
Immersive Reality for Defense Market - A Global and Regional Analysis: Focus on Type, Component, Devices, Application, and Region - Analysis and Forecast, 2023-2033
Description
Immersive Reality for Defense Market - A Global and Regional Analysis: Focus on Type, Component, Devices, Application, and Region - Analysis and Forecast, 2023-2033
earch (SBIR) Phase III contract with the U.S. Air Force to facilitate the Tech Training Transformation Cloud (T3Cloud) solution, a significant advancement that would amplify the utilization and influence of immersive learning throughout the Air Force Academy.
Market Demand Drivers: Increasing Need for Training with Enhanced Situational and Spatial Awareness toward Increased Soldier Lethality
The increasing demand for training solutions that augment situational and spatial awareness within the immersive reality (IR) for defense market is rooted in the imperative to enhance soldier lethality by means of comprehensive and advanced preparatory measures. This pivotal business driver factor underscores the critical role of immersive reality technologies in fundamentally redefining traditional defense training paradigms. Conventional training methodologies often falter in replicating the intricacies of complex operational environments and fail to impart soldiers with real-time, high-fidelity situational awareness. Immersive reality solutions decisively address this challenge by seamlessly fusing physical and digital realms, thereby empowering soldiers to engage in hyper-realistic training scenarios that closely emulate genuine combat conditions. Through the seamless integration of spatially accurate visualizations, auditory cues, and tangible haptic feedback, trainees can holistically internalize the terrain, threats, and tactical prospects, resulting in vastly improved decision-making capabilities and significantly expedited response times.
Market Challenges: Tackling Cybersickness and Information Overload
Cybersickness, a phenomenon akin to motion sickness induced by perceptual incongruence in immersive environments, poses a challenge to the widespread adoption of immersive reality solutions. The nature of these environments, designed to replicate real-world situations, can lead to sensory conflicts between visual and vestibular inputs, potentially resulting in discomfort, disorientation, and reduced operational effectiveness for defense personnel. Mitigating cybersickness requires a comprehensive approach encompassing hardware refinement, software optimization, and user adaptation strategies. Simultaneously, the surge of information overload in immersive reality scenarios presents another formidable challenge. The integration of diverse data streams, such as real-time sensor data, communication feeds, and augmented information overlays, can overwhelm users, impeding their ability to process, comprehend, and act upon critical information.
Market Opportunities: Development of Glass Box Systems
The XR-enabled see-through glass box systems for tanks are a cutting-edge advancement poised to revolutionize armored vehicle operations. XR integration into tanks through see-through glass box systems holds tremendous potential for enhancing agile operations by enabling the occupants to have a 360-degree scope of situational awareness. This innovation involves incorporating display panels onto the interior of tanks, which are seamlessly integrated with high-resolution cameras placed on the tank's exterior. These cameras capture the external environment in real time, and the processed video feed is projected onto the interior display panels. This allows tank crews to see through the tank's metal shell and effectively eliminate blind spots.
How can this report add value to an organization?
Product/Innovation Strategy: The product segment helps the reader to understand the different types of immersive solutions available for defense deployment and their potential globally. Moreover, the study provides the reader with a detailed understanding of the immersive reality for defense market by technology, inclusive of the key developments in the respective segments globally.
Growth/Marketing Strategy: The immersive reality for defense market has seen some major development by key players operating in the market, such as partnership, collaboration, and joint venture. The favored strategy for the collaboration between defense agencies and private players is primordially contracting the development and delivery of advanced materials and specialized composite components for space system applications. For instance, in April 2021, Microsoft Corporation won a fixed price purchase agreement valued at $21.88 billion from the U.S. Army for supplying 120,000 customized HoloLens MR headsets over a period of 10 years for the Integrated Visual Augmentation System (IVAS) program, planned to enhance the training and situational awareness capabilities of the U.S. Army’s Close Combat Force (CCF). The IVAS integrates a variety of technologies within a single framework, enabling soldiers to engage in combat, rehearsals, and training seamlessly. This collection of functionalities harnesses existing high-resolution night vision, thermal imaging, and soldier-borne sensors, all unified into a cohesive heads-up display (HUD). The outcome is an enhanced level of situational awareness, the ability for precise target engagement, and more informed decision-making.
Competitive Strategy: Key players in the immersive reality for defense market have been analyzed and profiled in the study, inclusive of major segmentations and service offerings companies provide in the technology segments, respectively. Moreover, a detailed competitive benchmarking of the players operating in the immersive reality for defense market has been done to help the reader understand how players stack against each other, presenting a clear market landscape. Additionally, comprehensive competitive strategies such as partnerships, agreements, and collaborations will aid the reader in understanding the revenue pockets in the market.
