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"TABLE OF CONTENTS\r\n \r\n \r\n \r\n
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\r\n1. EXECUTIVE SUMMARY \r\n1.1.
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Market Overview \r\n1.2. Key Findings
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\r\n1.3. Market Segmentation \r\n1.4.
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Competitive Landscape \r\n1.5. Challenges and Opportunities
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\r\n1.6. Future Outlook \r\n \r\n \r\n
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\r\n2. MARKET INTRODUCTION \r\n2.1.
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Definition \r\n2.2. Scope of the study \r\n2.2.1.
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Research Objective \r\n2.2.2. Assumption
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\r\n2.2.3. Limitations
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\r\n3. RESEARCH METHODOLOGY \r\n3.1.
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Overview \r\n3.2. Data Mining \r\n3.3.
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Secondary Research \r\n3.4. Primary Research
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\r\n3.4.1. Primary Interviews and Information Gathering Process
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\r\n3.4.2. Breakdown of Primary Respondents
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\r\n3.5. Forecasting Model
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\r\n3.6. Market Size Estimation \r\n3.6.1.
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Bottom-Up Approach \r\n3.6.2. Top-Down
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Approach \r\n3.7. Data Triangulation
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\r\n3.8. Validation \r\n \r\n \r\n
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\r\n4. MARKET DYNAMICS \r\n4.1. Overview
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\r\n4.2. Drivers \r\n4.3.
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Restraints \r\n4.4. Opportunities
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\r\n5. MARKET FACTOR ANALYSIS \r\n5.1.
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Value chain Analysis \r\n5.2. Porter's Five Forces
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Analysis \r\n5.2.1. Bargaining Power of Suppliers
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\r\n5.2.2. Bargaining Power of Buyers
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\r\n5.2.3. Threat of New Entrants
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\r\n5.2.4. Threat of Substitutes
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\r\n5.2.5. Intensity of Rivalry
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\r\n5.3. COVID-19 Impact Analysis \r\n5.3.1.
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Market Impact Analysis \r\n5.3.2. Regional
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Impact \r\n5.3.3. Opportunity and Threat
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Analysis \r\n \r\n \r\n
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\r\n6. EUROPE VIRTUAL REALITY THERAPY MARKET, BY TECHNOLOGY
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(USD MILLION) \r\n6.1. Full Immersive VR \r\n6.2.
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Semi-Immersive VR \r\n6.3. Non-Immersive VR
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\r\n7. EUROPE VIRTUAL REALITY THERAPY MARKET,
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BY DEVICE (USD MILLION) \r\n7.1. Head Mount
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\r\n7.2. Gesture Control \r\n7.3.
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Projectors \r\n8. EUROPE VIRTUAL REALITY
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THERAPY MARKET, BY APPLICATION (USD MILLION) \r\n8.1. Phobia
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Treatment \r\n8.2. Robotic Surgery \r\n8.3.
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Visualization \r\n8.4. Rehabilitation
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\r\n8.5. Treatment Of Post-Traumatic Stress Disorder
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\r\n8.6. Treatment Of Autism \r\n8.7.
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Surgery Simulation \r\n9. EUROPE VIRTUAL
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REALITY THERAPY MARKET, BY REGIONAL (USD MILLION) \r\n9.1.
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Germany \r\n9.2. UK \r\n9.3.
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France \r\n9.4. Russia \r\n9.5.
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Italy \r\n9.6. Spain \r\n9.7.
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Rest of Europe \r\n \r\n \r\n
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\r\n10. COMPETITIVE LANDSCAPE \r\n10.1.
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Overview \r\n10.2. Competitive Analysis
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\r\n10.3. Market share Analysis \r\n10.4.
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Major Growth Strategy in the Virtual Reality Therapy Market \r\n10.5.
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Competitive Benchmarking \r\n10.6. Leading Players
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in Terms of Number of Developments in the Virtual Reality Therapy Market
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\r\n10.7. Key developments and growth strategies \r\n10.7.1.
