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.
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:
- HTC
- Microsoft
- Magic Leap
- Samsung
- WorldViz
- Marxent Labs
- Unity Technologies
- Snap
- CastAR
Highlights of The Immersive Virtual Reality Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Non-Immersion Virtual Reality
- Half-Immersion Virtual Reality
- Whole-Immersion Virtual Reality
- By Application:
- Entertainment
- Engineering
- Education
- Commercial
- Other
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- 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
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- Product & Brand Management
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- 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