Table of Content
1.Introduction
1.1.Market Introduction
1.2.Market Research Methodology
1.2.1.Research Process
1.2.2.Primary Research
1.2.3.Secondary Research
1.2.4.Data Collection Technique
1.2.5.Data Sources
1.3.Market Estimation Methodology
1.3.1.Limitations Of The Study
1.4.Product Picture Of Cloud Gaming
1.5.Global Discrete Semiconductor: Classification
1.6.Geographic Scope
1.7.Years Considered For The Study
1.8.Research Methodology In Brief
1.9.Parent Market Overview
1.10.Overall Virtual Reality (VR) In Healthcare Market Regional Demand
1.11.Research Programs/Design
1.12.Market Breakdown And Data Triangulation Approach
1.13.Data Source
1.14.Secondary Sources
1.15.Primary Sources
1.16.Primary Interviews
1.17.Average Primary Breakdown Ratio
2.Market Dynamics
2.1.Drivers
2.1.1.Drivers
2.2.Restraints
2.2.1.Restraints
2.3.Opportunity
2.3.1.Impact Forces On Market Dynamics
2.3.2.Impact Forces During The Forecast Years
2.4.Industry Value Chain
2.4.1.Upstream Analysis
2.4.2.Downstream Analysis
2.4.3.Distribution Channel
2.4.4.Direct Channel
2.4.5.Indirect Channel
2.5.Potential Customers
2.6.Manufacturing/Operational Cost Analysis
2.7.Key Technology Landscape
2.8.Porter\'s Analysis
2.8.1.Supplier Power
2.8.2.Buyer Power
2.8.3.Substitution Threat
2.8.4.Threat From New Entry
2.8.5.Competitive Rivalry
2.9.PESTEL Analysis
2.10.Political Factors
2.11.Economic Factors
2.12.Social Factors
2.13.Technological Factor
2.14.Environmental Factors
2.15.Legal Factors
3.Global Virtual Reality (VR) In Healthcare Market Segmentation, Revenue (USD Million), (2023-2030)
3.1.By Component
3.1.1.Hardware
3.1.2.Software
3.1.3.Service
3.2.BY Technology
3.2.1.Full-Immersive
3.2.2.Semi-Immersive
3.2.3.Non-Immersive
3.3.By Application
3.3.1.Training And Education
3.3.2.Surgery
3.3.3.Patient Care Management
3.3.4.Rehabilitation & Adjunctive Therapy
3.3.5.Pain Management & Physical Therapy
3.3.6.Medical Device Marketing.
3.4.By End Use
3.4.1.Hospitals & Surgical Centers
3.4.2.Research Organizations & Pharma Companies
3.4.3.Government & Defense Medical Institutions
3.4.4.Research & Diagnostics Laboratories
3.4.5.Others.
4.Global Virtual Reality (VR) In Healthcare Market Overview, By Region
4.1. North America Market Revenue (USD Million), By Countries, (2023-2030)
4.1.1. US
4.1.1.1.By Component
4.1.1.2.BY Technology
4.1.1.3.By Application
4.1.1.4.By End Use
4.1.2.Canada
4.1.3.Mexico
4.2.Europe Market Revenue (USD Million), By Countries, (2023-2030)
4.2.1.Germany
4.2.2.France
4.2.3.UK
4.2.4.Spain
4.2.5.Russia
4.2.6.Italy
4.2.7.BENELUX
4.3.Asia Pacific Market Revenue (USD Million), By Countries, (2023-2030)
4.3.1. China
4.3.2. Japan
4.3.3. Australia
4.3.4. South Korea
4.3.5. India
4.3.6. ASEAN
4.4.Latin America Market Revenue (USD Million), By Countries, (2023-2030)
4.4.1. Brazil
4.4.2. Argentina
4.4.3. Chile
4.5.Middle East and Africa Market Revenue (USD Million), By Countries, (2023-2030)
4.5.1.GCC
4.5.2.Turkey
4.5.3.South Africa
5.Global Virtual Reality (VR) In Healthcare Market Revenue: Competitive Analysis, 2022
5.1.Key Strategies By Players
5.2.Revenue (USD Million And %), By Manufacturers, 2022
5.3.Player Positioning By Market Players, 2022
6.Competitive Analysis
6.1.Visualise Creative Limited
6.1.1.Business Overview
6.1.2.Business Financials (USD Million)
6.1.3.Product Category, Type, And Specification
6.1.4.Main Business/Business Overview
6.1.5.Geographical Analysis
6.1.6.Recent Development
6.1.7.SWOT Analysis
6.2.Surgical Theater, Inc.
6.3.Osso VR
6.4.Oxford Medical Simulation
6.5.Immersivetouch
6.6.Medical Realities
6.7.Appliedvr
6.8.Xrhealth
6.9.Fundamentalvr
6.10.Haptx
6.11.Psious
7.Market Research Findings & Conclusion
Disclaimer
Disclaimer