Europe Virtual Reality (VR) Health Market – Industry Trends and Forecast to 2028

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Europe Virtual Reality (VR) Health Market – Industry Trends and Forecast to 2028

  • ICT
  • Published Report
  • Nov 2021
  • Europe
  • 350 Pages
  • No of Tables: 158
  • No of Figures: 28

Europe Virtual Reality (VR) Health Market, By Product (Hardware, Software and Services), Technology (Head-Mounted Technology, Gesture-Tracking Technology, Projector & Display Walls Technology, Mobile Device-Based and Others), Application (Medical Training and Education, Virtual Reality Exposure Therapy, Surgery, Patient Care Management, Rehabilitation, Pain Management and Others), Therapeutic Area (Craniofacial, Cardiovascular, Ophthalmology, Pulmonary, Neurological, Sleep Disorders, Phobias, Addictions, Posttraumatic Stress Disorder (PTSD) and Others), End User (Hospitals, Clinics, Surgical Centres, Ambulatory Surgical Centers, Diagnostic Centers, Rehabilitation Centers, Long-Term Care Facilities, Mental Health Institutions and Others), Distribution Channel (Direct Tenders, Retail Sales and Third Party Distributor), Country (Germany, U.K., France, Italy, Spain, Russia, Belgium, Turkey, Netherlands, Switzerland, and Rest of Europe) Industry Trends and Forecast to 2028

Europe Virtual Reality (VR) Health Market

Market Analysis and Insights: Europe Virtual Reality (VR) Health Market

Europe virtual reality (VR) health market is expected to gain market growth in the forecast period of 2021 to 2028. Data Bridge Market Research analyses that the market is growing with a CAGR of 33.5% in the forecast period of 2021 to 2028 and expected to reach USD 7,938.62 million by 2028. Increased preference of VR in the healthcare industry is acting as major factor for the growth of the market.

Virtual reality can be defined as a technology that creates simulated environment through the use of computer technology. VR has revolutionized the healthcare industry, Healthcare is one of the biggest adopters of VR, which encompasses robotic surgery, phobia treatment, surgery simulation, skills training, and others and is already being implemented. Applications such as robotic surgery and health devices are slowly gaining popularity and accepted by the people. Virtual reality (VR) technology has gained recognition globally, as a useful tool for cognitive research, evaluation, and rehabilitation. VR in rehabilitation helps patients regain their lost physical, and/or cognitive abilities. VR systems allow users to interact in various sensory environments and to obtain real-time feedback on their performance without exposing them to risks while using computer technology.

Some of the factors which are driving the market are growing adoption of virtual reality (VR) in various applications such as medical education, patient-care and others and extreme demand for quality healthcare services. Lack of effective user experience is restraining the global virtual reality (VR) health market growth. Increase in private and government funding in VR and technological advancements and digitalization in healthcare are some of the factors which are opening lucrative opportunity for the market. Lack of expertise among medical practitioners to adopt new technologies is acting as a major challenge for the market growth.

This virtual reality (VR) health market report provides details of market share, new developments, and product pipeline analysis, impact of domestic and localised market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, product approvals, strategic decisions, product launches, geographic expansions, and technological innovations in the market. To understand the analysis and the market scenario contact us for an Analyst Brief, our team will help you create a revenue impact solution to achieve your desired goal.

Europe Virtual Reality (VR) Health Market Europe Virtual Reality (VR) Health Market Scope and Market Size

Europe virtual reality (VR) health market is segmented on the basis product, technology, application, therapeutic area, end user and distribution channel. The growth among segments helps you analyse niche pockets of growth and strategies to approach the market and determine your core application areas and the difference in your target markets.