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New Product Launch/Service Deployment \r\n10.7.2.
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Merger & Acquisitions \r\n10.7.3.
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Joint Ventures \r\n10.8. Major
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Players Financial Matrix \r\n10.8.1. Sales and Operating
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Income \r\n10.8.2. Major Players R&D
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Expenditure. 2023 \r\n11.
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COMPANY PROFILES \r\n11.1. AppliedVR \r\n11.1.1.
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Financial Overview \r\n11.1.2. Products
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Offered \r\n11.1.3. Key Developments
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\r\n11.1.4. SWOT Analysis
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\r\n11.1.5. Key Strategies
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\r\n11.2. LIV \r\n11.2.1. Financial Overview
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\r\n11.2.2. Products Offered
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\r\n11.2.3. Key Developments
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\r\n11.2.4. SWOT Analysis \r\n11.2.5.
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Key Strategies \r\n11.3. Sony
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Interactive Entertainment \r\n11.3.1. Financial Overview
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\r\n11.3.2. Products Offered
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\r\n11.3.3. Key Developments
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\r\n11.3.4. SWOT Analysis \r\n11.3.5.
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Key Strategies \r\n11.4. MindMaze
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\r\n11.4.1. Financial Overview \r\n11.4.2.
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Products Offered \r\n11.4.3. Key Developments
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\r\n11.4.4. SWOT Analysis
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\r\n11.4.5. Key Strategies
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\r\n11.5. Bravemind \r\n11.5.1. Financial
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Overview \r\n11.5.2. Products Offered
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\r\n11.5.3. Key Developments
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\r\n11.5.4. SWOT Analysis
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\r\n11.5.5. Key Strategies \r\n11.6.
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Gamification in Health \r\n11.6.1. Financial Overview
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\r\n11.6.2. Products Offered
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\r\n11.6.3. Key Developments
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\r\n11.6.4. SWOT Analysis \r\n11.6.5.
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Key Strategies \r\n11.7. Somniacs
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\r\n11.7.1. Financial Overview \r\n11.7.2.
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Products Offered \r\n11.7.3. Key Developments
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\r\n11.7.4. SWOT Analysis
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\r\n11.7.5. Key Strategies
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\r\n11.8. PsiKick \r\n11.8.1. Financial
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Overview \r\n11.8.2. Products Offered
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\r\n11.8.3. Key Developments
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\r\n11.8.4. SWOT Analysis
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\r\n11.8.5. Key Strategies \r\n11.9.
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Oculus \r\n11.9.1. Financial Overview
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\r\n11.9.2. Products Offered
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\r\n11.9.3. Key Developments \r\n11.9.4.
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SWOT Analysis \r\n11.9.5. Key Strategies
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\r\n11.10. VIRTUAL REALITY MEDICAL
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CENTERS \r\n11.10.1. Financial Overview
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\r\n11.10.2. Products Offered
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\r\n11.10.3. Key Developments \r\n11.10.4.
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SWOT Analysis \r\n11.10.5. Key Strategies
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\r\n11.11. NVIDIA \r\n11.11.1.
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Financial Overview \r\n11.11.2. Products
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Offered \r\n11.11.3. Key Developments
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\r\n11.11.4. SWOT Analysis
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\r\n11.11.5. Key Strategies
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\r\n11.12. VR Health \r\n11.12.1. Financial
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Overview \r\n11.12.2. Products Offered
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\r\n11.12.3. Key Developments
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\r\n11.12.4. SWOT Analysis
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\r\n11.12.5. Key Strategies \r\n11.13.
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XRHealth \r\n11.13.1. Financial Overview
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\r\n11.13.2. Products Offered
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\r\n11.13.3. Key Developments \r\n11.13.4.
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SWOT Analysis \r\n11.13.5. Key Strategies
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\r\n11.14. SAVR \r\n11.14.1.
