Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Virtual Reality Market by Type (Non-Immersive Technology, Semi-Immersive and Fully Immersive Technologies), By Application (Consumer, Commercial, Aerospace and Defense, Medical, Industrial, Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Virtual Reality Market by Type (Non-Immersive Technology, Semi-Immersive and Fully Immersive Technologies), By Application (Consumer, Commercial, Aerospace and Defense, Medical, Industrial, Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 218803 3300 Consumer Goods 377 241 Pages 4.5 (41)
                                          

The global virtual reality market is expected to grow at a CAGR of around 30% during the forecast period. The market is driven by factors such as increasing demand for immersive technologies, growing adoption of VR in commercial and industrial applications, and rising investments in VR technology. NoImmersive Technology segment accounted for the largest share of the global virtual reality market in 2018. This segment is expected to continue its dominance throughout the forecast period owing to its low cost and ease of use. SemImmersive Technologies are expected to witness significant growth during the forecast period due to their ability to provide a more immersive experience than NoImmersive Technologies. Fully Immersive Technologies are also anticipated to grow significantly over the next few years owing to their high-quality graphics and sound effects that make them more realistic than other types of VR technologies. -The VR market is expected to grow from $5.2 billion in 2016 to $162 billion by 2020. -VR headsets are becoming more affordable and accessible, with the Oculus Rift priced at $599 and the HTC Vive priced at $799. -VR is being used for a variety of purposes, including education, healthcare, engineering, design and entertainment. For example, students can use VR to learn about historical events or medical students can use it for training on surgery procedures -VR has been used in therapy sessions for people with PTSD or phobias. It has also been used as a tool for treating addiction disorders such as alcoholism or smoking cessation -Virtual Reality is being used in engineering projects such as designing cars or airplanes without having to build physical prototypes first.

Industry Growth Insights published a new data on “Virtual Reality Market”. The research report is titled “Virtual Reality Market research by Types (Non-Immersive Technology, Semi-Immersive and Fully Immersive Technologies), By Applications (Consumer, Commercial, Aerospace and Defense, Medical, Industrial, Others), By Players/Companies Oculus VR, Sony, Samsung Electronics, HTC, EON Reality, Google, Microsoft, Vuzix, Cyberglove Systems, Sensics, Leap Motion, Sixense Entertainment”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Virtual Reality Market Research Report

By Type

Non-Immersive Technology, Semi-Immersive and Fully Immersive Technologies

By Application

Consumer, Commercial, Aerospace and Defense, Medical, Industrial, Others

By Companies

Oculus VR, Sony, Samsung Electronics, HTC, EON Reality, Google, Microsoft, Vuzix, Cyberglove Systems, Sensics, Leap Motion, Sixense Entertainment

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

241

Number of Tables & Figures

169

Customization Available

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


Global Virtual Reality Industry Outlook


Global Virtual Reality Market Report Segments:

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

Types

Non-Immersive Technology, Semi-Immersive and Fully Immersive Technologies

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

Consumer, Commercial, Aerospace and Defense, Medical, Industrial, 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. Oculus VR
  2. Sony
  3. Samsung Electronics
  4. HTC
  5. EON Reality
  6. Google
  7. Microsoft
  8. Vuzix
  9. Cyberglove Systems
  10. Sensics
  11. Leap Motion
  12. Sixense Entertainment

Global Virtual Reality Market Overview


Highlights of The 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-Immersive Technology
    2. Semi-Immersive and Fully Immersive Technologies
  1. By Application:

    1. Consumer
    2. Commercial
    3. Aerospace and Defense
    4. Medical
    5. Industrial
    6. 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 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 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?


Virtual reality is a technology that allows users to experience a simulated environment, typically one in which they are able to move around and interact with objects.

Some of the major players in the virtual reality market are Oculus VR, Sony, Samsung Electronics, HTC, EON Reality, Google, Microsoft, Vuzix, Cyberglove Systems, Sensics, Leap Motion, Sixense Entertainment.

