Virtual Reality Market Synopsis

The global Virtual Reality Market was valued at USD 9.98 Billion in 2022 and is expected to reach USD 71.57 Billion by the year 2030, at a CAGR of 27.92 %

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Entertainment (particularly video games), education (such as medical or military training), and business (such as virtual meetings) are just a few examples of the applications for virtual reality.

  • By allowing users to immerse themselves in a highly simulated environment, virtual reality technology has also revolutionized the gaming and entertainment industries. The market is expanding as a result of the growing use of virtual reality (VR) in instructional training for field workers, engineers, mechanics, pilots, members of the military, and technicians in a variety of industrial fields.
  • Due to its practical advantages, VR is also widely used in many different industries, including the automotive and healthcare sectors. For instance, in the automotive industry, virtual reality enables engineers to test a vehicle's design and construction at an early stage before starting an expensive production. For instance, the development and vehicle engineering processes at BMW use mixed reality (augmented and virtual reality). In addition, the introduction of VR exposure therapy is anticipated to accelerate the trend of using cutting-edge technologies to treat mental health issues.

The Virtual Reality Market Trend Analysis

Increasing the Use of Virtual Reality in Gaming And Entertainment Sectors

  • The gaming and entertainment industries are increasingly using virtual reality (VR) technology, which is driving the market's exciting growth trajectory. Virtual reality (VR) has emerged as a transformative force, redefining the way engage with digital entertainment as consumer preferences and technological capabilities advance.
  • Virtual reality has literally changed the game in the gaming industry. It gives players an immersive experience that goes beyond what is available in conventional gaming. Players can interact with environments and characters in ways that have never been possible before due to the use of VR headsets and systems. This heightened level of immersion and interactivity has not only captivated existing gamers but has also opened the doors to a broader audience, attracting newcomers to the gaming ecosystem.
  • The entertainment industry has also embraced VR as a storytelling and experience medium. Filmmakers, content producers, and artists can now create immersive narratives that straddle the line between fact and fiction due to VR. A surge in the creation of VR content, including virtual concerts, educational experiences, and virtual travel, has resulted from this evolution in storytelling.
  • Additionally, fueling the VR market's expansion are ongoing developments in VR hardware and software. VR technology is increasingly making its way into homes and entertainment venues around the world as it becomes more widely available and more reasonably priced.

Penetration of HMDs in Healthcare and Architectural Applications

  • Significant opportunities for the VR industry are presented by the widespread use of Head-Mounted Displays (HMDs) in healthcare and architectural applications. HMDs are gaining popularity in the healthcare industry, particularly in applications for medical training, and are turning into increasingly important tools for medical professionals. This development is positioned to be crucial in aiding medical professionals like doctors and surgeons in their routine tasks and operations.
  • HMDs are widely used in the medical industry, which highlights their expanding significance. Medical professionals can perform operations and provide post-operative care using HMDs with sophisticated interfaces and immersive VR simulations. VR technology is also showing promise in the fields of architecture and design in addition to healthcare.
  • In particular, BIM is utilizing VR to provide a thorough 3D view of building designs and the environments they are surrounded by. During the construction phase, this 3D visualization helps to provide a clear perspective while minimizing errors and cutting costs. The architectural and design sector can provide clients and architects with a fun and interactive experience by utilizing VR visualization models. This immersive platform enables a thorough examination of building designs, allowing both parties to fully comprehend the structure and make necessary adjustments prior to the start of the construction phase.

Virtual Reality Market Segment Analysis

Virtual Reality market segments cover the Component, Technology, Device Type, and End-user Industry. By Device Type, the Head Mounted Display (HMD), segment is anticipated to dominate the Market Over the Forecast period.

  • A head-mounted display (HMD) is a display device with a small display optic in front of one (monocular HMD) or both eyes (binocular HMD), worn on the head or as part of a helmet. An HMD can be used in a variety of fields, such as gaming, aviation, engineering, and medicine. Virtual reality headsets consist of an HMD and an IMU. Another type of wearable display is the optical head-mounted display (OHMD), which allows a user to see through it and reflect projected images. Because it offers a truly immersive experience, the HMD will take the lead. Due to affordable options like Google's cardboard-based headset, demand for VR headsets connected to smartphones is increasing.
  • HMDs are being used more frequently in the training, marketing, entertainment, and aviation sectors. For instance, the European Union Aviation Safety Agency certified Vajro and VRM Switzerland for virtual pilot training, offering a headset with human-eye resolution.
  • The market demand for VR headsets is being driven by their increasing use in both consumer and business applications. The variety and type of HMDs that are available, including tethered, hybrid, and wireless HMDs, are credited with the segment's expansion. The HMD devices are used to demonstrate a wide range of use cases using interactive features and to provide training in a variety of industries, including research, aerospace, engineering, military, and medicine.

