Summary
World trade was already slowing in 2019 before COVID 19 outbreak, weighed down by trade tensions and slowing economic growth, such as uncertainty generated from Brexit, the U.S.-China trade war, the Japan-South Korea trade war.
Trade is expected to fall by between 13% and 32% in 2020 as the COVID 19 pandemic disrupts normal economic activity and life around the world, according to the study of WTO.The decline in exports has been mainly due to the ongoing global slowdown, which got aggravated due to the current Covid-19 crisis. The latter resulted in large scale disruptions in supply chains and demand resulting in cancellation of orders.
XYZResearch's analysis shows that as China started reopening its economy, world exports initially recovered across the board. But estimates of the expected recovery in 2021 are uncertain, with outcomes depending largely on the duration of the outbreak and the effectiveness of the policy responses.
This research report indicated that the global VR EQUIPMENT market was valued at USD XXX million in 2019, and it is expected to reach a value of USD XXX million by 2026, at a CAGR of XX % over the forecast period 2021-2026. In terms of the export, China occupied more than XX % export market share in 2019, India occupied XX %. XXX is the second largest region around the world, it occupied about XX % export market share in 2019. In terms of the Local Capacity, XXX is the largest region around the world, it occupied about XX % export market share in 2019.
Regional Segmentation (Value; Revenue, USD Million, 2015 - 2026) of VR EQUIPMENT Market by XYZResearch Include
China
EU
North America
Japan
India
Southeast Asia
South America
Middle East and Africa
Competitive Analysis; Who are the Major Players in VR EQUIPMENT Market?
Microsoft
Vuzix
Samsung
Sony
HTC
VisusVR
Vive
FOVE
Freefly
Razer
Avegant
Oculus
Zeiss
Google
Starbreeze
Meta
...
Major Type of VR EQUIPMENT Covered in XYZResearch report:
Head Mounted Displays
Head Trackers
Motion Trackers
3D Controllers
Data Gloves
Haptic Devices
Others
Application Segments Covered in XYZResearch Market
Educational
Industrial
Medical
Entertainment
Others
For any other requirements, please feel free to contact us and we will provide you customized report.
Table of Contents
Global VR EQUIPMENT Market 2015-2026, With Breakdown Data of Capacity, Sales, Production, Export, Import, Revenue, Price, Cost and Gross Margin
1 Market Scope
1.1 Product Details and Introduction
1.1.1 Head Mounted Displays -Product Introduction and Major Manufacturers
1.1.2 Head Trackers -Product Introduction and Major Manufacturers
1.1.3 Motion Trackers -Product Introduction and Major Manufacturers
1.1.4 3D Controllers -Product Introduction and Major Manufacturers
1.1.5 Data Gloves -Product Introduction and Major Manufacturers
1.1.6 Haptic Devices -Product Introduction and Major Manufacturers
1.1.7 Others -Product Introduction and Major Manufacturers
1.2 Market Snapshot
1.2.1 Major Companies Overview
1.2.2 Market Concentration
1.2.3 Six-Year Compound Annual Growth Rate (CAGR)
2 Regional Market Analysis
2.1 China VR EQUIPMENT Status and Prospect (2015-2026)
2.1.1 China VR EQUIPMENT Market Size and Growth Rate (2015-2026)
2.1.2 China VR EQUIPMENT Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.2 EU VR EQUIPMENT Status and Prospect (2015-2026)
2.2.1 EU VR EQUIPMENT Market Size and Growth Rate (2015-2026)
2.2.2 EU VR EQUIPMENT Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.3 USA VR EQUIPMENT Status and Prospect (2015-2026)
2.3.1 USA VR EQUIPMENT Market Size and Growth Rate (2015-2026)
2.3.2 USA VR EQUIPMENT Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.4 Japan VR EQUIPMENT Status and Prospect (2015-2026)
2.4.1 Japan VR EQUIPMENT Market Size and Growth Rate (2015-2026)