Methodology: The research methodology design adopted for this specific study includes a mix of data collected from primary and secondary data sources. Both primary resources (key players, market leaders, and in-house experts) and secondary research (a host of paid and unpaid databases), along with analytical tools, are employed to build the predictive and forecast models.
Data and validation have been taken into consideration from both primary sources as well as secondary sources.
Primary Research
The primary sources involve industry experts from the immersive reality for defense industry, including headset manufacturers, simulator manufacturers, immersive simulation solutions developers, and extended reality (XR) startups. Respondents such as CEOs, vice presidents, marketing directors, and technology and innovation directors have been interviewed to obtain and verify both qualitative and quantitative aspects of this research study.
Secondary Research
This research study involves the usage of extensive secondary research, directories, company websites, and annual reports. It also makes use of databases, such as The Defense Post, Virtual Reality Society, TechViz, VR/AR Association, Modern Battlespace, and XR Today, to collect useful and effective information for an extensive, technical, market-oriented, and commercial study of the global market. In addition to the data sources, the study has been undertaken with the help of other data sources and websites, such as www.auganix.org and www.defense.gov.
Secondary research was done to obtain critical information about the industry’s value chain, the market’s monetary chain, revenue models, the total pool of key players, and the current and potential use cases and applications.
Key Market Players and Competition Synopsis
The companies that are profiled have been selected based on thorough secondary research, which includes analyzing company coverage, product portfolio, market penetration, and insights that are gathered from primary experts.
In the global immersive reality for defense market, established players account for 55% of the market, and small-scale players and startups account for 45% of the market. The primordial established commercial players and legacy companies are BAE Systems, CAE, Inc., Indra Sistemas, S.A., Thales Group, and Lockheed Martin, among others. The primordial startups and small-scale players include SimX, HTX Labs, VRgineers, Inc., AjnaLens, Red Six Aerospace Inc., and among others.
Key Companies Profiled:
- Bohemia Interactive Simulations
- CAE, Inc.
- HTX Labs
- Indra Sistemas, S.A.
- Lockheed Martin
- Red Six Aerospace, Inc.
- SimX
- Thales Group
- VRgineers, Inc.
- Varjo
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Table of Contents
211 Pages
- 1 Markets
- 1.1 Industry Outlook
- 1.1.1 Global Immersive Reality for Defense Market: Overview
- 1.1.2 Ongoing and Upcoming Programs
- 1.1.2.1 U.S. Army's Squad Immersive Virtual Trainer (SiVT)
- 1.1.2.2 Remote Augmented Reality Maintenance Assistance (RARM-A)
- 1.1.2.3 Mixed and Immersive Reality Assessment Generation Engine (MIRAGE)
- 1.1.2.4 Virtual Battlespace Simulation (VBS) Training and Military Operations in Urbanized Terrain (MOUT) Training
- 1.1.3 Futuristic Trends in Immersive Reality
- 1.1.3.1 Neuromorphic Computing
- 1.1.3.2 Brain-Computer Interface (BCI) in Immersive Reality Solutions
- 1.1.3.3 Immersive Synthetic Training Environment (STE)
- 1.1.3.4 Tactical Augmented Reality (TAR)