Regional Analysis of The Virtual Reality Market

North America is Expected to Dominate the Market Over the Forecast Period.

  • Market expansion in the area is being fueled by the significant presence of key players there. In addition, a number of start-ups are entering the American market and providing solutions tailored to particular industries. For instance, Sixense Enterprises Inc., a small business based in California, introduced the REAL Immersive System, a VR-based physical rehabilitation system, in October 2020. Additionally, the American government is making investments in virtual technology, which will probably help the market. For instance, the U.S. government and its army spent USD 11 billion on giving its officials training in virtual, augmented, and mixed reality.

  • The VR gaming market in the US displayed impressive strength in 2022, with projections calling for a staggering revenue generation of 10.6 billion US dollars. This significant growth represents a key driver for the larger U.S. virtual reality market in addition to underscoring the growing interest in virtual reality. Consumer interest in VR gaming, which is growing, serves as a catalyst for the development of other VR-related industries, including those in education, healthcare, entertainment, and business applications.
  • The VR gaming market is expanding dramatically, which not only results in substantial economic gains but also encourages technological advancement. The United States has become a hub for cutting-edge developments in virtual reality hardware and software as more businesses and developers join the VR ecosystem. This infusion of innovation and money strengthens the country's position as a world leader in the virtual reality market.

COVID-19 Impact Analysis On Virtual Reality Market

  • The virtual reality (VR) market was significantly impacted by the COVID-19 pandemic. In 2020, the market initially saw a decline in its year-over-year trend as the outbreak caused disruptions in the manufacturing and production facilities. This decline was influenced by the scarcity of VR goods and services in stock.
  • The pandemic also demonstrated VR's potential in a number of industries, which sparked an increase in demand. Healthcare, gaming, education, manufacturing, entertainment, the military, retail, and the defense sectors all recognized VR as a useful tool for tackling the problems brought on by the crisis.
  • For instance, the Center for Medical Education Innovation at Kansas City University integrated VR technology into medical education in 2020, using simulations to effectively train medical students. This is an example of how VR was used in a variety of industries during the pandemic.
  • As a result, there was a noticeable increase in the demand for VR in commercial industries. Virtual reality's adaptability and usefulness were highlighted by the pandemic as a result, and it is likely that this development will continue to influence the VR market in the post-pandemic era.

Virtual Reality Market Key Players

  • Oculus (US)
  • CyberGlove Systems, Inc. (US)
  • Meta Platforms Inc. (US)
  • Microsoft Corporation (US)
  • Sensics, Inc. (US)
  • Alphabet Inc (US)
  • Sixense Enterprises, Inc. (US)
  • Google (US)
  • Ultraleap Ltd. (US)
  • Nvidia Corporation (U.S.)
  • HaptX Inc. (US)
  • Qualcomm Incorporated (US)
  • Unity Software Inc. (US)
  • Eon Reality (US)
  • Vuzix (US)
  • Leap Motion (US)
  • Samsung Electronics (South Korea)
  • Barco NV (Belgium)
  • Sony (Japan)
  • HTC Corporation (China), and Other Major Players

Key Industry Developments in the Virtual Reality Market

In June 2023, Apple launched its $3,499 virtual reality headset: Apple Vision Pro. Apple announced the headset, at its Worldwide Developers Conference held at its Cupertino, California, headquarters. The company also announced new versions of its Macbook laptops and updated operating systems for most of its hardware.

Virtual Reality Market

Base Year:

2022

Forecast Period:

2023-2030

Historical Data:

2017 to 2022

Market Size in 2022:

USD 9.98 Bn.

Forecast Period 2023-30 CAGR:

27.92 %

Market Size in 2030:

USD 71.57 Bn.