  • On the basis of product, the global virtual reality (VR) health market has been segmented into hardware, software and services. In 2021, hardware is expected to dominate the global virtual reality (VR) health market, owing to wide presence of virtual reality products such as headsets and glasses, high prices of hardware products as compared to software and services, and vast adoption of virtual reality devices in the hospitals.
  • On the basis of technology, the global virtual reality (VR) health market has been segmented into head-mounted technology, gesture-tracking technology, projector & display walls technology, mobile device-based and others. In 2021, head-mounted technology is expected to dominate the global virtual reality (VR) health market, attributed to factors such as rising investments in this technology, improved communication between doctors, and encourage them to take better decisions pertaining to patient’s treatment and health
  • On the basis of application, the global virtual reality (VR) health market has been segmented into medical training and education, virtual reality exposure therapy, surgery, patient care management, rehabilitation, pain management and others. In 2021, medical training and education is expected to dominate the global virtual reality (VR) health market, owing to wide usage of virtual reality products in medical education, create 3-D learning environment, which further support in enhanced human interactions.
  • On the basis of therapeutic area, the global virtual reality (VR) health market has been segmented into craniofacial, cardiovascular, ophthalmology, pulmonary, neurological, sleep disorders, phobias, addictions, posttraumatic stress disorder (PTSD) and others. In 2021, posttraumatic stress disorder (PTSD) is expected to dominate the global virtual reality (VR) health market, attributed to increase in use of virtual reality to treat PSTD, with an aim to reduce symptom severity. The major focus is to shift care treatment with a view of virtual environment, which is also less threatening for patients.
  • On the basis of end user, the global virtual reality (VR) health market has been segmented into hospitals, clinics, surgical centres, ambulatory surgical centers, diagnostic centers, rehabilitation centers, long-term care facilities, mental health institutions and others. In 2021, hospitals is expected to dominate the global virtual reality (VR) health market, owing to large implementation of virtual reality applications, such as training professionals, performing surgery, providing medical consultation remotely, and among others.
  • On the basis of distribution channel, the global virtual reality (VR) health market has been segmented into direct tenders, retail sales and third party distributor. In 2021, retail sales is expected to dominate the global virtual reality (VR) health market, as hospitals, surgical centers, and other end users, establish partnerships, collaborations, and agreements, for the implementation of virtual reality products in their healthcare institution.

Europe Virtual Reality (VR) Health Market Virtual Reality (VR) Health Market Country Level Analysis

Europe virtual reality (VR) health market is analysed and market size information is provided by country, product, technology, application, therapeutic area, end user and distribution channel.

The countries covered in Europe virtual reality (VR) health market report are Germany, France, Russia, U.K., Spain, Italy, Turkey, Belgium, Netherlands, Switzerland and rest of Europe.

Germany dominates the Europe virtual reality (VR) health market due to increasing research and development activities along with prevalence of majority of manufacturers.

In Germany, Hardware is dominating due to presence of major players which are into manufacturing hardware required for VR for health. In U.K., Hardware is dominating due as VR requires displays, screens for image processing to display images. In France, Hardware is dominating segment as there are many healthcare centers where VR are used and also the sensors which forms the major part of VR are manufactured in this country.

Rise in need to improve efficiency and productivity is expected to drive the market growth

Europe virtual reality (VR) health market also provides you with detailed market analysis for every country growth in industry with sales, components sales, impact of technological development in virtual reality (VR) health and changes in regulatory scenarios with their support for the virtual reality (VR) health market. The data is available for historic period 2011-2019.

Competitive Landscape and Europe Virtual Reality (VR) Health Market Share Analysis

Europe virtual reality (VR) health market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, Europe presence, production sites and facilities, company strengths and weaknesses, product launch, product trials pipelines, product approvals, patents, product width and breadth, application dominance, technology lifeline curve. The above data points provided are only related to the companies’ focus related to Europe virtual reality (VR) health market.

The major players covered in the report are SyncThink Inc., AppliedVR, Koninklijke Philips N.V., EchoPixel, Psious, Firsthand Technology Inc, MindMaze Inc, Augmedix, Inc, VirtaMed AG, Vivid Vision, Inc, Virtually Better Inc, Osso VR, Inc, ImmersiveTouch, Inc, CAE Inc, Google (A Subsidiary of Alphabet Inc), Microsoft, General Electric, Medical Realities Ltd, Siemens and Facebook among others. DBMR analysts understand competitive strengths and provide competitive analysis for each competitor separately.

Many product developments are also initiated by the companies worldwide which are also accelerating the growth of virtual reality (VR) health market.

For instance,

  • In August 2021, Koninklijke Philips N.V. announced launch of digital experience during the virtual European Society of Cardiology (ESC) 2021 Congress. Under this, the company spotlights smart diagnostic and treatment solutions for the customers. This will help the company to enhance their offerings and to grow in the market
  • In April 2021, VirtaMed AG announced strategic partnership with ESG Elektroniksystem- und Logistik-GmbH. Under this partnership, both the companies will jointly offer innovative, customer-specific and virtual reality-based simulation solutions for the training and continuing education of physicians and medical service personnel. This will help the company to enhance their sales and to grow in the market

Partnership, joint ventures and other strategies enhances the company market share with increased coverage and presence. It also provides the benefit for organisation to improve their offering for virtual reality (VR) health through expanded range of size.