- 1.1.3.5 Virtual Squad Training System (VSTS)
- 1.1.3.6 Artificial Intelligence (AI) Integration in AR-Based Military Simulations
- 1.1.4 Startups and Investment Landscape
- 1.1.5 Supply Chain Analysis
- 1.1.6 Patent Analysis
- 1.2 Business Dynamics
- 1.2.1 Business Drivers
- 1.2.1.1 Increasing Need for Training with Enhanced Situational and Spatial Awareness toward Increased Soldier Lethality
- 1.2.1.2 Development toward Multi-Domain Operations (MDO) Army by 2035
- 1.2.2 Business Challenges
- 1.2.2.1 Tackling Cybersickness and Information Overload
- 1.2.2.2 Security Concerns in Immersive Solutions
- 1.2.3 Business Strategies
- 1.2.3.1 Mergers and Acquisitions
- 1.2.4 Corporate Strategies
- 1.2.4.1 Partnerships, Collaborations, Agreements, and Contracts
- 1.2.5 Business Opportunities
- 1.2.5.1 Advancements toward Next-Generation Command and Control (C2) System Platforms
- 1.2.5.2 Development of Glass Box Systems
- 2 Application
- 2.1 Global Immersive Reality for Defense Market (by Application)
- 2.1.1 Market Overview
- 2.1.1.1 Demand Analysis for Global Immersive Reality for Defense Market (by Application)
- 2.1.2 3D Modeling
- 2.1.3 Simulation and Training
- 2.1.4 Maintenance and Monitoring
- 2.1.5 Situational Awareness
- 3 Product
- 3.1 Global Immersive Reality for Defense Market (by Type)
- 3.1.1 Market Overview
- 3.1.1.1 Demand Analysis for Global Immersive Reality for Defense Market (by Type)
- 3.1.2 Augmented Reality (AR)
- 3.1.3 Virtual Reality (VR)
- 3.1.4 Mixed Reality (MR)
- 3.2 Global Immersive Reality for Market (by Component)
- 3.2.1 Market Overview
- 3.2.1.1 Demand Analysis for Global Immersive Reality for Defense Market (by Component)
- 3.2.2 Sensors
- 3.2.3 Camera
- 3.2.4 Processor
- 3.2.5 Modules
- 3.2.6 Memory
- 3.2.7 Display
- 3.2.8 Others
- 3.3 Global Immersive Reality for Defense Market (by Device)
- 3.3.1 Market Overview
- 3.3.1.1 Demand Analysis for Global Immersive Reality for Defense Market (by Device)
- 3.3.2 Hardware
- 3.3.2.1 Headsets
- 3.3.2.2 Head Mounted Displays (HMD)
- 3.3.2.3 Handheld Devices
- 3.3.2.4 Others
- 3.3.3 Software
- 3.3.3.1 Visualization and Documentation
- 3.3.3.2 3D Modeling
- 3.3.3.3 Navigation
- 3.3.3.4 Others
- 4 Region
- 4.1 Global Immersive Reality for Defense Market (by Region)
- 4.2 North America
- 4.2.1 Market
- 4.2.1.1 Key Players in North America
- 4.2.1.2 Business Drivers
- 4.2.1.3 Business Challenges
- 4.2.2 Application
- 4.2.2.1 North America Immersive Reality for Defense Market (by Application)
- 4.2.3 Product
- 4.2.3.1 North America Immersive Reality for Defense Market (by Type)
- 4.2.4 North America (by Country)
- 4.2.4.1 U.S.
- 4.2.4.1.1 Market
- 4.2.4.1.1.1 Key Players in the U.S.
- 4.2.4.1.2 Application
- 4.2.4.1.2.1 U.S. Immersive Reality for Defense Market (by Application)
- 4.2.4.1.3 Product
- 4.2.4.1.3.1 U.S. Immersive Reality for Defense Market (by Type)
- 4.2.4.2 Canada
- 4.2.4.2.1 Market
- 4.2.4.2.1.1 Key Players in Canada
- 4.2.4.2.2 Application
- 4.2.4.2.2.1 Canada Immersive Reality for Defense Market (by Application)
- 4.2.4.2.3 Product
- 4.2.4.2.3.1 Canada Immersive Reality for Defense Market (by Type)
- 4.3 Europe
- 4.3.1 Market
- 4.3.1.1 Key Players in Europe
- 4.3.1.2 Business Drivers
- 4.3.1.3 Business Challenges
- 4.3.2 Application
- 4.3.2.1 Europe Immersive Reality for Defense Market (by Application)
- 4.3.3 Product
- 4.3.3.1 Europe Immersive Reality for Defense Market (by Type)
- 4.3.4 Europe (by Country)
- 4.3.4.1 U.K.
- 4.3.4.1.1 Market
- 4.3.4.1.1.1 Key Players in the U.K.
