virtual Reality Market by Technology, 2015-2026, $ mn 95
Table 38. Russia Virtual Reality Market by Device, 2015-2026, $ mn 95
Table 39. Russia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 95
Table 40. Virtual Reality Market in Rest of Europe by Country, 2019-2026, $ mn 97
Table 41. APAC Virtual Reality Market by Country, 2015-2026, $ mn 100
Table 42. China Virtual Reality Market by Technology, 2015-2026, $ mn 102
Table 43. China Virtual Reality Market by Device, 2015-2026, $ mn 102
Table 44. China Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 102
Table 45. Japan Virtual Reality Market by Technology, 2015-2026, $ mn 105
Table 46. Japan Virtual Reality Market by Device, 2015-2026, $ mn 105
Table 47. Japan Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 105
Table 48. India Virtual Reality Market by Technology, 2015-2026, $ mn 107
Table 49. India Virtual Reality Market by Device, 2015-2026, $ mn 107
Table 50. India Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 107
Table 51. Australia Virtual Reality Market by Technology, 2015-2026, $ mn 109
Table 52. Australia Virtual Reality Market by Device, 2015-2026, $ mn 109
Table 53. Australia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 109
Table 54. South Korea Virtual Reality Market by Technology, 2015-2026, $ mn 111
Table 55. South Korea Virtual Reality Market by Device, 2015-2026, $ mn 111
Table 56. South Korea Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 111
Table 57. Virtual Reality Market in Rest of APAC by Country, 2015-2026, $ mn 113
Table 58. Latin America Virtual Reality Market by Country, 2015-2026, $ mn 116
Table 59. Argentina Virtual Reality Market by Technology, 2015-2026, $ mn 118
Table 60. Argentina Virtual Reality Market by Device, 2015-2026, $ mn 118
Table 61. Argentina Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 118
Table 62. Brazil Virtual Reality Market by Technology, 2015-2026, $ mn 120
Table 63. Brazil Virtual Reality Market by Device, 2015-2026, $ mn 120
Table 64. Brazil Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 120
Table 65. Mexico Virtual Reality Market by Technology, 2015-2026, $ mn 122
Table 66. Mexico Virtual Reality Market by Device, 2015-2026, $ mn 122
Table 67. Mexico Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 122
Table 68. RoW Virtual Reality Market by Country, 2015-2026, $ mn 126
Table 69. UAE Virtual Reality Market by Technology, 2015-2026, $ mn 128
Table 70. UAE Virtual Reality Market by Device, 2015-2026, $ mn 128
Table 71. UAE Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 128
Table 72. Saudi Arabia Virtual Reality Market by Technology, 2015-2026, $ mn 130
Table 73. Saudi Arabia Virtual Reality Market by Device, 2015-2026, $ mn 130
Table 74. Saudi Arabia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 130
Table 75. South Africa Virtual Reality Market by Technology, 2015-2026, $ mn 132
Table 76. South Africa Virtual Reality Market by Device, 2015-2026, $ mn 132
Table 77. South Africa Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 132
Table 78. Apple Inc.: Company Snapshot 138
Table 79. Apple Inc.: Business Segmentation 138
Table 80. Apple Inc.: Product Portfolio 139
Table 81. Apple Inc.: Revenue, 2015-2018, $ mn 139
Table 82. Apple Inc.: Recent Developments 139
Table 83. Risk Evaluation for Investing in Global Market, 2019-2026 159
Table 84. Critical Success Factors and Key Takeaways 162

List of Figures:

