Global Virtual Reality Camera Market
Global Virtual Reality Camera Market

Virtual Reality Camera Comprehensive Study by Application (Healthcare, Media and Entertainment, Defense, Others), End-User (Individual, Professional), Sales Channel (Online, Offline), Connectivity (Wi-Fi, Bluetooth, Others) Players and Region - Global Market Outlook to 2026

Virtual Reality Camera Market Segmented into XX Submarkets. | Forecast Years: 2021- 2026  

Jun 2021 Edition 213 Pages 217 Tables & Figures
  • Summary
  • Market Segments
  • Table of Content
  • List of Tables & Figures
  • Companies Mentioned
Virtual Reality Camera Market Scope
Virtual camera systems aim at monitoring a set of cameras or one camera to show an explicit read of the virtual world. computer game has been remarked as a powerful and realistic simulation of a 3D setting created using interactive hardware and package and any controlled by the movement of the body or an interactive expertise made by the pc. They have extensive applications in different medical and defense systems for operation and surgery purposes along with wide variety of other options.

Research Analyst at AMA estimates that United States Vendors will contribute to the maximum growth of Global Virtual Reality Camera market throughout the predicted period.

GoPro Inc. (United States), NextVR Inc. (United States), Eastman Kodak Co. (United States), Panocam3d.com (France), Jaunt Inc. (United States), NOKIA Inc. (Finland), Lytro Inc. (United States), Google Inc. (United States), HumanEyes Technologies (Israel) and Nikon Corporation (Japan) are some of the key players that are part of study coverage. Additionally, the Vendors which are also part of the research are Sphericam Inc. (United States) and 360fly Inc. (United States).

About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.

Segmentation Overview
The study have segmented the market of Global Virtual Reality Camera market , by Application (Healthcare, Media and Entertainment, Defense and Others) and Region with country level break-up.

On the basis of geography, the market of Virtual Reality Camera has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). North America, Europe region held largest market share in the year 2020.

Market Leaders and their expansionary development strategies
In 2020, Apple Inc., a world leader in consumer electronics acquired the VR tech leader in cameras NextVR. The acquisition will expand the product portfolio rolled out by apple and apples leading sales distribution channel will help NextVR to establish a consumer base all over the world for different end use modules.
In 2019, GoPro launches latest technology equipped GoPro Max-dual lens 360⁰ camera. It is used as a standard waterproof action camera by activating one lens, a dual-lens 360-degree camera, or the next-level vlogging camera with its integral front-facing show and shotgun-mic audio capabilities.


Market Trend
  • Development in Product to Enhance Real Time Experience and Butterfly Effect in Virtual World
  • Integration of Machine Learning and Artificial Intelligence for Consumer Experience

Market Drivers
  • Rise in Employment of Virtual Reality Cameras to Further Enhance the Experience of End Users

Opportunities
  • Growth in Use of Virtual Reality Camera in Filmmaking and Journalism
  • Rise in Use of Virtual Cameras for Rising Gaming Popularity and Movies
  • Rising Applications of the VR camera in UAV for Enemy Surveillance and Defense Procedures

Restraints
  • High Costs Involved in Camera and Complex Infrastructure

Challenges
  • Less Awareness About the Virtual Cameras


Key Target Audience
Virtual Reality Camera Manufacturer, Distributor/Supplier, Component Provider, Research Institutes, End User Industry and Others

Frequently Asked Questions (FAQ):

1. What are the key segments playing vital role in Virtual Reality Camera Market?
The Virtual Reality Camera study can be customized to meet your requirements. The market size breakdown by type [], by end use application [Healthcare, Media and Entertainment, Defense and Others].

2. How big is the Virtual Reality Camera Market?
The Virtual Reality Camera Market is gaining popularity and expected to see strong valuation by 2026.

