Category: Virtual Reality
Virtual Reality market research reports by Allied Market Research
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Virtual Tour Market By Type (360 Virtual Tour, 3D Virtual Tour, Virtual Reality Tour), By Application (Tourism, Real Estate, Art gallery and museum, Others): Global Opportunity Analysis and Industry Forecast, 2024-2035
Virtual Tour Market By Type (360 Virtual Tour, 3D Virtual Tour, Virtual Reality Tour), By Application (Tourism, Real Estate, Art gallery and museum, Others): Global Opportunity Analysis and Industry Forecast, 2024-2035 The global virtual tour market was valued at $0.96 billion in 2023, and is projec ... Read More
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Virtual Reality in BFSI Market By Component (Hardware, Software, Services), By Deployment Mode (On-Premise, Cloud), By Application (Virtual Assistants, Speech Recognition, Virtual Trading, Virtual Reality Payments, Others), By End User (Banks, Credit Unions, Insurance Companies, NBFCs): Global Opportunity Analysis and Industry Forecast, 2022-2031
Virtual Reality in BFSI Market By Component (Hardware, Software, Services), By Deployment Mode (On-Premise, Cloud), By Application (Virtual Assistants, Speech Recognition, Virtual Trading, Virtual Reality Payments, Others), By End User (Banks, Credit Unions, Insurance Companies, NBFCs): Global Oppor ... Read More
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Non-Fungible Tokens Market By Offering (Business Strategy Formulation, NFT Creation and Management, NFT Platform-Marketplace), By Application (Collectibles, Utilities, Art, Gaming, Metaverse, Others), By End User (Personal, Commercial): Global Opportunity Analysis and Industry Forecast, 2023-2032
Non-Fungible Tokens Market By Offering (Business Strategy Formulation, NFT Creation and Management, NFT Platform-Marketplace), By Application (Collectibles, Utilities, Art, Gaming, Metaverse, Others), By End User (Personal, Commercial): Global Opportunity Analysis and Industry Forecast, 2023-2032 Th ... Read More
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Family/Indoor Entertainment Centers Market By Activity Area (Arcade Studios, AR and VR Gaming Zones, Physical Play Activities, Skill/Competition Games, Others), By Facility Size (Up to 5,000 Sq. Ft., 5,001 to 10,000 Sq. Ft., 10,001 to 20,000 Sq. Ft., 20,001 to 40,000 Sq. Ft., 1 to 10 Acres, 10 to 30 Acres, Over 30 Acres), By Revenue Source (Entry Fees and Ticket Sales, Food and Beverages, Merchandising, Advertisement, Others), By Type (Children’s Entertainment Centers (CECs), Children’s Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), Location-based VR Entertainment Centers (LBECs)), By Visitor Demographics (Families With Children (0-9), Families With Children (9-12), Teenagers (12-18), Young Adults (18-24), Adults (Ages 24+)): Global Opportunity Analysis and Industry Forecast, 2023-2032
Family/Indoor Entertainment Centers Market By Activity Area (Arcade Studios, AR and VR Gaming Zones, Physical Play Activities, Skill/Competition Games, Others), By Facility Size (Up to 5,000 Sq. Ft., 5,001 to 10,000 Sq. Ft., 10,001 to 20,000 Sq. Ft., 20,001 to 40,000 Sq. Ft., 1 to 10 Acres, 10 to 30 ... Read More
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5G Modems Market By Modem Type (Internal/Integrated, External), By Mode (Single-Mode, Multimode), By Application (Mobile and Tablets, Wearable, Automotive, Virtual Reality, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031
5G Modems Market By Modem Type (Internal/Integrated, External), By Mode (Single-Mode, Multimode), By Application (Mobile and Tablets, Wearable, Automotive, Virtual Reality, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031 A 5G modem (modulator-demodulator) is a device that conve ... Read More
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Airline Technology Integration Market By Technology (Internet of Things (IoT), Cybersecurity, Artificial Intelligence, Advanced Analytics, Biometrics, Blockchain, Wearable Technology, Others), By Offering (Software, Hardware), By Deployment (On-Premises, Cloud): Global Opportunity Analysis and Industry Forecast, 2021-2031