Figure 1. Research Method Flow Chart 9
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 12
Figure 3. North America Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 14
Figure 4. North America Virtual Reality Market, 2019-2026, $ mn 16
Figure 5. Primary Drivers and Impact Factors of North America Virtual Reality Market 17
Figure 6. Primary Restraints and Impact Factors of North America Virtual Reality Market 20
Figure 7. Porter’s Fiver Forces Analysis of North America Virtual Reality Market 26
Figure 8. Breakdown of North America Virtual Reality Market by Component, 2019-2026, % of Revenue 30
Figure 9. Contribution to North America 2020-2026 Cumulative Revenue by Component, Value ($ mn) and Share (%) 31
Figure 10. North America Virtual Reality Market: Hardware, 2015-2026, $ mn 32
Figure 11. North America Virtual Reality Market: Software, 2015-2026, $ mn 34
Figure 12. Breakdown of North America Virtual Reality Market by Technology, 2019-2026, % of Revenue 36
Figure 13. Contribution to North America 2020-2026 Cumulative Revenue by Technology, Value ($ mn) and Share (%) 37
Figure 14. North America Virtual Reality Market: Nonimmersive Technology, 2015-2026, $ mn 38
Figure 15. North America Virtual Reality Market: Semi-Immersive Technology, 2015-2026, $ mn 39
Figure 16. North America Virtual Reality Market: Fully Immersive Technology, 2015-2026, $ mn 40
Figure 17. Breakdown of North America Virtual Reality Market by Device, 2019-2026, % of Revenue 41
Figure 18. Contribution to North America 2020-2026 Cumulative Revenue by Device, Value ($ mn) and Share (%) 42
Figure 19. North America Virtual Reality Market: Head-Mounted Display (HMD), 2015-2026, $ mn 43
Figure 20. North America Virtual Reality Market: Gesture-Tracking Device, 2015-2026, $ mn 44
Figure 21. North America Virtual Reality Market: Projector & Display Wall, 2015-2026, $ mn 45
Figure 22. Breakdown of North America Virtual Reality Market by Platform, 2019-2026, % of Revenue 46
Figure 23. Contribution to North America 2020-2026 Cumulative Revenue by Platform, Value ($ mn) and Share (%) 47
Figure 24. North America Virtual Reality Market: Mobile VR, 2015-2026, $ mn 48
Figure 25. North America Virtual Reality Market: Console VR, 2015-2026, $ mn 49
Figure 26. North America Virtual Reality Market: PC VR, 2015-2026, $ mn 50
Figure 27. Breakdown of North America Virtual Reality Market by Industry Vertical, 2019-2026, % of Revenue 51
Figure 28. Contribution to North America 2020-2026 Cumulative Revenue by Industry Vertical, Value ($ mn) and Share (%) 52
Figure 29. North America Virtual Reality Market: Gaming, 2015-2026, $ mn 54
Figure 30. North America Virtual Reality Market: Entertainment & Media, 2015-2026, $ mn 55
Figure 31. North America Virtual Reality Market: Aerospace & Defense, 2015-2026, $ mn 56
Figure 32. North America Virtual Reality Market: Healthcare, 2015-2026, $ mn 57
Figure 33. North America Virtual Reality Market: Education, 2015-2026, $ mn 58
Figure 34. North America Virtual Reality Market: Automotive, 2015-2026, $ mn 59
Figure 35. North America Virtual Reality Market: Retail & Marketing, 2015-2026, $ mn 60
Figure 36. North America Virtual Reality Market: Other Verticals, 2015-2026, $ mn 61
Figure 37. Breakdown of North America Virtual Reality Market by End User, 2019-2026, % of Revenue 62
Figure 38. Contribution to North America 2020-2026 Cumulative Revenue by End User, Value ($ mn) and Share (%) 63
Figure 39. North America Virtual Reality Market: Consumer, 2015-2026, $ mn 64
Figure 40. North America Virtual Reality Market: Enterprise, 2015-2026, $ mn 65
Figure 41. Breakdown of North America Virtual Reality Market by Country, 2019 and 2026, % of Revenue 67
Figure 42. Contribution to North America 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 68
Figure 43. U.S. Virtual Reality Market, 2015-2026, $ mn 70
Figure 44. Canada Virtual Reality Market, 2015-2026, $ mn 73
Figure 45. Growth Stage of North America Virtual Reality Industry over the Forecast Period 75
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North America Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity

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