4.2 Emerging Business Model
4.2.1 VR Suit Subscription
4.2.2 Pay Per Experience (PPE)
4.3 VR Patent Analysis
4.4 VR Technology
4.4.1 Non-Immersive Technology
4.4.2 Semi-Immersive Technology
4.4.3 Fully Immersive Technology
4.5 VR Device Platforms
4.6 VR Application Industry
4.6.1 Consumer Application
4.6.2 Enterprise / Commercial Applications
4.6.3 Industrial Applications
4.7 Regional VR Market
4.8 VR ARPU
4.9 Virtual Reality in an Edge Computing Environment
4.10 Enterprise Premise-based VR Solutions
4.11 Cloud-based VR Solutions
4.12 Commerce in Virtual Environments
4.12.1 Hologram Payment Initiatives
4.12.2 Masterpass AR/VR
4.12.3 Worldpay VR Payment using AirPIN
4.12.4 MasterCard Partnership with Wearality for Ecommerce Payments
4.12.5 Vantiv VR Payment API 174
4.12.6 MasterCard and Swarovski to Offer VR Shopping
4.12.7 Lowes and Ikea to Offer VR Showroom Experience
4.12.8 Consumer Adoption
5 VR Market Forecasts
5.1 Global VR Revenue Forecast 2018 - 2023
5.1.1 Combined VR Revenue
5.1.2 VR Revenue by Segment
5.1.2.1 VR Hardware Revenue by Segment
5.1.2.1.1 VR Device Revenue by Segment
5.1.2.1.2 VR GTD Revenue by Segment
5.1.2.1.3 VR Hardware Component Revenue by Segment
5.1.2.1.4 VR Sensor Revenue by Type
5.1.2.1.5 VR Semiconductor Component Revenue by Type
5.1.2.1.6 VR Display Revenue by Type
5.1.2.2 VR Software Revenue by Segment
5.1.2.2.1 VR Software Application Revenue by Deployment Type
5.1.2.2.2 VR Software Component Revenue by Segment
5.1.2.3 VR Service Revenue by Segment
5.1.2.4 VR Content Revenue by Segment
5.1.3 VR Revenue by Technology Type
5.1.4 VR Revenue by Device Platform
5.1.5 VR Revenue by Vertical Sector
5.1.5.1 VR Consumer Application Revenue by Industry Vertical
5.1.5.2 VR Enterprise/Commercial Application Revenue by Industry Vertical
5.1.5.3 VR Industrial Application Revenue by Industry Vertical
5.1.5.3.1 VR Medical Industry Revenue by Application Type
5.1.5.3.2 VR Aviation Industry Revenue by Sector
5.2 Regional VR Revenue Forecast 2018 - 2023
5.2.1 VR Revenue by Region
5.2.2 North America VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.2.3 APAC VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.2.4 Europe VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.2.5 Latin America VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.2.6 Middle East and Africa VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.3 Country VR Revenue Forecast 2018 - 2023
5.3.1 Top Ten VR Countries
5.3.2 USA VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.3 Canada VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.4 UK VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.5 Germany VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.6 China VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.7 Japan VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.8 France VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.9 South Korea VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.10 Sweden VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.11 India VR Revenue by Segment, Technology, Device, and Industry Vertical
5.4 Multi-access Edge Computing (MEC) Enabled VR Revenue 2018 - 2023
5.4.1 Combined MEC Enabled VR Revenue
5.4.2 MEC Enabled VR Revenue by Segment
5.4.2.1 MEC Enabled VR Infrastructure Revenue by Segment
5.4.2.1.1 MEC Enabled VR Server Revenue by Segment
5.4.2.2 MEC Enabled VR Hardware Revenue by Segment
5.4.2.2.1 MEC Enabled VR Device Revenue by Segment
5.4.2.2.2 MEC Enabled VR GTD Revenue by Segment
5.4.2.2.3 MEC Enabled VR Hardware Component Revenue by Segment
5.4.2.2.4 MEC Enabled VR Sensor Revenue by Type
5.4.2.2.5 MEC Enabled VR Semiconductor Component Revenue by Type
5.4.2.2.6 MEC Enabled VR Display Revenue by Type
5.4.2.3 MEC Enabled VR Software Revenue by Segment
5.4.2.3.1 MEC Enabled VR Software Application Revenue by Deployment
5.4.2.3.2 MEC Enabled VR Platform Revenue by Segment