Segments Covered:

By Component

  • Hardware
  • Software

By Technology

  • Semi & Fully Immersive
  • Non-immersive

By Device Type

  • Head Mounted Display (HMD)
  • VR Simulator
  • VR Glasses
  • Treadmills & Haptic Gloves

By End-user Industry

  • Media and Entertainment
  • Gaming
  • Retail
  • Healthcare
  • Military and Defense
  • Real Estate

By Region

  • North America (U.S., Canada, Mexico)
  • Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
  • Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Increasing the Use of Virtual Reality In Gaming And Entertainment Sectors

Key Market Restraints:

  • Health concerns relating to low resolution and lack of movement

Key Opportunities:

  • Penetration of HMDs in Healthcare and Architectural Applications

Companies Covered in the Report:

  • Oculus, CyberGlove Systems, Inc., Meta Platforms Inc., Microsoft Corporation, Sensics, Inc., and Other Major Players.
  1. INTRODUCTION
    1. RESEARCH OBJECTIVES
    2. RESEARCH METHODOLOGY
    3. RESEARCH PROCESS
    4. SCOPE AND COVERAGE
      1. Market Definition
      2. Key Questions Answered
    5. MARKET SEGMENTATION
  2. EXECUTIVE SUMMARY
  3. MARKET OVERVIEW
  4. GROWTH OPPORTUNITIES BY SEGMENT
  5. MARKET LANDSCAPE
    1. PORTER’S FIVE FORCES ANALYSIS
      1. Bargaining Power Of Supplier
      2. Threat Of New Entrants
      3. Threat Of Substitutes
      4. Competitive Rivalry
      5. Bargaining Power Among Buyers
    2. INDUSTRY VALUE CHAIN ANALYSIS
    3. MARKET DYNAMICS
      1. Drivers
      2. Restraints
      3. Opportunities
      4. Challenges
    4. MARKET TREND ANALYSIS
    5. REGULATORY LANDSCAPE
    6. PESTLE ANALYSIS
    7. PRICE TREND ANALYSIS
    8. PATENT ANALYSIS
    9. TECHNOLOGY EVALUATION
    10. ANALYSIS OF THE IMPACT OF COVID-19
      1. Impact On The Overall Market
      2. Impact On The Supply Chain
      3. Impact On The Key Manufacturers
      4. Impact On The Pricing
      5. Post COVID Situation
    11. MARKET IMPACT OF THE RUSSIA-UKRAINE WAR
      1. Geopolitical Market Disruptions
      2. Supply Chain Disruptions
      3. Instability in Emerging Markets
    12. ECOSYSTEM
  6. VIRTUAL REALITY MARKET BY COMPONENT (2016-2030)
    1. VIRTUAL REALITY MARKET SNAPSHOT AND GROWTH ENGINE
    2. MARKET OVERVIEW
    3. HARDWARE
      1. Introduction And Market Overview
      2. Historic And Forecasted Market Size in Value (2016 – 2030F)
      3. Historic And Forecasted Market Size in Volume (2016 – 2030F)
      4. Key Market Trends, Growth Factors And Opportunities
      5. Geographic Segmentation Analysis
    4. SOFTWARE
  7. VIRTUAL REALITY MARKET BY TECHNOLOGY (2016-2030)
    1. VIRTUAL REALITY MARKET SNAPSHOT AND GROWTH ENGINE
    2. MARKET OVERVIEW
    3. SEMI & FULLY IMMERSIVE
      1. Introduction And Market Overview
      2. Historic And Forecasted Market Size in Value (2016 – 2030F)
      3. Historic And Forecasted Market Size in Volume (2016 – 2030F)
      4. Key Market Trends, Growth Factors And Opportunities
      5. Geographic Segmentation Analysis
    4. NON-IMMERSIVE
  8. VIRTUAL REALITY MARKET BY DEVICE TYPE (2016-2030)
    1. VIRTUAL REALITY MARKET SNAPSHOT AND GROWTH ENGINE
    2. MARKET OVERVIEW
    3. HEAD-MOUNTED DISPLAY (HMD)
      1. Introduction And Market Overview
      2. Historic And Forecasted Market Size in Value (2016 – 2030F)
      3. Historic And Forecasted Market Size in Volume (2016 – 2030F)
      4. Key Market Trends, Growth Factors And Opportunities
      5. Geographic Segmentation Analysis
    4. VR SIMULATOR
    5. VR GLASSES
    6. TREADMILLS & HAPTIC GLOVES
  9. VIRTUAL REALITY MARKET BY END-USER INDUSTRY (2016-2030)
    1. VIRTUAL REALITY MARKET SNAPSHOT AND GROWTH ENGINE
    2. MARKET OVERVIEW
    3. MEDIA AND ENTERTAINMENT
      1. Introduction And Market Overview
      2. Historic And Forecasted Market Size in Value (2016 – 2030F)
      3. Historic And Forecasted Market Size in Volume (2016 – 2030F)
      4. Key Market Trends, Growth Factors And Opportunities
      5. Geographic Segmentation Analysis
    4. GAMING
    5. RETAIL
    6. HEALTHCARE
    7. MILITARY AND DEFENSE
    8. REAL ESTATE