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Table of Content

1 INTRODUCTION

1.1 OBJECTIVES OF THE STUDY

1.2 MARKET DEFINITION

1.3 OVERVIEW OF EUROPE VIRTUAL REALITY (VR) HEALTH MARKET

1.4 CURRENCY AND PRICING

1.5 LIMITATIONS

1.6 MARKETS COVERED

2 MARKET SEGMENTATION

2.1 MARKETS COVERED

2.2 GEOGRAPHICAL SCOPE

2.3 YEARS CONSIDERED FOR THE STUDY

2.4 DBMR TRIPOD DATA VALIDATION MODEL

2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS

2.6 DBMR MARKET POSITION GRID

2.7 VENDOR SHARE ANALYSIS

2.8 MULTIVARIATE MODELING

2.9 PRODUCT TIMELINE CURVE

2.1 MARKET APPLICATION COVERAGE GRID

2.11 SECONDARY SOURCES

2.12 ASSUMPTIONS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

5 MARKET OVERVIEW

5.1 DRIVERS

5.1.1 INCREASED PREFERENCE FOR VR IN THE HEALTHCARE INDUSTRY

5.1.2 GROWING ADOPTION OF VIRTUAL REALITY (VR) IN VARIOUS APPLICATIONS SUCH AS MEDICAL EDUCATION, PATIENT CARE, AND OTHERS

