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 .
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:
- Starbreeze
- Vuzix
- HTC
- Sony
- Microsoft
- Meta
- Freefly
- Oculus
- Samsung
- Vive
- Avegant
- Razer
- Zeiss
- VisusVR
- FOVE
Highlights of The VR Equipment 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:
- Head Mounted Displays
- Head Trackers
- Motion Trackers
- 3D Controllers
- Data Gloves
- Haptic Devices
- Others
- By Application:
- Educational
- Industrial
- Medical
- Entertainment
- Others
- 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 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:
- 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
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?
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