  10. COMPANY PROFILES AND COMPETITIVE ANALYSIS
    1. COMPETITIVE LANDSCAPE
      1. Competitive Positioning
      2. VIRTUAL REALITY Market Share By Manufacturer (2022)
      3. Industry BCG Matrix
      4. Heat Map Analysis
      5. Mergers & Acquisitions
    2. OCULUS (US)
      1. Company Overview
      2. Key Executives
      3. Company Snapshot
      4. Role of the Company in the Market
      5. Sustainability and Social Responsibility
      6. Operating Business Segments
      7. Product Portfolio
      8. Business Performance (Production Volume, Sales Volume, Sales Margin, Production Capacity, Capacity Utilization Rate)
      9. Key Strategic Moves And Recent Developments
      10. SWOT Analysis
    3. CYBERGLOVE SYSTEMS, INC. (US)
    4. META PLATFORMS INC. (US)
    5. MICROSOFT CORPORATION (US)
    6. SENSICS, INC. (US)
    7. HTC (TAIWAN)
    8. ALPHABET INC (US)
    9. SIXENSE ENTERPRISES, INC. (US)
    10. GOOGLE (US)
    11. ULTRALEAP LTD. (US)
    12. NVIDIA CORPORATION (U.S.)
    13. HAPTX INC. (US)
    14. QUALCOMM INCORPORATED (US)
    15. UNITY SOFTWARE INC. (US)
    16. EON REALITY (US)
    17. VUZIX (US)
    18. LEAP MOTION (US)
    19. SAMSUNG ELECTRONICS (SOUTH KOREA)
    20. BARCO NV (BELGIUM)
    21. SONY (JAPAN)
    22. HTC CORPORATION (CHINA)
  11. GLOBAL VIRTUAL REALITY MARKET BY REGION
    1. OVERVIEW
    2. NORTH AMERICA
      1. Key Market Trends, Growth Factors And Opportunities
      2. Impact Of Covid-19
      3. Key Manufacturers
      4. Historic And Forecasted Market Size By Component
      5. Historic And Forecasted Market Size By Technology
      6. Historic And Forecasted Market Size By Device Type
      7. Historic And Forecasted Market Size By End-user Industry
      8. Historic And Forecasted Market Size By Country
        1. USA
        2. Canada
        3. Mexico
    3. EASTERN EUROPE
      1. Key Market Trends, Growth Factors And Opportunities
      2. Impact Of Covid-19
      3. Key Manufacturers
      4. Historic And Forecasted Market Size By Segments
      5. Historic And Forecasted Market Size By Country
        1. Russia
        2. Bulgaria
        3. The Czech Republic
        4. Hungary
        5. Poland
        6. Romania
        7. Rest Of Eastern Europe
    4. WESTERN EUROPE
      1. Key Market Trends, Growth Factors And Opportunities
      2. Impact Of Covid-19
      3. Key Manufacturers
      4. Historic And Forecasted Market Size By Segments
      5. Historic And Forecasted Market Size By Country
        1. Germany
        2. United Kingdom
        3. France
        4. The Netherlands
        5. Italy
        6. Spain
        7. Rest Of Western Europe
    5. ASIA PACIFIC
      1. Key Market Trends, Growth Factors And Opportunities
      2. Impact Of Covid-19
      3. Key Manufacturers
      4. Historic And Forecasted Market Size By Segments
      5. Historic And Forecasted Market Size By Country
        1. China
        2. India
        3. Japan
        4. South Korea
        5. Malaysia
        6. Thailand
        7. Vietnam
        8. The Philippines
        9. Australia
        10. New-Zealand
        11. Rest Of APAC
    6. MIDDLE EAST & AFRICA
      1. Key Market Trends, Growth Factors And Opportunities
      2. Impact Of Covid-19
      3. Key Manufacturers
      4. Historic And Forecasted Market Size By Segments
      5. Historic And Forecasted Market Size By Country
        1. Turkey
        2. Bahrain
        3. Kuwait
        4. Saudi Arabia
        5. Qatar
        6. UAE
        7. Israel
        8. South Africa
    7. SOUTH AMERICA
      1. Key Market Trends, Growth Factors And Opportunities
      2. Impact Of Covid-19
      3. Key Manufacturers
      4. Historic And Forecasted Market Size By Segments
      5. Historic And Forecasted Market Size By Country
        1. Brazil
        2. Argentina
        3. Rest of South America
  12. INVESTMENT ANALYSIS
  13. ANALYST VIEWPOINT AND CONCLUSION
    1. Recommendations and Concluding Analysis
    2. Potential Market Strategies

 

Virtual Reality Market

Base Year:

2022

Forecast Period:

2023-2030

Historical Data:

2017 to 2022

Market Size in 2022:

USD 9.98 Bn.