3. What is expected growth rate in Virtual Reality Camera Market?
According to AMA, the Global Virtual Reality Camera market is expected to see growth rate of %.
Report Objectives / Segmentation Covered
By Application
  • Healthcare
  • Media and Entertainment
  • Defense
  • Others
By End-User
  • Individual
  • Professional

By Sales Channel
  • Online
  • Offline

By Connectivity
  • Wi-Fi
  • Bluetooth
  • Others

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Rise in Employment of Virtual Reality Cameras to Further Enhance the Experience of End Users
    • 3.3. Market Challenges
      • 3.3.1. Less Awareness About the Virtual Cameras
    • 3.4. Market Trends
      • 3.4.1. Development in Product to Enhance Real Time Experience and Butterfly Effect in Virtual World
      • 3.4.2. Integration of Machine Learning and Artificial Intelligence for Consumer Experience
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Virtual Reality Camera, by Application, End-User, Sales Channel, Connectivity and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Virtual Reality Camera (Value)
      • 5.2.1. Global Virtual Reality Camera by: Application (Value)
        • 5.2.1.1. Healthcare
        • 5.2.1.2. Media and Entertainment
        • 5.2.1.3. Defense
        • 5.2.1.4. Others
      • 5.2.2. Global Virtual Reality Camera by: End-User (Value)
        • 5.2.2.1. Individual
        • 5.2.2.2. Professional
      • 5.2.3. Global Virtual Reality Camera by: Sales Channel (Value)
        • 5.2.3.1. Online
        • 5.2.3.2. Offline
      • 5.2.4. Global Virtual Reality Camera by: Connectivity (Value)
        • 5.2.4.1. Wi-Fi
        • 5.2.4.2. Bluetooth
        • 5.2.4.3. Others
      • 5.2.5. Global Virtual Reality Camera Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
  • 6. Virtual Reality Camera: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. GoPro Inc. (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. NextVR Inc. (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Eastman Kodak Co. (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Panocam3d.com (France)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Jaunt Inc. (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. NOKIA Inc. (Finland)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Lytro Inc. (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Google Inc. (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. HumanEyes Technologies (Israel)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Nikon Corporation (Japan)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Virtual Reality Camera Sale, by Application, End-User, Sales Channel, Connectivity and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Virtual Reality Camera (Value)
      • 7.2.1. Global Virtual Reality Camera by: Application (Value)
        • 7.2.1.1. Healthcare
        • 7.2.1.2. Media and Entertainment
        • 7.2.1.3. Defense
        • 7.2.1.4. Others
      • 7.2.2. Global Virtual Reality Camera by: End-User (Value)
        • 7.2.2.1. Individual
        • 7.2.2.2. Professional
      • 7.2.3. Global Virtual Reality Camera by: Sales Channel (Value)
        • 7.2.3.1. Online
        • 7.2.3.2. Offline
      • 7.2.4. Global Virtual Reality Camera by: Connectivity (Value)
        • 7.2.4.1. Wi-Fi
        • 7.2.4.2. Bluetooth
        • 7.2.4.3. Others
      • 7.2.5. Global Virtual Reality Camera Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Virtual Reality Camera: by Application(USD Million)
  • Table 2. Virtual Reality Camera Healthcare , by Region USD Million (2015-2020)
  • Table 3. Virtual Reality Camera Media and Entertainment , by Region USD Million (2015-2020)
  • Table 4. Virtual Reality Camera Defense , by Region USD Million (2015-2020)
  • Table 5. Virtual Reality Camera Others , by Region USD Million (2015-2020)
  • Table 6. Virtual Reality Camera: by End-User(USD Million)
  • Table 7. Virtual Reality Camera Individual , by Region USD Million (2015-2020)
  • Table 8. Virtual Reality Camera Professional , by Region USD Million (2015-2020)
  • Table 9. Virtual Reality Camera: by Sales Channel(USD Million)
  • Table 10. Virtual Reality Camera Online , by Region USD Million (2015-2020)
  • Table 11. Virtual Reality Camera Offline , by Region USD Million (2015-2020)
  • Table 12. Virtual Reality Camera: by Connectivity(USD Million)
  • Table 13. Virtual Reality Camera Wi-Fi , by Region USD Million (2015-2020)
  • Table 14. Virtual Reality Camera Bluetooth , by Region USD Million (2015-2020)
  • Table 15. Virtual Reality Camera Others , by Region USD Million (2015-2020)
  • Table 16. South America Virtual Reality Camera, by Country USD Million (2015-2020)
  • Table 17. South America Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 18. South America Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 19. South America Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 20. South America Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 21. Brazil Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 22. Brazil Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 23. Brazil Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 24. Brazil Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 25. Argentina Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 26. Argentina Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 27. Argentina Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 28. Argentina Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 29. Rest of South America Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 30. Rest of South America Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 31. Rest of South America Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 32. Rest of South America Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 33. Asia Pacific Virtual Reality Camera, by Country USD Million (2015-2020)