- 4.3.4.1.2 Application
- 4.3.4.1.2.1 U.K. Immersive Reality for Defense Market (by Application)
- 4.3.4.1.3 Product
- 4.3.4.1.3.1 U.K. Immersive Reality for Defense Market (by Type)
- 4.3.4.2 Germany
- 4.3.4.2.1 Market
- 4.3.4.2.1.1 Key Players in Germany
- 4.3.4.2.2 Application
- 4.3.4.2.2.1 Germany Immersive Reality for Defense Market (by Application)
- 4.3.4.2.3 Product
- 4.3.4.2.3.1 Germany Immersive Reality for Defense Market (by Type)
- 4.3.4.3 France
- 4.3.4.3.1 Market
- 4.3.4.3.1.1 Key Players in France
- 4.3.4.3.2 Application
- 4.3.4.3.2.1 France Immersive Reality for Defense Market (by Application)
- 4.3.4.3.3 Product
- 4.3.4.3.3.1 France Immersive Reality for Defense Market (by Type)
- 4.3.4.4 Russia
- 4.3.4.4.1 Market
- 4.3.4.4.1.1 Key Players in Russia
- 4.3.4.4.2 Application
- 4.3.4.4.2.1 Russia Immersive Reality for Defense Market (by Application)
- 4.3.4.4.3 Product
- 4.3.4.4.3.1 Russia Immersive Reality for Defense Market (by Type)
- 4.3.4.5 Rest-of-Europe
- 4.3.4.5.1 Application
- 4.3.4.5.1.1 Rest-of-Europe Immersive Reality for Defense Market (by Application)
- 4.3.4.5.2 Product
- 4.3.4.5.2.1 Rest-of-Europe Immersive Reality for Defense Market (by Type)
- 4.4 Asia-Pacific
- 4.4.1 Market
- 4.4.1.1 Key Players in Asia-Pacific
- 4.4.1.2 Business Drivers
- 4.4.1.3 Business Challenges
- 4.4.2 Application
- 4.4.2.1 Asia-Pacific Immersive Reality for Defense Market (by Application)
- 4.4.3 Product
- 4.4.3.1 Asia-Pacific Immersive Reality for Defense Market (by Type)
- 4.4.4 Asia-Pacific (by Country)
- 4.4.4.1 China
- 4.4.4.1.1 Market
- 4.4.4.1.1.1 Key Players in China
- 4.4.4.1.2 Application
- 4.4.4.1.2.1 China Immersive Reality for Defense Market (by Application)
- 4.4.4.1.3 Product
- 4.4.4.1.3.1 China Immersive Reality for Defense Market (by Type)
- 4.4.4.2 Japan
- 4.4.4.2.1 Market
- 4.4.4.2.1.1 Key Players in Japan
- 4.4.4.2.2 Application
- 4.4.4.2.2.1 Japan Immersive Reality for Defense Market (by Application)
- 4.4.4.2.3 Product
- 4.4.4.2.3.1 Japan Immersive Reality for Defense Market (by Type)
- 4.4.4.3 India
- 4.4.4.3.1 Market
- 4.4.4.3.1.1 Key Players in India
- 4.4.4.3.2 Application
- 4.4.4.3.2.1 India Immersive Reality for Defense Market (by Application)
- 4.4.4.3.3 Product
- 4.4.4.3.3.1 India Immersive Reality for Defense Market (by Type)
- 4.4.4.4 Rest-of-Asia-Pacific
- 4.4.4.4.1 Application
- 4.4.4.4.1.1 Rest-of-Asia-Pacific Immersive Reality for Defense Market (by Application)
- 4.4.4.4.2 Product
- 4.4.4.4.2.1 Rest-of-Asia-Pacific Immersive Reality for Defense Market (by Type)
- 4.5 Rest-of-the-World
- 4.5.1 Market
- 4.5.1.1 Key Players in Rest-of-the World
- 4.5.1.2 Business Drivers
- 4.5.1.3 Business Challenges
- 4.5.2 Rest-of-the-World (by Region)
- 4.5.2.1 Middle East
- 4.5.2.1.1 Market
- 4.5.2.1.1.1 Key Players in the Middle East
- 4.5.2.1.2 Application
- 4.5.2.1.2.1 Middle East Immersive Reality for Defense Market (by Application)
- 4.5.2.1.3 Product
- 4.5.2.1.3.1 Middle East Immersive Reality for Defense Market (by Type)
- 5 Competitive Benchmarking and Company Profiles
- 5.1 Competitive Benchmarking
- 5.2 Bohemia Interactive Simulations
- 5.2.1 Company Overview
- 5.2.1.1 Role of Bohemia Interactive Simulations in the Immersive Reality for Defense Market
- 5.2.1.2 Customers
- 5.2.1.3 Product Portfolio
- 5.2.2 Business Strategies
- 5.2.2.1 Mergers and Acquisitions
- 5.2.3 Corporate Strategies
- 5.2.3.1 Partnerships, Collaborations, Agreements, and Contracts
- 5.2.4 Analyst View
- 5.3 CAE, Inc.