Forecast Period 2023-30 CAGR:

27.92 %

Market Size in 2030:

USD 71.57 Bn.

Segments Covered:

By Component

  • Hardware
  • Software

By Technology

  • Semi & Fully Immersive
  • Non-immersive

By Device Type

  • Head Mounted Display (HMD)
  • VR Simulator
  • VR Glasses
  • Treadmills & Haptic Gloves

By End-user Industry

  • Media and Entertainment
  • Gaming
  • Retail
  • Healthcare
  • Military and Defense
  • Real Estate

By Region

  • North America (U.S., Canada, Mexico)
  • Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
  • Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Increasing the Use of Virtual Reality In Gaming And Entertainment Sectors

Key Market Restraints:

  • Health concerns relating to low resolution and lack of movement

Key Opportunities:

  • Penetration of HMDs in Healthcare and Architectural Applications

Companies Covered in the Report:

  • Oculus, CyberGlove Systems, Inc., Meta Platforms Inc., Microsoft Corporation, Sensics, Inc., and Other Major Players.

LIST OF TABLES

TABLE 001. EXECUTIVE SUMMARY
TABLE 002. VIRTUAL REALITY MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. VIRTUAL REALITY MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. VIRTUAL REALITY MARKET COMPETITIVE RIVALRY
TABLE 005. VIRTUAL REALITY MARKET THREAT OF NEW ENTRANTS
TABLE 006. VIRTUAL REALITY MARKET THREAT OF SUBSTITUTES
TABLE 007. VIRTUAL REALITY MARKET BY COMPONENT
TABLE 008. HARDWARE MARKET OVERVIEW (2016-2030)
TABLE 009. SOFTWARE MARKET OVERVIEW (2016-2030)
TABLE 010. VIRTUAL REALITY MARKET BY TECHNOLOGY
TABLE 011. SEMI & FULLY IMMERSIVE MARKET OVERVIEW (2016-2030)
TABLE 012. NON-IMMERSIVE MARKET OVERVIEW (2016-2030)
TABLE 013. VIRTUAL REALITY MARKET BY DEVICE TYPE
TABLE 014. HEAD MOUNTED DISPLAY (HMD) MARKET OVERVIEW (2016-2030)
TABLE 015. VR SIMULATOR MARKET OVERVIEW (2016-2030)
TABLE 016. VR GLASSES MARKET OVERVIEW (2016-2030)
TABLE 017. TREADMILLS & HAPTIC GLOVES MARKET OVERVIEW (2016-2030)
TABLE 018. VIRTUAL REALITY MARKET BY END-USER INDUSTRY
TABLE 019. MEDIA AND ENTERTAINMENT MARKET OVERVIEW (2016-2030)
TABLE 020. GAMING MARKET OVERVIEW (2016-2030)
TABLE 021. RETAIL MARKET OVERVIEW (2016-2030)
TABLE 022. HEALTHCARE MARKET OVERVIEW (2016-2030)
TABLE 023. MILITARY AND DEFENSE MARKET OVERVIEW (2016-2030)
TABLE 024. REAL ESTATE MARKET OVERVIEW (2016-2030)
TABLE 025. NORTH AMERICA VIRTUAL REALITY MARKET, BY COMPONENT (2016-2030)
TABLE 026. NORTH AMERICA VIRTUAL REALITY MARKET, BY TECHNOLOGY (2016-2030)
TABLE 027. NORTH AMERICA VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2030)
TABLE 028. NORTH AMERICA VIRTUAL REALITY MARKET, BY END-USER INDUSTRY (2016-2030)
TABLE 029. N VIRTUAL REALITY MARKET, BY COUNTRY (2016-2030)
TABLE 030. EASTERN EUROPE VIRTUAL REALITY MARKET, BY COMPONENT (2016-2030)
TABLE 031. EASTERN EUROPE VIRTUAL REALITY MARKET, BY TECHNOLOGY (2016-2030)
TABLE 032. EASTERN EUROPE VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2030)
TABLE 033. EASTERN EUROPE VIRTUAL REALITY MARKET, BY END-USER INDUSTRY (2016-2030)
TABLE 034. VIRTUAL REALITY MARKET, BY COUNTRY (2016-2030)
TABLE 035. WESTERN EUROPE VIRTUAL REALITY MARKET, BY COMPONENT (2016-2030)
TABLE 036. WESTERN EUROPE VIRTUAL REALITY MARKET, BY TECHNOLOGY (2016-2030)
TABLE 037. WESTERN EUROPE VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2030)
TABLE 038. WESTERN EUROPE VIRTUAL REALITY MARKET, BY END-USER INDUSTRY (2016-2030)
TABLE 039. VIRTUAL REALITY MARKET, BY COUNTRY (2016-2030)
TABLE 040. ASIA PACIFIC VIRTUAL REALITY MARKET, BY COMPONENT (2016-2030)
TABLE 041. ASIA PACIFIC VIRTUAL REALITY MARKET, BY TECHNOLOGY (2016-2030)
TABLE 042. ASIA PACIFIC VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2030)
TABLE 043. ASIA PACIFIC VIRTUAL REALITY MARKET, BY END-USER INDUSTRY (2016-2030)