  • Table 34. Asia Pacific Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 35. Asia Pacific Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 36. Asia Pacific Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 37. Asia Pacific Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 38. China Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 39. China Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 40. China Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 41. China Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 42. Japan Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 43. Japan Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 44. Japan Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 45. Japan Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 46. India Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 47. India Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 48. India Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 49. India Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 50. South Korea Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 51. South Korea Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 52. South Korea Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 53. South Korea Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 54. Taiwan Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 55. Taiwan Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 56. Taiwan Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 57. Taiwan Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 58. Australia Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 59. Australia Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 60. Australia Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 61. Australia Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 62. Rest of Asia-Pacific Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 63. Rest of Asia-Pacific Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 64. Rest of Asia-Pacific Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 65. Rest of Asia-Pacific Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 66. Europe Virtual Reality Camera, by Country USD Million (2015-2020)
  • Table 67. Europe Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 68. Europe Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 69. Europe Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 70. Europe Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 71. Germany Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 72. Germany Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 73. Germany Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 74. Germany Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 75. France Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 76. France Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 77. France Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 78. France Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 79. Italy Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 80. Italy Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 81. Italy Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 82. Italy Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 83. United Kingdom Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 84. United Kingdom Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 85. United Kingdom Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 86. United Kingdom Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 87. Netherlands Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 88. Netherlands Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 89. Netherlands Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 90. Netherlands Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 91. Rest of Europe Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 92. Rest of Europe Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 93. Rest of Europe Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 94. Rest of Europe Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 95. MEA Virtual Reality Camera, by Country USD Million (2015-2020)
  • Table 96. MEA Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 97. MEA Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 98. MEA Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 99. MEA Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 100. Middle East Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 101. Middle East Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 102. Middle East Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 103. Middle East Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 104. Africa Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 105. Africa Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 106. Africa Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 107. Africa Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 108. North America Virtual Reality Camera, by Country USD Million (2015-2020)
  • Table 109. North America Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 110. North America Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 111. North America Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 112. North America Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 113. United States Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 114. United States Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 115. United States Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 116. United States Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 117. Canada Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 118. Canada Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 119. Canada Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 120. Canada Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 121. Mexico Virtual Reality Camera, by Application USD Million (2015-2020)
  • Table 122. Mexico Virtual Reality Camera, by End-User USD Million (2015-2020)
  • Table 123. Mexico Virtual Reality Camera, by Sales Channel USD Million (2015-2020)
  • Table 124. Mexico Virtual Reality Camera, by Connectivity USD Million (2015-2020)
  • Table 125. Company Basic Information, Sales Area and Its Competitors
  • Table 126. Company Basic Information, Sales Area and Its Competitors
  • Table 127. Company Basic Information, Sales Area and Its Competitors
  • Table 128. Company Basic Information, Sales Area and Its Competitors
  • Table 129. Company Basic Information, Sales Area and Its Competitors
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Company Basic Information, Sales Area and Its Competitors