- 5.3.1 Company Overview
- 5.3.1.1 Role of CAE, Inc. in the Immersive Reality for Defense Market
- 5.3.1.2 Customers
- 5.3.1.3 Product Portfolio
- 5.3.2 Business Strategies
- 5.3.2.1 Mergers and Acquisitions
- 5.3.3 Corporate Strategies
- 5.3.3.1 Partnerships, Collaborations, Agreements, Investments, and Contracts
- 5.3.4 Analyst View
- 5.4 HTX Labs
- 5.4.1 Company Overview
- 5.4.1.1 Role of HTX Labs in the Immersive Reality for Defense Market
- 5.4.1.2 Customers
- 5.4.1.3 Product Portfolio
- 5.4.2 Corporate Strategies
- 5.4.2.1 Partnerships, Collaborations, Agreements, Investments, and Contracts
- 5.4.3 Analyst View
- 5.5 Indra Sistemas, S.A.
- 5.5.1 Company Overview
- 5.5.1.1 Role of Indra Sistemas, S.A. in the Immersive Reality for Defense Market
- 5.5.1.2 Customers
- 5.5.1.3 Product Portfolio
- 5.5.2 Business Strategies
- 5.5.2.1 Mergers and Acquisitions
- 5.5.3 Corporate Strategies
- 5.5.3.1 Partnerships, Collaborations, Agreements, Investments, and Contracts
- 5.5.4 Analyst View
- 5.6 Lockheed Martin
- 5.6.1 Company Overview
- 5.6.1.1 Role of Lockheed Martin in the Immersive Reality for Defense Market
- 5.6.1.2 Customers
- 5.6.1.3 Product Portfolio
- 5.6.2 Corporate Strategies
- 5.6.2.1 Partnerships, Collaborations, Agreements, Investments, and Contracts
- 5.6.3 Analyst View
- 5.7 Red Six Aerospace, Inc.
- 5.7.1 Company Overview
- 5.7.1.1 Role of Red Six Aerospace, Inc. in the Immersive Reality for Defense Market
- 5.7.1.2 Customers
- 5.7.1.3 Product Portfolio
- 5.7.2 Corporate Strategies
- 5.7.2.1 Partnerships, Collaborations, Agreements, Investments, and Contracts
- 5.7.3 Analyst View
- 5.8 SimX
- 5.8.1 Company Overview
- 5.8.1.1 Role of SimX in the Immersive Reality for Defense Market
- 5.8.1.2 Customers
- 5.8.1.3 Product Portfolio
- 5.8.2 Corporate Strategies
- 5.8.2.1 Partnerships, Collaborations, Agreements, and Contracts
- 5.8.3 Analyst View
- 5.9 Thales Group
- 5.9.1 Company Overview
- 5.9.1.1 Role of Thales Group in the Immersive Reality for Defense Market
- 5.9.1.2 Customers
- 5.9.1.3 Product Portfolio
- 5.9.2 Business Strategies
- 5.9.2.1 Mergers and Acquisitions
- 5.9.3 Analyst View
- 5.1 VRgineers, Inc.
- 5.10.1 Company Overview
- 5.10.1.1 Role of VRgineers, Inc. in the Immersive Reality for Defense Market
- 5.10.1.2 Customers
- 5.10.1.3 Product Portfolio
- 5.10.2 Corporate Strategies
- 5.10.2.1 Partnerships, Collaborations, Agreements, Investments, and Contracts
- 5.10.3 Analyst View
- 5.11 Varjo
- 5.11.1 Company Overview
- 5.11.1.1 Role of Varjo in the Immersive Reality for Defense Market
- 5.11.1.2 Customers
- 5.11.1.3 Product Portfolio
- 5.11.2 Corporate Strategies
- 5.11.2.1 Partnerships, Collaborations, Agreements, and Contracts
- 5.11.3 Analyst View
- 5.12 Other Key Player Profiles
- 6 Growth Opportunities and Recommendations
- 6.1 Growth Opportunities
- 6.1.1 Growth Opportunity: Digital Twins in Immersive Defense Systems
- 6.1.1.1 Recommendations
- 6.2 Immersive Reality Solutions Manufacturers
- 6.2.1 Growth Opportunity: Meta Lens based XR Devices
- 6.2.1.1 Recommendations
- 6.3 Factors for Data Prediction and Modeling
- List of Figures
- Figure 1: Global Immersive Reality for Defense Market, $Billion, 2022-2033
- Figure 2: Global Immersive Reality for Defense (by Application), $Million, 2022 and 2033
- Figure 3: Global Immersive Reality for Defense Market (by Type), $Million, 2022 and 2033
- Figure 4: Global Immersive Reality for Defense Market (by Component), $Million, 2022 and 2033
- Figure 5: Global Immersive Reality for Defense Market (by Device), $Million, 2022 and 2033
- Figure 6: Global Immersive Reality for Defense Market (by Region), $Billion, 2033
- Figure 7: Global Immersive Reality for Defense Market Coverage
- Figure 8: Supply Chain Analysis
- Figure 9: Immersive Reality for Defense Market, Business Dynamics
- Figure 10: Share of Key Market Developments, January 2021-September 2023
- Figure 11: Global Immersive Reality for Defense Market (by Application)
- Figure 12: Global Immersive Reality for Defense Market (by Type)
- Figure 13: Global Immersive Reality for Defense Market (by Component)
- Figure 14: Global Immersive Reality for Defense Market (by Device)
- Figure 15: Competitive Benchmarking of Key Players
- Figure 16: Research Methodology
- Figure 17: Top-Down and Bottom-Up Approach
- Figure 18: Assumptions and Limitations
- List of Tables
- Table 1: Startups and Investments, 2021-2023
- Table 2: Patents, January 2021-September 2023
