Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Immersive Virtual Reality Market by Type (Non-Immersion Virtual Reality, Half-Immersion Virtual Reality, Whole-Immersion Virtual Reality), By Application (Entertainment, Engineering, Education, Commercial, Other) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Immersive Virtual Reality Market by Type (Non-Immersion Virtual Reality, Half-Immersion Virtual Reality, Whole-Immersion Virtual Reality), By Application (Entertainment, Engineering, Education, Commercial, Other) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 322785 4200 Service & Software 377 210 Pages 4.7 (32)
                                          

Market Overview:


The global immersive virtual reality market is expected to grow at a CAGR of 27.5% during the forecast period from 2018 to 2030. The growth of the market can be attributed to the increasing demand for VR in entertainment, engineering, education, and commercial applications. In terms of type, the non-immersion VR segment is expected to hold a major share of the global immersive virtual reality market during the forecast period. However, whole-immersion VR is expected to grow at a higher CAGR than other types during the forecast period.


Global Immersive Virtual Reality Industry Outlook


Product Definition:


Immersive virtual reality is a technology that uses virtual reality headsets to create a simulated environment. This environment can be anything from a simple 3D space to an entire imaginary world. Immersive virtual reality is important because it allows people to experience things that they would not be able to experience in the real world. It can also be used for training and education, and as a tool for therapy and rehabilitation.


Non-Immersion Virtual Reality:


Non-immersion virtual reality (NI VR) is a technology that uses sight, sound, and other physical stimuli to create an experience without the need for any kind of hardware or equipment. It can be used with immersive virtual reality (IVR) technology to enhance the overall user experience. The major factor driving this market is increasing demand for cost-effective solutions in various application areas such as enterprise/corporate training & development, marketing & advertising, healthcare applications and consumer electronics among others.


Half-Immersion Virtual Reality:


Half-Immersion Virtual Reality (HI-VR) is a technology that blurs the line between physical and virtual reality. It's an immersive experience where the user wears special glasses or devices that provide both visual and tactile feedback in order to trick the brain into thinking it's experiencing real life situations.


Application Insights:


The entertainment segment dominated the global immersive virtual reality market, accounting for over 45% of the revenue share in 2017. The use of HAVR for film and television production is expected to increase significantly owing to its ability to create a realistic experience on set. Furthermore, live action VR films are being made with the help of this technology owing to advantages such as increased immersion and sense perception resulting in better storytelling.


The commercial application segment is expected register a significant growth rate over the forecast period due to increasing adoption by companies for advertising purposes or promoting their products through 360 degree videos or 3D images. For instance, Audi used HAVR technology during 2016 Formula E season finale at Brooklyn where visitors could have experienced what it feels like driving an Audi electric car around corners using nothing but their eyes and ears by moving them around different parts of car bodywork while listening/watching audio from various directions through headphones connected to device worn on head.


Regional Analysis:


North America dominated the global market in 2017. The region is expected to maintain its position during the forecast period. This can be attributed to increasing investments by companies, such as HTC, Google LLC, and Samsung Electronics Co., Ltd., among others. Furthermore, a higher percentage of smartphone users in North America contributes to regional growth. According to data published by Pew Research Center in 2018, 77% of American adults own a smartphone compared with 67% who own a desktop computer or laptop (2018).


Asia Pacific is anticipated to emerge as the fastest-growing regional market over the forecast period owing to technological advancements and increased adoption of new technologies across various industry verticals including entertainment & sports; education; tourism; engineering & construction; healthcare & medicine; media & entertainment industries coupled with rising disposable income levels especially among millennials are some factors driving this regional immersive virtual reality market growth (IMVR) demand from countries like China.


Growth Factors:


  • Increasing demand for VR headsets from gaming and entertainment industries
  • Growing popularity of VR content among users
  • Proliferation of affordable VR devices and platforms
  • Rising number of virtual reality applications in various sectors
  • Advances in virtual reality technology

Scope Of The Report

Report Attributes

Report Details

Report Title

Immersive Virtual Reality Market Research Report

By Type

Non-Immersion Virtual Reality, Half-Immersion Virtual Reality, Whole-Immersion Virtual Reality

By Application

Entertainment, Engineering, Education, Commercial, Other

By Companies

Facebook, Google, HTC, Microsoft, Magic Leap, Samsung, WorldViz, Marxent Labs, Unity Technologies, Snap, CastAR

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

210

Number of Tables & Figures

147

Customization Available

Yes, the report can be customized as per your need.


