The Virtual Reality In Healthcare Global Market Report 2021-31 by The Business Research Company describes and explains the global virtual reality in healthcare market and covers 2016 to 2021, termed the historic period, and 2022 to 2026, termed the forecast period, along with further forecasts for the period 2026-2031. The report evaluates the market across each region and for the major economies within each region.
The Virtual Reality In Healthcare Global Market Report 2022 covers virtual reality in healthcare market drivers, virtual reality in healthcare market trends, virtual reality in healthcare market segments, virtual reality in healthcare market growth rate, virtual reality in healthcare market major players, and virtual reality in healthcare market size.
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The virtual reality in healthcare market report provides in-depth analysis of the impact of COVID-19 on the global virtual reality in healthcare industry along with revised market numbers due to the effects of the coronavirus and the expected virtual reality in healthcare market growth numbers for 2022-2031.
The global virtual reality in healthcare market size is expected to grow from $1.42 billion in 2021 to $2.07 billion in 2022 at a compound annual growth rate (CAGR) of 45.7%. The VR in the healthcare market share is expected to grow to $9.25 billion in 2026 at a compound annual growth rate (CAGR) of 45.5%.
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Virtual Reality In Healthcare Global Market Report 2022 is the most comprehensive report available on this market and will help gain a truly global perspective as it covers 60 geographies. The chapter on the impact of COVID-19 gives valuable insights on supply chain disruptions, logistical challenges, and other economic implications of the virus on the market. The chapter also covers markets which have been positively affected by the pandemic.
TBRC’s report covers the virtual reality in healthcare market segments-
1) By Component: Hardware, Software
2) By Technology: Full Immersive Virtual Reality, Non-Immersive Virtual Reality, Semi-Immersive Virtual Reality
3) By Device Type: Head-Mounted Display, Gesture-Tracking Device, Projectors and Display Units, Others
4) By Application: Patient Care Management, Education and Training, Fitness Management, Pharmacy, Surgery, Others
5) By End-User: Research and Diagnostics, Laboratories, Hospitals and Clinics, Pharmaceutical Companies, Others
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