TABLE 044. VIRTUAL REALITY MARKET, BY COUNTRY (2016-2030)
TABLE 045. MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY COMPONENT (2016-2030)
TABLE 046. MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY TECHNOLOGY (2016-2030)
TABLE 047. MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2030)
TABLE 048. MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET, BY END-USER INDUSTRY (2016-2030)
TABLE 049. VIRTUAL REALITY MARKET, BY COUNTRY (2016-2030)
TABLE 050. SOUTH AMERICA VIRTUAL REALITY MARKET, BY COMPONENT (2016-2030)
TABLE 051. SOUTH AMERICA VIRTUAL REALITY MARKET, BY TECHNOLOGY (2016-2030)
TABLE 052. SOUTH AMERICA VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2030)
TABLE 053. SOUTH AMERICA VIRTUAL REALITY MARKET, BY END-USER INDUSTRY (2016-2030)
TABLE 054. VIRTUAL REALITY MARKET, BY COUNTRY (2016-2030)
TABLE 055. OCULUS (US): SNAPSHOT
TABLE 056. OCULUS (US): BUSINESS PERFORMANCE
TABLE 057. OCULUS (US): PRODUCT PORTFOLIO
TABLE 058. OCULUS (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 058. CYBERGLOVE SYSTEMS: SNAPSHOT
TABLE 059. CYBERGLOVE SYSTEMS: BUSINESS PERFORMANCE
TABLE 060. CYBERGLOVE SYSTEMS: PRODUCT PORTFOLIO
TABLE 061. CYBERGLOVE SYSTEMS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 061. INC. (US): SNAPSHOT
TABLE 062. INC. (US): BUSINESS PERFORMANCE
TABLE 063. INC. (US): PRODUCT PORTFOLIO
TABLE 064. INC. (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 064. META PLATFORMS INC. (US): SNAPSHOT
TABLE 065. META PLATFORMS INC. (US): BUSINESS PERFORMANCE
TABLE 066. META PLATFORMS INC. (US): PRODUCT PORTFOLIO
TABLE 067. META PLATFORMS INC. (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 067. MICROSOFT CORPORATION (US): SNAPSHOT
TABLE 068. MICROSOFT CORPORATION (US): BUSINESS PERFORMANCE
TABLE 069. MICROSOFT CORPORATION (US): PRODUCT PORTFOLIO
TABLE 070. MICROSOFT CORPORATION (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 070. SENSICS: SNAPSHOT
TABLE 071. SENSICS: BUSINESS PERFORMANCE
TABLE 072. SENSICS: PRODUCT PORTFOLIO
TABLE 073. SENSICS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 073. INC. (US): SNAPSHOT
TABLE 074. INC. (US): BUSINESS PERFORMANCE
TABLE 075. INC. (US): PRODUCT PORTFOLIO
TABLE 076. INC. (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 076. ALPHABET INC (US): SNAPSHOT
TABLE 077. ALPHABET INC (US): BUSINESS PERFORMANCE
TABLE 078. ALPHABET INC (US): PRODUCT PORTFOLIO
TABLE 079. ALPHABET INC (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 079. SIXENSE ENTERPRISES: SNAPSHOT
TABLE 080. SIXENSE ENTERPRISES: BUSINESS PERFORMANCE
TABLE 081. SIXENSE ENTERPRISES: PRODUCT PORTFOLIO
TABLE 082. SIXENSE ENTERPRISES: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 082. INC. (US): SNAPSHOT
TABLE 083. INC. (US): BUSINESS PERFORMANCE
TABLE 084. INC. (US): PRODUCT PORTFOLIO
TABLE 085. INC. (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 085. GOOGLE (US): SNAPSHOT
TABLE 086. GOOGLE (US): BUSINESS PERFORMANCE
TABLE 087. GOOGLE (US): PRODUCT PORTFOLIO
TABLE 088. GOOGLE (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 088. ULTRALEAP LTD. (US): SNAPSHOT
TABLE 089. ULTRALEAP LTD. (US): BUSINESS PERFORMANCE
TABLE 090. ULTRALEAP LTD. (US): PRODUCT PORTFOLIO
TABLE 091. ULTRALEAP LTD. (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 091. NVIDIA CORPORATION (U.S.): SNAPSHOT
TABLE 092. NVIDIA CORPORATION (U.S.): BUSINESS PERFORMANCE
TABLE 093. NVIDIA CORPORATION (U.S.): PRODUCT PORTFOLIO
TABLE 094. NVIDIA CORPORATION (U.S.): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 094. HAPTX INC. (US): SNAPSHOT
TABLE 095. HAPTX INC. (US): BUSINESS PERFORMANCE
TABLE 096. HAPTX INC. (US): PRODUCT PORTFOLIO
TABLE 097. HAPTX INC. (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 097. QUALCOMM INCORPORATED (US): SNAPSHOT