5.4.2.3.3 MEC Enabled VR Software Component Revenue by Segment
5.4.2.4 MEC Enabled VR Service Revenue by Segment
5.4.2.5 MEC Enabled VR Content Revenue by Segment
5.4.3 MEC Enabled VR Revenue by Technology Type
5.4.4 MEC Enabled VR Revenue by Device Platform
5.4.5 MEC Enabled VR Revenue by Vertical Sector
5.4.5.1 MEC Enabled VR Consumer Application Revenue by Industry Vertical
5.4.5.2 MEC Enabled VR Enterprise/Commercial Application Revenue by Industry Vertical
5.4.5.3 MEC Enabled VR Industrial Application Revenue by Industry Vertical
5.4.5.3.1 MEC Enabled VR Medical Industry Revenue by Application Type
5.4.5.3.2 MEC Enabled VR Aviation Industry Revenue by Sector
5.4.6 MEC Enabled VR Revenue by Region
5.4.6.1 North America MEC Enabled VR Revenue by Country
5.4.6.2 APAC MEC Enabled VR Revenue by Country
5.4.6.3 Europe MEC Enabled VR Revenue by Country
5.4.6.4 ROW MEC Enabled VR Revenue by Country
5.5 Enterprise Hosted VR Revenue 2018 - 2023
5.5.1 Combined Enterprise Hosted VR Revenue
5.5.2 Enterprise Hosted VR Revenue by Segment
5.5.2.1 Enterprise Hosted VR Infrastructure Revenue by Segment
5.5.2.2 Enterprise Hosted VR Software Revenue by Segment
5.5.2.2.1 Enterprise Hosted VR Software Component Revenue by Type
5.5.2.3 Enterprise Hosted VR Platform Revenue by Type
5.5.2.4 Enterprise Hosted VR Content Revenue by Type
5.5.2.5 Enterprise Hosted VR Service Revenue by Type
5.5.3 Enterprise Hosted VR Revenue by Technology Type
5.5.4 Enterprise Hosted VR Revenue by Device Platform
5.5.5 Enterprise Hosted VR Revenue by Vertical Sector
5.5.5.1 Enterprise Hosted VR Solution Revenue by Consumer Application Industry
5.5.5.2 Enterprise Hosted VR Solution Revenue by Enterprise/Commercial Application Industry
5.5.5.3 Enterprise Hosted VR Solution Revenue by Industrial Application Vertical
5.5.5.3.1 Enterprise Hosted VR Solution Revenue by Medical Application Type
5.5.5.3.2 Enterprise Hosted VR Solution Revenue by Aviation Industry Segment
5.5.6 Enterprise Hosted VR Revenue by Region
5.5.6.1 North America Enterprise Hosted VR Revenue by Country
5.5.6.2 APAC Enterprise Hosted VR Revenue by Country
5.5.6.3 Europe Enterprise Hosted VR Revenue by Country
5.5.6.4 Latin America Enterprise Hosted VR Revenue by Country
5.5.6.5 MEA Enterprise Hosted VR Revenue by Country
5.6 Cloud Based Enterprise VR Revenue 2018 - 2023
5.6.1 Combined Cloud Based Enterprise VR Revenue
5.6.2 Cloud Based Enterprise VR Revenue by Segment
5.6.2.1 Cloud Based Enterprise VR Infrastructure Revenue by Segment
5.6.2.2 Cloud Based Enterprise VR Software Revenue by Segment
5.6.2.2.1 Cloud Based Enterprise VR Software Component Revenue by Type
5.6.2.3 Cloud Based Enterprise VR Platform Revenue by Type
5.6.2.4 Cloud Based Enterprise VR Content Revenue by Type
5.6.2.5 Cloud Based Enterprise VR Service Revenue by Type
5.6.3 Cloud Based Enterprise VR Revenue by Cloud Type
5.6.4 Cloud Based Enterprise VR Revenue by Technology Type
5.6.5 Cloud Based Enterprise VR Revenue by Device Platform
5.6.6 Cloud Based Enterprise VR Revenue by Vertical Sector
5.6.6.1 Cloud Based Enterprise VR Solution Revenue by Consumer Application Industry
5.6.6.2 Cloud Based Enterprise VR Solution Revenue by Enterprise/Commercial Application Industry
5.6.6.3 Cloud Based Enterprise VR Solution Revenue by Industrial Application Vertical
5.6.6.3.1 Cloud Based Enterprise VR Solution Revenue by Medical Application Type
5.6.6.3.2 Cloud Based Enterprise VR Solution Revenue by Aviation Industry Segment
5.6.7 Cloud Based Enterprise VR Revenue by Region
5.6.7.1 North America Cloud Based Enterprise VR Revenue by Country
5.6.7.2 APAC Cloud Based Enterprise VR Revenue by Country
5.6.7.3 Europe Cloud Based Enterprise VR Revenue by Country
5.6.7.4 Latin America Cloud Based Enterprise VR Revenue by Country
5.6.7.5 MEA Cloud Based Enterprise VR Revenue by Country
5.7 VR Shipment Forecast 2018 - 2023
5.7.1 Combined VR Shipment
5.7.2 VR Shipment by Segment
5.7.2.1 VR Device Shipment by Segment