  • Table 135. Virtual Reality Camera: by Application(USD Million)
  • Table 136. Virtual Reality Camera Healthcare , by Region USD Million (2021-2026)
  • Table 137. Virtual Reality Camera Media and Entertainment , by Region USD Million (2021-2026)
  • Table 138. Virtual Reality Camera Defense , by Region USD Million (2021-2026)
  • Table 139. Virtual Reality Camera Others , by Region USD Million (2021-2026)
  • Table 140. Virtual Reality Camera: by End-User(USD Million)
  • Table 141. Virtual Reality Camera Individual , by Region USD Million (2021-2026)
  • Table 142. Virtual Reality Camera Professional , by Region USD Million (2021-2026)
  • Table 143. Virtual Reality Camera: by Sales Channel(USD Million)
  • Table 144. Virtual Reality Camera Online , by Region USD Million (2021-2026)
  • Table 145. Virtual Reality Camera Offline , by Region USD Million (2021-2026)
  • Table 146. Virtual Reality Camera: by Connectivity(USD Million)
  • Table 147. Virtual Reality Camera Wi-Fi , by Region USD Million (2021-2026)
  • Table 148. Virtual Reality Camera Bluetooth , by Region USD Million (2021-2026)
  • Table 149. Virtual Reality Camera Others , by Region USD Million (2021-2026)
  • Table 150. South America Virtual Reality Camera, by Country USD Million (2021-2026)
  • Table 151. South America Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 152. South America Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 153. South America Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 154. South America Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 155. Brazil Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 156. Brazil Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 157. Brazil Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 158. Brazil Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 159. Argentina Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 160. Argentina Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 161. Argentina Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 162. Argentina Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 163. Rest of South America Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 164. Rest of South America Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 165. Rest of South America Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 166. Rest of South America Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 167. Asia Pacific Virtual Reality Camera, by Country USD Million (2021-2026)
  • Table 168. Asia Pacific Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 169. Asia Pacific Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 170. Asia Pacific Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 171. Asia Pacific Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 172. China Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 173. China Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 174. China Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 175. China Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 176. Japan Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 177. Japan Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 178. Japan Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 179. Japan Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 180. India Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 181. India Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 182. India Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 183. India Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 184. South Korea Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 185. South Korea Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 186. South Korea Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 187. South Korea Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 188. Taiwan Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 189. Taiwan Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 190. Taiwan Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 191. Taiwan Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 192. Australia Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 193. Australia Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 194. Australia Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 195. Australia Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 196. Rest of Asia-Pacific Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 197. Rest of Asia-Pacific Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 198. Rest of Asia-Pacific Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 199. Rest of Asia-Pacific Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 200. Europe Virtual Reality Camera, by Country USD Million (2021-2026)
  • Table 201. Europe Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 202. Europe Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 203. Europe Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 204. Europe Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 205. Germany Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 206. Germany Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 207. Germany Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 208. Germany Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 209. France Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 210. France Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 211. France Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 212. France Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 213. Italy Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 214. Italy Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 215. Italy Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 216. Italy Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 217. United Kingdom Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 218. United Kingdom Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 219. United Kingdom Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 220. United Kingdom Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 221. Netherlands Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 222. Netherlands Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 223. Netherlands Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 224. Netherlands Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 225. Rest of Europe Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 226. Rest of Europe Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 227. Rest of Europe Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 228. Rest of Europe Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 229. MEA Virtual Reality Camera, by Country USD Million (2021-2026)