5.1.3 GROWTH IN AWARENESS REGARDING THE BENEFITS OF VIRTUAL REALITY TECHNOLOGIES

5.1.4 INCREASING DEMAND FOR ROBOTIC SURGERIES

5.1.5 EXTREME DEMAND FOR QUALITY HEALTHCARE SERVICES

5.2 RESTRAINTS

5.2.1 LACK OF EFFECTIVE USER EXPERIENCE DESIGN

5.2.2 DATA PRIVACY CONCERNS OF THE USERS

5.2.3 SLOW GROWTH AMONG UNDERDEVELOPED COUNTRIES

5.3 OPPORTUNITIES

5.3.1 INCREASE IN PRIVATE AND GOVERNMENT FUNDING IN VR

5.3.2 TECHNOLOGICAL ADVANCEMENTS AND DIGITALIZATION IN HEALTHCARE

5.3.3 INCREASED ROLE OF CONNECTED DEVICES IN THE HEALTHCARE SECTOR

5.3.4 INCREASING PENETRATION OF INTERNET SERVICES AND GROWING NUMBER OF SMARTPHONES USAGE

5.4 CHALLENGES

5.4.1 LACK OF EXPERTISE AMONG MEDICAL PRACTITIONERS TO ADOPT NEW TECHNOLOGIES

5.4.2 DEVELOPING USER-FRIENDLY VR SYSTEMS

6 IMPACT OF COVID ON THE EUROPE VIRTUAL REALITY (VR) HEALTH MARKET

6.1 ANALYSIS ON IMPACT OF COVID-19 ON THE MARKET

6.2 AFTERMATH OF COVID-19 AND GOVERNMENT INITIATIVE TO BOOST THE MARKET

6.3 STRATEGIC DECISIONS FOR MANUFACTURERS AFTER COVID-19 TO GAIN COMPETITIVE MARKET SHARE

6.4 IMPACT ON PRICE

6.5 IMPACT ON DEMAND

6.6 IMPACT ON SUPPLY CHAIN

6.7 CONCLUSION

7 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT

7.1 OVERVIEW

7.2 HARDWARE

7.2.1 BY TYPE

7.2.1.1 DISPLAYS

7.2.1.2 SENSORS

7.2.1.2.1 ACCELEROMETERS

7.2.1.2.2 GYROSCOPE

7.2.1.2.3 MAGNETOMETER

7.2.1.2.4 PROXIMITY SENSORS

7.2.1.2.5 GLOBAL NAVIGATION SYSTEM

7.2.1.2.6 OTHERS

7.2.1.3 INPUT DEVICES

7.2.1.4 SEMICONDUCTOR COMPONENTS

7.2.1.5 OTHER HARDWARE

7.2.2 BY MODALITY

7.2.2.1 HEAD MOUNTED DEVICES

7.2.2.2 HANDHELD DEVICES

7.3 SOFTWARE

7.3.1 INTEGRATED

7.3.2 STANDALONE

7.4 SERVICES

7.4.1 PROFESSIONAL SERVICES

7.4.2 MANAGED SERVICES

8 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY

8.1 OVERVIEW

8.2 HEAD-MOUNTED TECHNOLOGY

8.3 GESTURE-TRACKING TECHNOLOGY

8.4 PROJECTOR & DISPLAY WALLS TECHNOLOGY

8.5 MOBILE DEVICE-BASED

8.6 OTHERS

9 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION

9.1 OVERVIEW

9.2 MEDICAL TRAINING AND EDUCATION

9.2.1 SIMULATION TRAINING

9.2.2 MEDICAL PRACTITIONER COURSES

9.2.3 OTHERS

9.3 VIRTUAL REALITY EXPOSURE THERAPY

9.4 SURGERY

9.4.1 SURGICAL PRE-OPERATIVE ASSESSMENT

9.4.2 IMAGE GUIDED & ROBOTIC SURGERY

9.5 PATIENT CARE MANAGEMENT

9.6 REHABILITATION

9.7 PAIN MANAGEMENT

9.8 OTHERS

10 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA

10.1 OVERVIEW

10.2 POST TRAUMATIC STRESS DISORDER (PSTD)

10.3 PHOBIAS

10.4 NEUROLOGICAL

10.5 CRANIOFACIAL

10.6 CARDIOVASCULAR

10.7 SLEEP DISORDERS

10.8 ADDICTION

10.9 OPHTHALMOLOGY

10.1 PULMONARY

10.11 OTHERS

11 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY END USER

11.1 OVERVIEW

11.2 HOSPITALS

11.3 SURGICAL CENTERS

11.4 DIAGNOSTIC CENTERS

11.5 MENTAL HEALTH INSTITUTIONS

11.6 AMBULATORY SURGICAL CENTERS

11.7 LONG TERM CARE FACILITIES

11.8 REHABILITATION CENTERS

11.9 CLINICS

11.1 OTHERS

12 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL

12.1 OVERVIEW

12.2 RETAIL SALES

12.3 THIRD PARTY DISTRIBUTOR

12.4 DIRECT TENDERS

13 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY COUNTRY

13.1 GERMANY

13.2 U.K.

13.3 FRANCE

13.4 ITALY

13.5 SPAIN

13.6 RUSSIA

13.7 TURKEY

13.8 BELGIUM

13.9 NETHERLANDS

13.1 SWITZERLAND

13.11 REST OF EUROPE

14 EUROPE VIRTUAL REALITY HEALTH MARKET: COMPANY LANDSCAPE

14.1 COMPANY SHARE ANALYSIS: EUROPE

15 SWOT

16 COMPANY PROFILE

16.1 FACEBOOK

16.1.1 COMPANY SNAPSHOT

16.1.2 REVENUE ANALYSIS

16.1.3 PRODUCT PORTFOLIO

16.1.4 RECENT DEVELOPMENT

16.2 MICROSOFT

16.2.1 COMPANY SNAPSHOT

16.2.2 REVENUE ANALYSIS

16.2.3 PRODUCT & SOLUTION PORTFOLIO

16.2.4 RECENT DEVELOPMENTS

16.3 KONINKLIJKE PHILIPS N.V.

16.3.1 COMPANY SNAPSHOT

16.3.2 REVENUE ANALYSIS

16.3.3 PRODUCT PORTFOLIO

16.3.4 RECENT DEVELOPMENT

16.4 GOOGLE

16.4.1 COMPANY SNAPSHOT

16.4.2 REVENUE ANALYSIS

16.4.3 BUSINESS PORTFOLIO

16.4.4 RECENT DEVELOPMENT

16.5 GENERAL ELECTRIC

16.5.1 COMPANY SNAPSHOT

16.5.2 REVENUE ANALYSIS

16.5.3 BUSINESS PORTFOLIO

16.5.4 RECENT DEVELOPMENT

16.6 APPLIEDVR

16.6.1 COMPANY SNAPSHOT

16.6.2 PRODUCT PORTFOLIO

16.6.3 RECENT DEVELOPMENTS

16.7 CAE INC

16.7.1 COMPANY SNAPSHOT

16.7.2 REVENUE ANALYSIS

16.7.3 BUSINESS PORTFOLIO

16.7.4 RECENT DEVELOPMENT

16.8 MEDICAL REALITIES LTD

16.8.1 COMPANY SNAPSHOT

16.8.2 PRODUCT PORTFOLIO

16.8.3 RECENT DEVELOPMENT

16.9 MINDMAZE INC

16.9.1 COMPANY SNAPSHOT

16.9.2 PRODUCT PORTFOLIO

16.9.3 RECENT DEVELOPMENT

16.1 PSIOUS

16.10.1 COMPANY SNAPSHOT

16.10.2 SOLUTION PORTFOLIO

16.10.3 RECENT DEVELOPMENTS

16.11 SIEMENS

16.11.1 COMPANY SNAPSHOT

16.11.2 REVENUE ANALYSIS

16.11.3 PRODUCT & SERVICE PORTFOLIO

16.11.4 RECENT DEVELOPMENTS

16.12 VIRTAMED AG

16.12.1 COMPANY SNAPSHOT

16.12.2 PRODUCT PORTFOLIO

16.12.3 RECENT DEVELOPMENTS

17 QUESTIONNAIRE

18 RELATED REPORTS

List of Table

TABLE 1 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 2 EUROPE HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 3 EUROPE SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 4 EUROPE HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 5 EUROPE SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 6 EUROPE SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 7 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 8 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 9 EUROPE MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 10 EUROPE SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 11 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 12 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY END USER, 2019-2028 (USD MILLION)

TABLE 13 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 14 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY COUNTRY, 2019-2028 (USD MILLION)

TABLE 15 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 16 EUROPE HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 17 EUROPE SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 18 EUROPE HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 19 EUROPE SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 20 EUROPE SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 21 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 22 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 23 EUROPE MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 24 EUROPE SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 25 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 26 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 27 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 28 GERMANY VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 29 GERMANY HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 30 GERMANY SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 31 GERMANY HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 32 GERMANY SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 33 GERMANY SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 34 GERMANY VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 35 GERMANY VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 36 GERMANY MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 37 GERMANY SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 38 GERMANY VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 39 GERMANY VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 40 GERMANY VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 41 U.K. VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 42 U.K. HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 43 U.K. SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 44 U.K. HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 45 U.K. SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 46 U.K. SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 47 U.K. VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 48 U.K. VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 49 U.K. MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 50 U.K. SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 51 U.K. VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 52 U.K. VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 53 U.K. VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 54 FRANCE VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 55 FRANCE HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 56 FRANCE SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 57 FRANCE HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 58 FRANCE SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 59 FRANCE SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 60 FRANCE VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 61 FRANCE VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 62 FRANCE MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 63 FRANCE SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 64 FRANCE VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 65 FRANCE VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 66 FRANCE VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 67 ITALY VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 68 ITALY HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 69 ITALY SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 70 ITALY HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 71 ITALY SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 72 ITALY SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 73 ITALY VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 74 ITALY VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 75 ITALY MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 76 ITALY SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 77 ITALY VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 78 ITALY VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 79 ITALY VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 80 SPAIN VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 81 SPAIN HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 82 SPAIN SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 83 SPAIN HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 84 SPAIN SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 85 SPAIN SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 86 SPAIN VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 87 SPAIN VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 88 SPAIN MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 89 SPAIN SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 90 SPAIN VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 91 SPAIN VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 92 SPAIN VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 93 RUSSIA VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 94 RUSSIA HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 95 RUSSIA SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 96 RUSSIA HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 97 RUSSIA SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 98 RUSSIA SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 99 RUSSIA VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 100 RUSSIA VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 101 RUSSIA MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 102 RUSSIA SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 103 RUSSIA VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 104 RUSSIA VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 105 RUSSIA VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 106 TURKEY VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 107 TURKEY HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 108 TURKEY SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 109 TURKEY HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 110 TURKEY SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 111 TURKEY SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 112 TURKEY VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 113 TURKEY VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 114 TURKEY MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 115 TURKEY SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 116 TURKEY VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 117 TURKEY VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 118 TURKEY VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 119 BELGIUM VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 120 BELGIUM HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 121 BELGIUM SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 122 BELGIUM HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 123 BELGIUM SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 124 BELGIUM SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 125 BELGIUM VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 126 BELGIUM VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 127 BELGIUM MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 128 BELGIUM SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 129 BELGIUM VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 130 BELGIUM VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 131 BELGIUM VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 132 NETHERLANDS VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 133 NETHERLANDS HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 134 NETHERLANDS SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 135 NETHERLANDS HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 136 NETHERLANDS SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 137 NETHERLANDS SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 138 NETHERLANDS VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 139 NETHERLANDS VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 140 NETHERLANDS MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 141 NETHERLANDS SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 142 NETHERLANDS VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 143 NETHERLANDS VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 144 NETHERLANDS VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 145 SWITZERLAND VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

TABLE 146 SWITZERLAND HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 147 SWITZERLAND SENSORS IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 148 SWITZERLAND HARDWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY MODALITY, 2019-2028 (USD MILLION)