TABLE 098. QUALCOMM INCORPORATED (US): BUSINESS PERFORMANCE
TABLE 099. QUALCOMM INCORPORATED (US): PRODUCT PORTFOLIO
TABLE 100. QUALCOMM INCORPORATED (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 100. UNITY SOFTWARE INC. (US): SNAPSHOT
TABLE 101. UNITY SOFTWARE INC. (US): BUSINESS PERFORMANCE
TABLE 102. UNITY SOFTWARE INC. (US): PRODUCT PORTFOLIO
TABLE 103. UNITY SOFTWARE INC. (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 103. EON REALITY (US): SNAPSHOT
TABLE 104. EON REALITY (US): BUSINESS PERFORMANCE
TABLE 105. EON REALITY (US): PRODUCT PORTFOLIO
TABLE 106. EON REALITY (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 106. VUZIX (US): SNAPSHOT
TABLE 107. VUZIX (US): BUSINESS PERFORMANCE
TABLE 108. VUZIX (US): PRODUCT PORTFOLIO
TABLE 109. VUZIX (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 109. LEAP MOTION (US): SNAPSHOT
TABLE 110. LEAP MOTION (US): BUSINESS PERFORMANCE
TABLE 111. LEAP MOTION (US): PRODUCT PORTFOLIO
TABLE 112. LEAP MOTION (US): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 112. SAMSUNG ELECTRONICS (SOUTH KOREA): SNAPSHOT
TABLE 113. SAMSUNG ELECTRONICS (SOUTH KOREA): BUSINESS PERFORMANCE
TABLE 114. SAMSUNG ELECTRONICS (SOUTH KOREA): PRODUCT PORTFOLIO
TABLE 115. SAMSUNG ELECTRONICS (SOUTH KOREA): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 115. BARCO NV (BELGIUM): SNAPSHOT
TABLE 116. BARCO NV (BELGIUM): BUSINESS PERFORMANCE
TABLE 117. BARCO NV (BELGIUM): PRODUCT PORTFOLIO
TABLE 118. BARCO NV (BELGIUM): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 118. SONY (JAPAN): SNAPSHOT
TABLE 119. SONY (JAPAN): BUSINESS PERFORMANCE
TABLE 120. SONY (JAPAN): PRODUCT PORTFOLIO
TABLE 121. SONY (JAPAN): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 121. HTC CORPORATION (CHINA): SNAPSHOT
TABLE 122. HTC CORPORATION (CHINA): BUSINESS PERFORMANCE
TABLE 123. HTC CORPORATION (CHINA): PRODUCT PORTFOLIO
TABLE 124. HTC CORPORATION (CHINA): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 124. OTHER MAJOR PLAYERS: SNAPSHOT
TABLE 125. OTHER MAJOR PLAYERS: BUSINESS PERFORMANCE
TABLE 126. OTHER MAJOR PLAYERS: PRODUCT PORTFOLIO
TABLE 127. OTHER MAJOR PLAYERS: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. VIRTUAL REALITY MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. VIRTUAL REALITY MARKET OVERVIEW BY COMPONENT
FIGURE 012. HARDWARE MARKET OVERVIEW (2016-2030)
FIGURE 013. SOFTWARE MARKET OVERVIEW (2016-2030)
FIGURE 014. VIRTUAL REALITY MARKET OVERVIEW BY TECHNOLOGY
FIGURE 015. SEMI & FULLY IMMERSIVE MARKET OVERVIEW (2016-2030)
FIGURE 016. NON-IMMERSIVE MARKET OVERVIEW (2016-2030)
FIGURE 017. VIRTUAL REALITY MARKET OVERVIEW BY DEVICE TYPE
FIGURE 018. HEAD MOUNTED DISPLAY (HMD) MARKET OVERVIEW (2016-2030)
FIGURE 019. VR SIMULATOR MARKET OVERVIEW (2016-2030)
FIGURE 020. VR GLASSES MARKET OVERVIEW (2016-2030)
FIGURE 021. TREADMILLS & HAPTIC GLOVES MARKET OVERVIEW (2016-2030)
FIGURE 022. VIRTUAL REALITY MARKET OVERVIEW BY END-USER INDUSTRY
FIGURE 023. MEDIA AND ENTERTAINMENT MARKET OVERVIEW (2016-2030)
FIGURE 024. GAMING MARKET OVERVIEW (2016-2030)
FIGURE 025. RETAIL MARKET OVERVIEW (2016-2030)
FIGURE 026. HEALTHCARE MARKET OVERVIEW (2016-2030)
FIGURE 027. MILITARY AND DEFENSE MARKET OVERVIEW (2016-2030)
FIGURE 028. REAL ESTATE MARKET OVERVIEW (2016-2030)
FIGURE 029. NORTH AMERICA VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2030)
FIGURE 030. EASTERN EUROPE VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2030)
FIGURE 031. WESTERN EUROPE VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2030)
FIGURE 032. ASIA PACIFIC VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2030)
FIGURE 033. MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2030)
FIGURE 034. SOUTH AMERICA VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2030)