2.4.2 Japan VR EQUIPMENT Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.5 India VR EQUIPMENT Status and Prospect (2015-2026)
2.5.1 India VR EQUIPMENT Market Size and Growth Rate (2015-2026)
2.5.2 India VR EQUIPMENT Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.6 Southeast Asia VR EQUIPMENT Status and Prospect (2015-2026)
2.6.1 Southeast Asia VR EQUIPMENT Market Size and Growth Rate (2015-2026)
2.6.2 Southeast Asia VR EQUIPMENT Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.7 South America VR EQUIPMENT Status and Prospect (2015-2026)
2.7.1 South America VR EQUIPMENT Market Size and Growth Rate (2015-2026)
2.7.2 South America VR EQUIPMENT Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.8 VR EQUIPMENT Status and Prospect (2015-2026)
2.8.1 VR EQUIPMENT Market Size and Growth Rate (2015-2026)
2.8.2 VR EQUIPMENT Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
3 Global VR EQUIPMENT Market Assessment by Segment
3.1 Global VR EQUIPMENT Capacity and Growth Rate
3.2 Global VR EQUIPMENT Sales by Type
3.3 Global VR EQUIPMENT Sales Revenue by Type
3.4 Global VR EQUIPMENT Consumption by Application
4 Global VR EQUIPMENT Market Assessment by Regions
4.1 Global VR EQUIPMENT Production Analysis and Forecast by Regions (2015-2026)
4.2 Global VR EQUIPMENT Sales Analysis and Forecast by Regions (2015-2026)
4.3 Global VR EQUIPMENT Sales Revenue Analysis and Forecast by Regions (2015-2026)
5 Value Chain (Impact of COVID-19)
5.1 VR EQUIPMENT Value Chain Analysis
5.1.1 Upstream
5.1.2 Downstream
5.2 COVID-19 Impact on VR EQUIPMENT Industry
5.2.1 Industrial Policy Issued Under the Epidemic Situation
5.3 Cost-Under the Epidemic Situation
5.3.1 Cost of Raw Material
5.4 Channel Analysis
5.4.1 Distribution Channel-Under the Epidemic Situation
5.4.2 Distributors
6 Competitive Landscape
6.1 Global VR EQUIPMENT Capacity Market Share of Manufacturers (2019-2020)
6.2 Global VR EQUIPMENT Sales Market Share of Manufacturers (2019-2020)
6.3 Global VR EQUIPMENT Sales Revenue Market Share of Manufacturers (2019-2020)
7 VR EQUIPMENT Competitive Analysis
7.1 Microsoft
7.1.1 Microsoft Company Profiles
7.1.2 Microsoft Product Introduction
7.1.3 Microsoft VR EQUIPMENT Production, Revenue (2015-2020)
7.1.4 SWOT Analysis
7.2 Vuzix
7.2.1 Vuzix Company Profiles
7.2.2 Vuzix Product Introduction
7.2.3 Vuzix VR EQUIPMENT Production, Revenue (2015-2020)
7.2.4 SWOT Analysis
7.3 Samsung
7.3.1 Samsung Company Profiles
7.3.2 Samsung Product Introduction
7.3.3 Samsung VR EQUIPMENT Production, Revenue (2015-2020)
7.3.4 SWOT Analysis
7.4 Sony
7.4.1 Sony Company Profiles
7.4.2 Sony Product Introduction
7.4.3 Sony VR EQUIPMENT Production, Revenue (2015-2020)
7.4.4 SWOT Analysis
7.5 HTC
7.5.1 HTC Company Profiles
7.5.2 HTC Product Introduction
7.5.3 HTC VR EQUIPMENT Production, Revenue (2015-2020)
7.5.4 SWOT Analysis
7.6 VisusVR
7.6.1 VisusVR Company Profiles
7.6.2 VisusVR Product Introduction
7.6.3 VisusVR VR EQUIPMENT Production, Revenue (2015-2020)
7.6.4 SWOT Analysis
7.7 Vive
7.7.1 Vive Company Profiles
7.7.2 Vive Product Introduction
7.7.3 Vive VR EQUIPMENT Production, Revenue (2015-2020)
7.7.4 SWOT Analysis
7.8 FOVE
7.8.1 FOVE Company Profiles
7.8.2 FOVE Product Introduction
7.8.3 FOVE VR EQUIPMENT Production, Revenue (2015-2020)
7.8.4 SWOT Analysis
7.9 Freefly
7.9.1 Freefly Company Profiles
7.9.2 Freefly Product Introduction
7.9.3 Freefly VR EQUIPMENT Production, Revenue (2015-2020)
7.9.4 SWOT Analysis
7.10 Razer
7.10.1 Razer Company Profiles
7.10.2 Razer Product Introduction
7.10.3 Razer VR EQUIPMENT Production, Revenue (2015-2020)
7.10.4 SWOT Analysis
7.11 Avegant
7.12 Oculus
7.13 Zeiss
7.14 Google
7.15 Starbreeze
7.16 Meta
8 Conclusion
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