Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global VR Equipment Market by Type (Head Mounted Displays, Head Trackers, Motion Trackers, 3D Controllers, Data Gloves, Haptic Devices, Others), By Application (Educational, Industrial, Medical, Entertainment, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global VR Equipment Market by Type (Head Mounted Displays, Head Trackers, Motion Trackers, 3D Controllers, Data Gloves, Haptic Devices, Others), By Application (Educational, Industrial, Medical, Entertainment, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 318212 4200 Machinery & Equipment 377 138 Pages 4.9 (38)
                                          

Market Overview:


The global VR equipment market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in the market can be attributed to factors such as the increasing demand for VR headsets and other VR equipment from various industries, rising adoption of VR technology in education and medical sectors, and growing popularity of VR gaming. However, high cost of ownership is one of the major restraints on the growth of this market. On the basis of type, head mounted displays (HMDs) are expected to account for a major share in the global VR equipment market during the forecast period. This can be attributed to their growing popularity among consumers owing to their ability to provide an immersive experience. HMDs are followed by head trackers, motion trackers, 3D controllers, data gloves, haptic devices and others. On account of their growing demand from industrial sector for training and simulation purposes, motion trackers are expected to witness highest CAGR during 2018-2030. Based on application area Education is anticipated hold lion’s share in terms revenue generated by global virtual reality (VR) Equipment Market over next decade . Industrial sector would also exhibit healthy growth due increasing use cases across automotive manufacturing , aerospace & defense , oil & gas etc .


Global VR Equipment Industry Outlook


Product Definition:


VR equipment is a type of technology that allows users to experience and interact with simulated environments. VR equipment can be used for gaming, training, and other purposes.


Head Mounted Displays:


Head-mounted displays are devices that are mounted on the user's head, typically to provide a virtual view of what the user is seeing in the real world. They can be used with various types of virtual reality equipment such as smartphones and headsets. The technology has been around for more than two decades but only recently have manufacturers started producing commercial VR HMDs; due to their high costs and complex designs.


Head Trackers:


Head trackers are sensors that are mounted on the headset and help in maintaining the orientation of users. They work by detecting movement of the user’s head with respect to the device, which helps in providing an enhanced experience. The technology is similar to that used for optical tracking cameras used in video games, which helps keep objects within view even when users move their heads slightly or turn their bodies while wearing headsets.


Application Insights:


The industrial application segment accounted for the largest revenue share in 2017 and is projected to expand at a CAGR of XX% over the forecast period. The growth can be attributed to factors such as increasing adoption of VR technology in industries such as construction, automotive, manufacturing, and engineering among others. Furthermore, rising demand for high-end headsets owing to their ability to provide enhanced visual experience is also expected fuel industry growth during the study period.


The medical segment accounted for a significant revenue share in 2017 due to growing usage of VR technology by surgeons & doctors worldwide for training purposes or simulating surgical procedures on patients¢â‚¬â„¢ body parts before conducting an actual surgery.


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 in HMDs, head trackers, and motion trackers by companies for their research projects and development activities. Moreover, growing adoption of these technologies across various industries such as healthcare & medical, defense & military is also contributing towards regional growth.


Asia Pacific is anticipated to emerge as the fastest-growing regional market over the forecast period owing to rising demand from countries such as China and Japan coupled with increased spending on entertainment applications within this region. Furthermore, increasing number of trade shows being held in Asia Pacific countries are driving consumer awareness regarding new technologies including VR equipment which will further boost industry growth over next eight years  to  2030).


Growth Factors:


  • Increasing demand for VR equipment from the gaming industry as it offers an immersive experience to the players.
  • Growing popularity of VR content among consumers, which is encouraging them to invest in VR devices.
  • Proliferation of affordable VR devices and accessories that are making the technology more accessible to a wider audience.
  • Rising number of start-ups and venture capitalists investing in development of new VR applications and products.
  • Increasing use of VR technology by businesses for marketing, training, and product demonstrations purposes

Scope Of The Report

Report Attributes

Report Details

Report Title

VR Equipment Market Research Report

By Type

Head Mounted Displays, Head Trackers, Motion Trackers, 3D Controllers, Data Gloves, Haptic Devices, Others

By Application

Educational, Industrial, Medical, Entertainment, Others

By Companies

Starbreeze, Google, Vuzix, HTC, Sony, Microsoft, Meta, Freefly, Oculus, Samsung, Vive, Avegant, Razer, Zeiss, VisusVR, FOVE