Please Wait...

Frequently Asked Questions :

What would be the forecast period in the Virtual Reality Market research report?

The forecast period in the Virtual Reality Market research report is 2023-2030.

Who are the key players in the Virtual Reality Market?

Oculus (US), CyberGlove Systems, Inc. (US), Meta Platforms Inc. (US), Microsoft Corporation (US),    Sensics, Inc. (US), Alphabet Inc (US),              Sixense Enterprises, Inc. (US), Google (US), Ultraleap Ltd. (US), Nvidia Corporation (U.S.), HaptX Inc. (US), Qualcomm Incorporated (US), Unity Software Inc. (US), Eon Reality (US), Vuzix (US), Leap Motion (US), Samsung Electronics (South Korea), Barco NV (Belgium), Sony (Japan), HTC Corporation (China, and Other Major Players.

What are the segments of the Virtual Reality Market?

The Virtual Reality Market is segmented into Component, Technology, Device Type, End-user Industry, and region. By Component, the market is categorized into Hardware and software. By Technology, the market is categorized into Semi & Fully Immersive, Non-immersive. By Device Type, the market is categorized into head-mounted Display (HMD), VR Simulator, VR Glasses, Treadmills & Haptic Gloves. By End-user Industry, the market is categorized into Media and Entertainment, Gaming, Retail, Healthcare, Military and Defense, and Real Estate. By region, it is analyzed across North America (U.S.; Canada; Mexico), Eastern Europe (Bulgaria; The Czech Republic; Hungary; Poland; Romania; Rest of Eastern Europe), Western Europe (Germany; UK; France; Netherlands; Italy; Russia; Spain; Rest of Western Europe), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).

What is the Virtual Reality Market?

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Entertainment (particularly video games), education (such as medical or military training), and business (such as virtual meetings) are just a few examples of the applications for virtual reality. By allowing users to immerse themselves in a highly simulated environment, virtual reality technology has also revolutionized the gaming and entertainment industries. The market is expanding as a result of the growing use of virtual reality (VR) in instructional training for field workers, engineers, mechanics, pilots, members of the military, and technicians in a variety of industrial fields.

How big is the Virtual Reality Market?

The global Virtual Reality Market was valued at USD 9.98 Billion in 2022 and is expected to reach USD 71.57 Billion by the year 2030, at a CAGR of 27.92 %.