The virtual reality market is expected to register a CAGR of 30%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Virtual Reality Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. Virtual Reality Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Virtual Reality Market - Supply Chain
   4.5. Global Virtual Reality Market Forecast
      4.5.1. Virtual Reality Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Virtual Reality Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Virtual Reality Market Absolute $ Opportunity

5. Global Virtual Reality Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. Virtual Reality Market Size and Volume Forecast by Type
      5.3.1. Non-Immersive Technology
      5.3.2. Semi-Immersive and Fully Immersive Technologies
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Virtual Reality Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. Virtual Reality Market Size and Volume Forecast by Application
      6.3.1. Consumer
      6.3.2. Commercial
      6.3.3. Aerospace and Defense
      6.3.4. Medical
      6.3.5. Industrial
      6.3.6. Others
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Virtual Reality Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. Virtual Reality Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global Virtual Reality Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. Virtual Reality Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global Virtual Reality Demand Share Forecast, 2019-2026

9. North America Virtual Reality Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America Virtual Reality Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America Virtual Reality Market Size and Volume Forecast by Application
      9.4.1. Consumer
      9.4.2. Commercial
      9.4.3. Aerospace and Defense
      9.4.4. Medical
      9.4.5. Industrial
      9.4.6. Others
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Virtual Reality Market Size and Volume Forecast by Type
      9.7.1. Non-Immersive Technology
      9.7.2. Semi-Immersive and Fully Immersive Technologies
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America Virtual Reality Demand Share Forecast, 2019-2026

10. Latin America Virtual Reality Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America Virtual Reality Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America Virtual Reality Market Size and Volume Forecast by Application
      10.4.1. Consumer
      10.4.2. Commercial
      10.4.3. Aerospace and Defense
      10.4.4. Medical
      10.4.5. Industrial
      10.4.6. Others
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Virtual Reality Market Size and Volume Forecast by Type
      10.7.1. Non-Immersive Technology
      10.7.2. Semi-Immersive and Fully Immersive Technologies
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America Virtual Reality Demand Share Forecast, 2019-2026

11. Europe Virtual Reality Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe Virtual Reality Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe Virtual Reality Market Size and Volume Forecast by Application
      11.4.1. Consumer
      11.4.2. Commercial
      11.4.3. Aerospace and Defense
      11.4.4. Medical
      11.4.5. Industrial
      11.4.6. Others
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Virtual Reality Market Size and Volume Forecast by Type
      11.7.1. Non-Immersive Technology
      11.7.2. Semi-Immersive and Fully Immersive Technologies
   11.8. Basis Point Sare (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe Virtual Reality Demand Share, 2019-2026

12. Asia Pacific Virtual Reality Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific Virtual Reality Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific Virtual Reality Market Size and Volume Forecast by Application
      12.4.1. Consumer
      12.4.2. Commercial
      12.4.3. Aerospace and Defense
      12.4.4. Medical
      12.4.5. Industrial
      12.4.6. Others
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Virtual Reality Market Size and Volume Forecast by Type
      12.7.1. Non-Immersive Technology
      12.7.2. Semi-Immersive and Fully Immersive Technologies
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific Virtual Reality Demand Share, 2019-2026

13. Middle East & Africa Virtual Reality Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa Virtual Reality Market Size and Volume 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. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa Virtual Reality Market Size and Volume Forecast by Application
      13.4.1. Consumer
      13.4.2. Commercial
      13.4.3. Aerospace and Defense
      13.4.4. Medical
      13.4.5. Industrial
      13.4.6. Others
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Virtual Reality Market Size and Volume Forecast by Type
      13.7.1. Non-Immersive Technology
      13.7.2. Semi-Immersive and Fully Immersive Technologies
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa Virtual Reality Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Virtual Reality Market: Market Share Analysis
   14.2. Virtual Reality Distributors and Customers
   14.3. Virtual Reality Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Oculus VR
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Sony
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. Samsung Electronics
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. HTC
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. EON Reality
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Google
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Microsoft
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. Vuzix
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Cyberglove Systems
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. Sensics
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. Leap Motion
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. Sixense Entertainment
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. COMPANY 13
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. COMPANY 14
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. COMPANY 15
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. COMPANY 16
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. COMPANY 17
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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