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

138

Number of Tables & Figures

97

Customization Available

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


Global VR Equipment Market Report Segments:

The global VR Equipment market is segmented on the basis of:

Types

Head Mounted Displays, Head Trackers, Motion Trackers, 3D Controllers, Data Gloves, Haptic Devices, Others

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

Educational, Industrial, Medical, Entertainment, Others

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. Starbreeze
  2. Google
  3. Vuzix
  4. HTC
  5. Sony
  6. Microsoft
  7. Meta
  8. Freefly
  9. Oculus
  10. Samsung
  11. Vive
  12. Avegant
  13. Razer
  14. Zeiss
  15. VisusVR
  16. FOVE

Global VR Equipment Market Overview


Highlights of The VR Equipment 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. Head Mounted Displays
    2. Head Trackers
    3. Motion Trackers
    4. 3D Controllers
    5. Data Gloves
    6. Haptic Devices
    7. Others
  1. By Application:

    1. Educational
    2. Industrial
    3. Medical
    4. Entertainment
    5. Others
  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 VR Equipment 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:

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  • Market Entry Strategies
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Global VR Equipment 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?


VR equipment refers to any device or software that can be used to create a virtual reality experience. This could include devices like headsets, controllers, and computers.

Some of the major players in the vr equipment market are Starbreeze, Google, Vuzix, HTC, Sony, Microsoft, Meta, Freefly, Oculus, Samsung, Vive, Avegant, Razer, Zeiss, VisusVR, FOVE.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 VR Equipment 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 VR Equipment Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 VR Equipment 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 VR Equipment 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 VR Equipment Market Size & Forecast, 2020-2028       4.5.1 VR Equipment Market Size and Y-o-Y Growth       4.5.2 VR Equipment 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 Head Mounted Displays
      5.2.2 Head Trackers
      5.2.3 Motion Trackers
      5.2.4 3D Controllers
      5.2.5 Data Gloves
      5.2.6 Haptic Devices
      5.2.7 Others
   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 Educational
      6.2.2 Industrial
      6.2.3 Medical
      6.2.4 Entertainment
      6.2.5 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global VR Equipment 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 VR Equipment 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 Head Mounted Displays
      9.6.2 Head Trackers
      9.6.3 Motion Trackers
      9.6.4 3D Controllers
      9.6.5 Data Gloves
      9.6.6 Haptic Devices
      9.6.7 Others
   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 Educational
      9.10.2 Industrial
      9.10.3 Medical
      9.10.4 Entertainment
      9.10.5 Others
   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 Head Mounted Displays
      10.6.2 Head Trackers
      10.6.3 Motion Trackers
      10.6.4 3D Controllers
      10.6.5 Data Gloves
      10.6.6 Haptic Devices
      10.6.7 Others
   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 Educational
      10.10.2 Industrial
      10.10.3 Medical
      10.10.4 Entertainment
      10.10.5 Others
   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 Head Mounted Displays
      11.6.2 Head Trackers
      11.6.3 Motion Trackers
      11.6.4 3D Controllers
      11.6.5 Data Gloves
      11.6.6 Haptic Devices
      11.6.7 Others
   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 Educational
      11.10.2 Industrial
      11.10.3 Medical
      11.10.4 Entertainment
      11.10.5 Others
   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 Head Mounted Displays
      12.6.2 Head Trackers
      12.6.3 Motion Trackers
      12.6.4 3D Controllers
      12.6.5 Data Gloves
      12.6.6 Haptic Devices
      12.6.7 Others
   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 Educational
      12.10.2 Industrial
      12.10.3 Medical
      12.10.4 Entertainment
      12.10.5 Others
   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 Head Mounted Displays
      13.6.2 Head Trackers
      13.6.3 Motion Trackers
      13.6.4 3D Controllers
      13.6.5 Data Gloves
      13.6.6 Haptic Devices
      13.6.7 Others
   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 Educational
      13.10.2 Industrial
      13.10.3 Medical
      13.10.4 Entertainment
      13.10.5 Others
   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 VR Equipment Market: Competitive Dashboard
   14.2 Global VR Equipment Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Starbreeze
      14.3.2 Google
      14.3.3 Vuzix
      14.3.4 HTC
      14.3.5 Sony
      14.3.6 Microsoft
      14.3.7 Meta
      14.3.8 Freefly
      14.3.9 Oculus
      14.3.10 Samsung
      14.3.11 Vive
      14.3.12 Avegant
      14.3.13 Razer
      14.3.14 Zeiss
      14.3.15 VisusVR
      14.3.16 FOVE

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