Global Immersive Virtual Reality Market Report Segments:

The global Immersive Virtual Reality market is segmented on the basis of:

Types

Non-Immersion Virtual Reality, Half-Immersion Virtual Reality, Whole-Immersion Virtual Reality

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Entertainment, Engineering, Education, Commercial, Other

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Facebook
  2. Google
  3. HTC
  4. Microsoft
  5. Magic Leap
  6. Samsung
  7. WorldViz
  8. Marxent Labs
  9. Unity Technologies
  10. Snap
  11. CastAR

Global Immersive Virtual Reality Market Overview


Highlights of The Immersive Virtual Reality Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Non-Immersion Virtual Reality
    2. Half-Immersion Virtual Reality
    3. Whole-Immersion Virtual Reality
  1. By Application:

    1. Entertainment
    2. Engineering
    3. Education
    4. Commercial
    5. Other
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Immersive Virtual Reality Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Immersive Virtual Reality Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Immersive virtual reality is a technology that creates an environment in which users can feel as if they are actually inside of a computer-generated scene. This technology can be used to create realistic 3D images, videos, and games. Immersive virtual reality headsets allow users to experience these environments directly on their eyes, rather than through a screen.

Some of the key players operating in the immersive virtual reality market are Facebook, Google, HTC, Microsoft, Magic Leap, Samsung, WorldViz, Marxent Labs, Unity Technologies, Snap, CastAR.

The immersive virtual reality market is expected to register a CAGR of 27.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Immersive Virtual Reality Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Immersive Virtual Reality Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Immersive Virtual Reality Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Immersive Virtual Reality Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Immersive Virtual Reality Market Size & Forecast, 2020-2028       4.5.1 Immersive Virtual Reality Market Size and Y-o-Y Growth       4.5.2 Immersive Virtual Reality Market Absolute $ Opportunity

Chapter 5 Global  Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2  Market Size Forecast by Type
      5.2.1 Non-Immersion Virtual Reality
      5.2.2 Half-Immersion Virtual Reality
      5.2.3 Whole-Immersion Virtual Reality
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2  Market Size Forecast by Applications
      6.2.1 Entertainment
      6.2.2 Engineering
      6.2.3 Education
      6.2.4 Commercial
      6.2.5 Other
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Immersive Virtual Reality Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Immersive Virtual Reality Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America  Analysis and Forecast
   9.1 Introduction
   9.2 North America  Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America  Market Size Forecast by Type
      9.6.1 Non-Immersion Virtual Reality
      9.6.2 Half-Immersion Virtual Reality
      9.6.3 Whole-Immersion Virtual Reality
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America  Market Size Forecast by Applications
      9.10.1 Entertainment
      9.10.2 Engineering
      9.10.3 Education
      9.10.4 Commercial
      9.10.5 Other
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe  Market Size Forecast by Type
      10.6.1 Non-Immersion Virtual Reality
      10.6.2 Half-Immersion Virtual Reality
      10.6.3 Whole-Immersion Virtual Reality
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe  Market Size Forecast by Applications
      10.10.1 Entertainment
      10.10.2 Engineering
      10.10.3 Education
      10.10.4 Commercial
      10.10.5 Other
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific  Market Size Forecast by Type
      11.6.1 Non-Immersion Virtual Reality
      11.6.2 Half-Immersion Virtual Reality
      11.6.3 Whole-Immersion Virtual Reality
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific  Market Size Forecast by Applications
      11.10.1 Entertainment
      11.10.2 Engineering
      11.10.3 Education
      11.10.4 Commercial
      11.10.5 Other
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America  Market Size Forecast by Type
      12.6.1 Non-Immersion Virtual Reality
      12.6.2 Half-Immersion Virtual Reality
      12.6.3 Whole-Immersion Virtual Reality
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America  Market Size Forecast by Applications
      12.10.1 Entertainment
      12.10.2 Engineering
      12.10.3 Education
      12.10.4 Commercial
      12.10.5 Other
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA)  Market Size Forecast by Type
      13.6.1 Non-Immersion Virtual Reality
      13.6.2 Half-Immersion Virtual Reality
      13.6.3 Whole-Immersion Virtual Reality
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA)  Market Size Forecast by Applications
      13.10.1 Entertainment
      13.10.2 Engineering
      13.10.3 Education
      13.10.4 Commercial
      13.10.5 Other
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Immersive Virtual Reality Market: Competitive Dashboard
   14.2 Global Immersive Virtual Reality Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Facebook
      14.3.2 Google
      14.3.3 HTC
      14.3.4 Microsoft
      14.3.5 Magic Leap
      14.3.6 Samsung
      14.3.7 WorldViz
      14.3.8 Marxent Labs
      14.3.9 Unity Technologies
      14.3.10 Snap
      14.3.11 CastAR

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