TABLE 149 SWITZERLAND SOFTWARE IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 150 SWITZERLAND SERVICES IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 151 SWITZERLAND VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2019-2028 (USD MILLION)

TABLE 152 SWITZERLAND VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2019-2028 (USD MILLION)

TABLE 153 SWITZERLAND MEDICAL TRAINING AND EDUCATION IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 154 SWITZERLAND SURGERY IN VIRTUAL REALITY (VR) HEALTH MARKET, BY TYPE, 2019-2028 (USD MILLION)

TABLE 155 SWITZERLAND VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2019-2028 (USD MILLION)

TABLE 156 SWITZERLAND VIRTUAL REALITY (VR) HEALTH MARKET, BY END-USER, 2019-2028 (USD MILLION)

TABLE 157 SWITZERLAND VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2019-2028 (USD MILLION)

TABLE 158 REST OF EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2019-2028 (USD MILLION)

List of Figure

FIGURE 1 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: SEGMENTATION

FIGURE 2 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: DATA TRIANGULATION

FIGURE 3 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: DROC ANALYSIS

FIGURE 4 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: REGIONAL VS COUNTRY MARKET ANALYSIS

FIGURE 5 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: COMPANY RESEARCH ANALYSIS

FIGURE 6 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: INTERVIEW DEMOGRAPHICS

FIGURE 7 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: DBMR MARKET POSITION GRID

FIGURE 8 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: VENDOR SHARE ANALYSIS

FIGURE 9 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: MARKET APPLICATION COVERAGE GRID

FIGURE 10 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: SEGMENTATION

FIGURE 11 INCREASED PREFERENCE FOR VR IN THE HEALTHCARE INDUSTRY IS EXPECTED TO DRIVE EUROPE VIRTUAL REALITY (VR) HEALTH MARKET IN THE FORECAST PERIOD OF 2021 TO 2028

FIGURE 12 HARDWARE SEGMENT IS EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF EUROPE VIRTUAL REALITY (VR) HEALTH MARKET IN 2021 & 2028

FIGURE 13 GERMANY IS EXPECTED TO DOMINATE AND IS THE FASTEST-GROWING COUNTRY IN EUROPE VIRTUAL REALITY (VR) HEALTH MARKET IN THE FORECAST PERIOD OF 2021 TO 2028

FIGURE 14 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES OF EUROPE VIRTUAL REALITY (VR) HEALTH MARKET

FIGURE 15 GLOBAL INVESTMENT IN VIRTUAL REALITY, FROM 2016 TO 2021

FIGURE 16 NUMBER OF SMARTPHONE USERS WORLDWIDE, FROM 2016 TO 2021

FIGURE 17 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY PRODUCT, 2020

FIGURE 18 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY TECHNOLOGY, 2020

FIGURE 19 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY APPLICATION, 2020

FIGURE 20 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY THERAPEUTIC AREA, 2020

FIGURE 21 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY END USER, 2020

FIGURE 22 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET, BY DISTRIBUTION CHANNEL, 2020

FIGURE 23 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: SNAPSHOT (2020)

FIGURE 24 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: BY COUNTRY (2020)

FIGURE 25 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: BY COUNTRY (2021 & 2028)

FIGURE 26 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: BY COUNTRY (2020 & 2028)

FIGURE 27 EUROPE VIRTUAL REALITY (VR) HEALTH MARKET: BY PRODUCT (2021-2028)

FIGURE 28 EUROPE VIRTUAL REALITY HEALTH MARKET: COMPANY SHARE 2020 (%)

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Research Methodology

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

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Frequently Asked Questions

Europe Virtual Reality (VR) Health Market to grow at a CAGR of 33.5% by forecast 2028.
Europe Virtual Reality (VR) Health Market value to reach USD 7,938.62 million by forecast 2028.
The countries covered in Europe virtual reality (VR) health market report are Germany, France, Russia, U.K., Spain, Italy, Turkey, Belgium, Netherlands, Switzerland and rest of Europe.
The major players covered in the report are SyncThink Inc., AppliedVR, Koninklijke Philips N.V., EchoPixel, Psious, Firsthand Technology Inc, MindMaze Inc, Augmedix, Inc, VirtaMed AG, Vivid Vision, Inc, Virtually Better Inc, Osso VR, Inc, ImmersiveTouch, Inc, CAE Inc, Google (A Subsidiary of Alphabet Inc), Microsoft, General Electric, Medical Realities Ltd, Siemens and Facebook.