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Financial Overview \r\n11.14.2. Products
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Offered \r\n11.14.3. Key Developments
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\r\n11.14.4. SWOT Analysis
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\r\n11.14.5. Key Strategies
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\r\n12. APPENDIX \r\n12.1.
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References \r\n12.2. Related Reports
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\r\nLIST OF TABLES\r\n \r\nTABLE
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LIST OF ASSUMPTIONS \r\nTABLE 2. EUROPE VIRTUAL REALITY
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THERAPY MARKET SIZE ESTIMATES & FORECAST, BY TECHNOLOGY, 2019-2035 (USD BILLIONS)
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\r\nTABLE 3. EUROPE VIRTUAL REALITY THERAPY MARKET SIZE ESTIMATES
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& FORECAST, BY DEVICE, 2019-2035 (USD BILLIONS) \r\nTABLE
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EUROPE VIRTUAL REALITY THERAPY MARKET SIZE ESTIMATES & FORECAST, BY APPLICATION,
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2035 (USD BILLIONS) \r\nTABLE 5. EUROPE VIRTUAL REALITY
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THERAPY MARKET SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD BILLIONS)
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\r\nTABLE 6. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
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\r\nTABLE 7. ACQUISITION/PARTNERSHIP \r\n \r\n \r\n \r\nLIST
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OF FIGURES\r\n \r\nFIGURE 1. MARKET SYNOPSIS \r\nFIGURE
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EUROPE VIRTUAL REALITY THERAPY MARKET ANALYSIS BY TECHNOLOGY \r\nFIGURE
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EUROPE VIRTUAL REALITY THERAPY MARKET ANALYSIS BY DEVICE \r\nFIGURE
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EUROPE VIRTUAL REALITY THERAPY MARKET ANALYSIS BY APPLICATION \r\nFIGURE
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EUROPE VIRTUAL REALITY THERAPY MARKET ANALYSIS BY REGIONAL \r\nFIGURE
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KEY BUYING CRITERIA OF VIRTUAL REALITY THERAPY MARKET \r\nFIGURE
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RESEARCH PROCESS OF MRFR \r\nFIGURE 8. DRO ANALYSIS OF VIRTUAL
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REALITY THERAPY MARKET \r\nFIGURE 9. DRIVERS IMPACT ANALYSIS: VIRTUAL
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REALITY THERAPY MARKET \r\nFIGURE 10. RESTRAINTS IMPACT ANALYSIS:
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VIRTUAL REALITY THERAPY MARKET \r\nFIGURE 11. SUPPLY / VALUE CHAIN:
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VIRTUAL REALITY THERAPY MARKET \r\nFIGURE 12. VIRTUAL REALITY THERAPY
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MARKET, BY TECHNOLOGY, 2025 (% SHARE) \r\nFIGURE 13. VIRTUAL REALITY
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THERAPY MARKET, BY TECHNOLOGY, 2019 TO 2035 (USD Billions) \r\nFIGURE
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VIRTUAL REALITY THERAPY MARKET, BY DEVICE, 2025 (% SHARE) \r\nFIGURE
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VIRTUAL REALITY THERAPY MARKET, BY DEVICE, 2019 TO 2035 (USD Billions) \r\nFIGURE
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VIRTUAL REALITY THERAPY MARKET, BY APPLICATION, 2025 (% SHARE) \r\nFIGURE
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VIRTUAL REALITY THERAPY MARKET, BY APPLICATION, 2019 TO 2035 (USD Billions) \r\nFIGURE
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VIRTUAL REALITY THERAPY MARKET, BY REGIONAL, 2025 (% SHARE) \r\nFIGURE
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VIRTUAL REALITY THERAPY MARKET, BY REGIONAL, 2019 TO 2035 (USD Billions) \r\nFIGURE
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BENCHMARKING OF MAJOR COMPETITORS \r\n "
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