Airline Technology Integration Market By Technology (Internet of Things (IoT), Cybersecurity, Artificial Intelligence, Advanced Analytics, Biometrics, Blockchain, Wearable Technology, Others), By Offering (Software, Hardware), By Deployment (On-Premises, Cloud): Global Opportunity Analysis and Indus ... Read More
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Virtual Humans Market By Type (Avatars, Autonomous Virtual Humans), By Industry Vertical (BFSI, Education, Retail, Healthcare, Automotive, IT and Telecommunications, Gaming and Entertainment, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031
Virtual Humans Market By Type (Avatars, Autonomous Virtual Humans), By Industry Vertical (BFSI, Education, Retail, Healthcare, Automotive, IT and Telecommunications, Gaming and Entertainment, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031 The virtual humans market was valued a ... Read More
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Augmented Reality in Retail Market By Component (Hardware, Software, Services), By Device Type (Head Mounted Display, Smart AR Mirror, Handheld Device), By Application (Advertising and Marketing, Try on Solutions, Planning and Designing, Information Systems), By Retail Type (Jewelry, Beauty and Cosmetics, Apparel Fitting, Furniture and Lighting, Grocery Shopping, Footwear, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031
Augmented Reality in Retail Market By Component (Hardware, Software, Services), By Device Type (Head Mounted Display, Smart AR Mirror, Handheld Device), By Application (Advertising and Marketing, Try on Solutions, Planning and Designing, Information Systems), By Retail Type (Jewelry, Beauty and Cosm ... Read More
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Wireless Anc Headphone Market By Price (Below USD 150, USD 151 TO USD 250, Above USD 251), By Application (Gaming, Virtual Reality, Music and Entertainment, Others (Fitness, Sports)), By Distribution Channel (Online, Offline): Global Opportunity Analysis and Industry Forecast, 2021-2031
Wireless Anc Headphone Market By Price (Below USD 150, USD 151 TO USD 250, Above USD 251), By Application (Gaming, Virtual Reality, Music and Entertainment, Others (Fitness, Sports)), By Distribution Channel (Online, Offline): Global Opportunity Analysis and Industry Forecast, 2021-2031 The global w ... Read More
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Game-Based Learning Market By Component (Solution, Services), By Deployment Model (On Premise, Cloud), By Game Type (AR VR games, AI based games, Location based games, Assessment and evaluation games, Training, knowledge and skill based games, Language learning games, Others), By Industry Vertical (Consumer, Education, Government, Enterprises): Global Opportunity Analysis and Industry Forecast, 2021-2031
Game-Based Learning Market By Component (Solution, Services), By Deployment Model (On Premise, Cloud), By Game Type (AR VR games, AI based games, Location based games, Assessment and evaluation games, Training, knowledge and skill based games, Language learning games, Others), By Industry Vertical ( ... Read More
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Wireless Headphone Market By Price Point (Economic, Premium, Ultra Premium), By Technology (Bluetooth, Infrared (IR), Radiofrequency (RF), Kleer), By Headphone Type (Over-ear, On-ear, In-ear), By Distribution Channel (Supermarket/Hypermarket, Independent Retail Stores, E-commerce, Others), By Category (Branded, Private Label), By Application (Entertainment, Gaming, Fitness, Virtual Reality, Others), By Device Application (Smartphones, Laptops, Desktop, Others), By End User (Commercial, Consumer, Others), By Functionality (With Microphone, Without Microphone), By End User Generation (Gen Z, Millennials, Gen X, Boomers), By Ingress Protection (Protection from solid objects, Protection from water, Combined): Global Opportunity Analysis and Industry Forecast, 2021-2031
Wireless Headphone Market By Price Point (Economic, Premium, Ultra Premium), By Technology (Bluetooth, Infrared (IR), Radiofrequency (RF), Kleer), By Headphone Type (Over-ear, On-ear, In-ear), By Distribution Channel (Supermarket/Hypermarket, Independent Retail Stores, E-commerce, Others), By Catego ... Read More