  • Table 230. MEA Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 231. MEA Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 232. MEA Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 233. MEA Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 234. Middle East Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 235. Middle East Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 236. Middle East Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 237. Middle East Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 238. Africa Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 239. Africa Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 240. Africa Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 241. Africa Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 242. North America Virtual Reality Camera, by Country USD Million (2021-2026)
  • Table 243. North America Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 244. North America Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 245. North America Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 246. North America Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 247. United States Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 248. United States Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 249. United States Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 250. United States Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 251. Canada Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 252. Canada Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 253. Canada Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 254. Canada Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 255. Mexico Virtual Reality Camera, by Application USD Million (2021-2026)
  • Table 256. Mexico Virtual Reality Camera, by End-User USD Million (2021-2026)
  • Table 257. Mexico Virtual Reality Camera, by Sales Channel USD Million (2021-2026)
  • Table 258. Mexico Virtual Reality Camera, by Connectivity USD Million (2021-2026)
  • Table 259. Research Programs/Design for This Report
  • Table 260. Key Data Information from Secondary Sources
  • Table 261. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Virtual Reality Camera: by Application USD Million (2015-2020)
  • Figure 5. Global Virtual Reality Camera: by End-User USD Million (2015-2020)
  • Figure 6. Global Virtual Reality Camera: by Sales Channel USD Million (2015-2020)
  • Figure 7. Global Virtual Reality Camera: by Connectivity USD Million (2015-2020)
  • Figure 8. South America Virtual Reality Camera Share (%), by Country
  • Figure 9. Asia Pacific Virtual Reality Camera Share (%), by Country
  • Figure 10. Europe Virtual Reality Camera Share (%), by Country
  • Figure 11. MEA Virtual Reality Camera Share (%), by Country
  • Figure 12. North America Virtual Reality Camera Share (%), by Country
  • Figure 13. Global Virtual Reality Camera share by Players 2020 (%)
  • Figure 14. Global Virtual Reality Camera share by Players (Top 3) 2020(%)
  • Figure 15. Global Virtual Reality Camera share by Players (Top 5) 2020(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. GoPro Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 18. GoPro Inc. (United States) Revenue: by Geography 2020
  • Figure 19. NextVR Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 20. NextVR Inc. (United States) Revenue: by Geography 2020
  • Figure 21. Eastman Kodak Co. (United States) Revenue, Net Income and Gross profit
  • Figure 22. Eastman Kodak Co. (United States) Revenue: by Geography 2020
  • Figure 23. Panocam3d.com (France) Revenue, Net Income and Gross profit
  • Figure 24. Panocam3d.com (France) Revenue: by Geography 2020
  • Figure 25. Jaunt Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 26. Jaunt Inc. (United States) Revenue: by Geography 2020
  • Figure 27. NOKIA Inc. (Finland) Revenue, Net Income and Gross profit
  • Figure 28. NOKIA Inc. (Finland) Revenue: by Geography 2020
  • Figure 29. Lytro Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 30. Lytro Inc. (United States) Revenue: by Geography 2020
  • Figure 31. Google Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 32. Google Inc. (United States) Revenue: by Geography 2020
  • Figure 33. HumanEyes Technologies (Israel) Revenue, Net Income and Gross profit
  • Figure 34. HumanEyes Technologies (Israel) Revenue: by Geography 2020
  • Figure 35. Nikon Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 36. Nikon Corporation (Japan) Revenue: by Geography 2020
  • Figure 37. Global Virtual Reality Camera: by Application USD Million (2021-2026)
  • Figure 38. Global Virtual Reality Camera: by End-User USD Million (2021-2026)
  • Figure 39. Global Virtual Reality Camera: by Sales Channel USD Million (2021-2026)
  • Figure 40. Global Virtual Reality Camera: by Connectivity USD Million (2021-2026)
  • Figure 41. South America Virtual Reality Camera Share (%), by Country
  • Figure 42. Asia Pacific Virtual Reality Camera Share (%), by Country
  • Figure 43. Europe Virtual Reality Camera Share (%), by Country
  • Figure 44. MEA Virtual Reality Camera Share (%), by Country
  • Figure 45. North America Virtual Reality Camera Share (%), by Country
Some of the key companies/manufacturers profiled in the report
  • GoPro Inc. (United States)
  • NextVR Inc. (United States)
  • Eastman Kodak Co. (United States)
  • Panocam3d.com (France)
  • Jaunt Inc. (United States)
  • NOKIA Inc. (Finland)
  • Lytro Inc. (United States)
  • Google Inc. (United States)
  • HumanEyes Technologies (Israel)
  • Nikon Corporation (Japan)
Additional players considered in the study are as follows:
Sphericam Inc. (United States) , 360fly Inc. (United States)
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