- Table 3: Mergers and Acquisitions, January 2021-September 2023
- Table 4: Partnerships, Collaborations, Agreements, and Contracts, January 2021-September 2023
- Table 5: Global Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 6: Global Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 7: Global Immersive Reality for Defense Market (by Component), $Million, 2022-2033
- Table 8: Global Immersive Reality for Defense Market (by Device), $Million, 2022-2033
- Table 9: Global Immersive Reality for Defense Market (by Hardware), $Million, 2022-2033
- Table 10: Global Immersive Reality for Defense Market (by Software), $Million, 2022-2033
- Table 11: Key Software Solutions Utilized for Immersive Defense Applications
- Table 12: Global Immersive Reality for Defense Market (by Region), $Million, 2022-2033
- Table 13: North America Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 14: North America Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 15: U.S. Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 16: U.S. Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 17: Canada Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 18: Canada Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 19: Europe Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 20: Europe Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 21: U.K. Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 22: U.K. Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 23: Germany Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 24: Germany Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 25: France Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 26: France Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 27: Russia Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 28: Russia Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 29: Rest-of-Europe Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 30: Rest-of-Europe Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 31: Asia-Pacific Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 32: Asia-Pacific Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 33: China Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 34: China Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 35: Japan Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 36: Japan Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 37: India Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 38: India Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 39: Rest-of-Asia-Pacific Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 40: Rest-of-Asia-Pacific Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 41: Middle East Immersive Reality for Defense Market (by Application), $Million, 2022-2033
- Table 42: Middle East Immersive Reality for Defense Market (by Type), $Million, 2022-2033
- Table 43: Benchmarking and Weightage Parameters
- Table 44: Bohemia Interactive Simulations: Product Portfolio
- Table 45: Bohemia Interactive Simulations: Mergers and Acquisitions
- Table 46: Bohemia Interactive Simulations: Partnerships, Collaborations, Agreements, and Contracts
- Table 47: CAE, Inc.: Product Portfolio
- Table 48: CAE, Inc.: Mergers and Acquisitions
- Table 49: CAE, Inc.: Partnerships, Collaborations, Agreements, and Contracts
- Table 50: HTX Labs: Product Portfolio
- Table 51: HTX Labs: Partnerships, Collaborations, Agreements, and Contracts
- Table 52: Indra Sistemas, S.A.: Product Portfolio
- Table 53: Indra Sistemas, S.A.: Mergers and Acquisitions
- Table 54: Indra Sistemas, S.A.: Partnerships, Collaborations, Agreements, and Contracts
- Table 55: Lockheed Martin: Product Portfolio
- Table 56: Lockheed Martin: Partnerships, Collaborations, Agreements, and Contracts
- Table 57: Red Six Aerospace, Inc.: Product Portfolio
- Table 58: Red Six Aerospace, Inc.: Partnerships, Collaborations, Agreements, and Contracts
- Table 59: SimX: Product Portfolio
- Table 60: SimX: Partnerships, Collaborations, Agreements, and Contracts
- Table 61: Thales Group: Product Portfolio
- Table 62: Thales Group: Mergers and Acquisitions
- Table 63: VRgineers, Inc.: Product Portfolio
- Table 64: VRgineers, Inc.: Partnerships, Collaborations, Agreements, and Contracts
- Table 65: Varjo: Product Portfolio
- Table 66: Varjo: Partnerships, Collaborations, Agreements, and Contracts
- Table 67: Other Key Players Profile in the Immersive Reality for Defense Market
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