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Metaverse Market By Component (Hardware, Software, Service), By Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), By Application (Gaming, Online Shopping, Content Creation and Social Media, Events and Conference, Digital Marketing, Testing and Inspection, Others), By Industry Vertical (BFSI, Retail, Media and Entertainment, Education, Aerospace and Defense, Automotive, Others): Global Opportunity Analysis and Industry Forecast, 2020-2030
Metaverse Market By Component (Hardware, Software, Service), By Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), By Application (Gaming, Online Shopping, Content Creation and Social Media, Events and Conference, Digital Marketing, Testing and Inspection, Others) ... Read More
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Machine learning as a Service Market By Application (Marketing and Advertising, Fraud Detection and Risk Management, Predictive analytics, Augmented and Virtual reality, Natural Language processing, Computer vision, Security and surveillance, Others), By Organization Size (Large Enterprises, Small and Medium Enterprises), By Component (Solution, Services), By End-Use Industry (Aerospace and Defense, IT and Telecom, Energy and Utilities, Public sector, Manufacturing, BANKING, FINANCIAL SERVICES, and INSURANCE, Healthcare, Retail, Others): Global Opportunity Analysis and Industry Forecast, 2020-2030
Machine learning as a Service Market By Application (Marketing and Advertising, Fraud Detection and Risk Management, Predictive analytics, Augmented and Virtual reality, Natural Language processing, Computer vision, Security and surveillance, Others), By Organization Size (Large Enterprises, Small a ... Read More
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Wearable Technology Market By Device (Fitness, Smart Watches, Smart Glasses, Smart Clothing, Others), By Product Type (Wrist Wear, Eyewear, Hearables, Neckwear, Bodywear, Others), By Application (Lifestyle, Consumer Applications, Entertainment, Healthcare, Fitness And Sports, Defense, Enterprise): Global Opportunity Analysis and Industry Forecast, 2020-2031
Wearable Technology Market By Device (Fitness, Smart Watches, Smart Glasses, Smart Clothing, Others), By Product Type (Wrist Wear, Eyewear, Hearables, Neckwear, Bodywear, Others), By Application (Lifestyle, Consumer Applications, Entertainment, Healthcare, Fitness And Sports, Defense, Enterprise): G ... Read More
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Family/Indoor Entertainment Centers Market by Activity Area (Arcade Studios, AR & VR Gaming Zones, Physical Play Activities, Skill/Competition Games, and Others), Facility Size (Up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 Acres, 10 to 30 Acres, and Over 30 Acres), Revenue Source (Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others), Type (Children Entertainment Centers (CECs), Children Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs)), and Visitor Demographics (Families with Children (0-8), Families with Children (9-12), Teenagers (13-19), Young Adults (19-25), and Adults (Ages 25+)): Global Opportunity Analysis and Industry Forecast, 2021-2030
Family/Indoor Entertainment Centers Market by Activity Area (Arcade Studios, AR & VR Gaming Zones, Physical Play Activities, Skill/Competition Games, and Others), Facility Size (Up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 Acres, 10 to 30 ... Read More
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5G Technology Market by Component (Hardware, Software and Services), Connectivity (Enhanced Mobile Broadband (EMBB), Ultra-Reliable Low Latency Communication (URLLC), and Massive Machine Type Communication (MMTC)), Application (Automation, Monitoring & Tracking, Connected Vehicle, Smart Surveillance, VR & AR, Enhanced Video Services, and Others), and End Use (Manufacturing, Automotive, Energy & Utilities, Transportation & Logistics, Healthcare, Government, Media & Entertainment, and Others): Global Opportunity Analysis and Industry Forecast, 2021–2030
5G Technology Market by Component (Hardware, Software and Services), Connectivity (Enhanced Mobile Broadband (EMBB), Ultra-Reliable Low Latency Communication (URLLC), and Massive Machine Type Communication (MMTC)), Application (Automation, Monitoring & Tracking, Connected Vehicle, Smart Surveillance ... Read More