Virtual Reality Market Size, Share, and Analysis, By Device (Head-mounted Display, Gesture-tracking Device, Projectors & Display Wall), By Component (Hardware, Software), By Technology (Semi & Fully Immersive, Non-immersive), By Application (Aerospace & Defense, Consumer, Commercial, Enterprise, Healthcare, Others) and By Region (North America, Europe, Asia-Pacific, And Rest of the World) And Regional Forecast 2024-2034

October 2024 | 383 pages | ID: VAE0526283C1EN
Fatpos Global

US$ 4,950.00

E-mail Delivery (PDF)

Download PDF Leaflet

Accepted cards
Wire Transfer
Checkout Later
Need Help? Ask a Question
Virtual Reality Market Size, Share, and Analysis, By Device (Head-mounted Display, Gesture-tracking Device, Projectors & Display Wall), By Component (Hardware, Software), By Technology (Semi & Fully Immersive, Non-immersive), By Application (Aerospace & Defense, Consumer, Commercial, Enterprise, Healthcare, Others) and By Region (North America, Europe, Asia-Pacific, And Rest of the World) And Regional Forecast 2024-2034

PRODUCT OVERVIEW

Virtual Reality Market is anticipated t%li%grow at a CAGR of 23.6% in the forecast period (2024-2034), with the market size valued at USD 28.3 billion in 2023 and projected t%li%reach USD 291.5 billion by 2034.

Virtual reality refers t%li%a computer-generated environment that immerses users in a simulated world and allows them t%li%interact with it. In virtual reality, individuals are transported int%li%digitally produced settings using specially designed headsets, that allow them t%li%interact with objects as if they were physically present. In addition, VR technology uses several senses, such as sight, hearing, and touch, t%li%create an illusion of reality. Its applications include multiple industries, such as entertainment, gaming, education, training, and therapy. Furthermore, by providing users with a sense of presence in virtual environments, VR has the potential t%li%transform how we engage with digital content and unlock new possibilities. Thus, VR technology will improve the learning experience by offering an interactive environment that was previously inaccessible.

MARKET HIGHLIGHTS

Virtual Reality Market is anticipated t%li%reach USD 291.5 billion, growing at a CAGR of 23.6% during the forecast period, due t%li%its diverse applications across industries and continuous technological improvements. The applications of VR technology are well recognized. Virtual reality is widely used in entertainment, healthcare, education, automotive, real estate, and manufacturing sectors. In addition, innovations in VR hardware, such as headsets and software platforms, are continuously improving user experiences. Moreover, strategic collaborations between major tech companies and start-ups are nurturing innovation in the industry. The COVID-19 pandemic has further accelerated the adoption of VR for remote work and virtual meetings, which contribute t%li%the growth of the market. Besides, increasing consumer interest in gaming and entertainment is promoting the demand for VR products and content.

Virtual Reality Market Segments:
  • By Device
  • Head-mounted Display
  • Gesture-tracking Device
  • Projectors & Display Wall
  • By Component
  • Hardware
  • Software
  • By Technology
  • Semi & Fully Immersive
  • Non-immersive
  • By Application
  • Aerospace & Defense
  • Consumer
  • Commercial
  • Enterprise
  • Healthcare
  • Others
MARKET DYNAMICS

Growth Drivers

Developments in Technology t%li%Support the Expansion of the Virtual Reality Industry

Increasing Demand for Immersive Experiences t%li%Improve the Growth of VR Market

Restraint

High Cost of VR Gear and Software will Hamper Market Expansion

Key Players
  • HTC Corporation
  • Meta
  • Sony Corporation
  • Samsung Electronics Co., Ltd.
  • Microsoft Corporation
  • Google LLC
    • Lenov%li%Group Limited
  • Valve Corporation
  • Magic Leap, Inc.
  • VIVE Corporation
  • NVIDIA Corporation
  • Unity Technologies
  • PTC Inc.
  • Marxent Labs LLC
  • Qualcomm Technologies, Inc.
  • Other Prominent Players (Company Overview, Business Strategy, Key Product Offerings, Financial Performance, Key Performance Indicators, Risk Analysis, Recent Development, Regional Presence, SWOT Analysis)
Global Laboratory Temperature Control Units Market is further segmented by region into:
  • North America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAG.R – United States and Canada
  • Latin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Mexico, Argentina, Brazil and Rest of Latin America
  • Europe Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United Kingdom, France, Germany, Italy, Spain, Belgium, Hungary, Luxembourg, Netherlands, Poland, NORDIC, Russia, Turkey and Rest of Europe
  • Asia Pacific Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – India, China, South Korea, Japan, Malaysia, Indonesia, New Zealand, Australia and Rest of APAC
  • Middle East and Africa Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – North Africa, Israel, GCC, South Africa and Rest of MENA
Reasons t%li%Purchase this Report
  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) data for each segment and sub-segment
      • Indicates the region and segment that is expected t%li%witness the fastest growth as well as t%li%dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
    • The current as well as the future market outlook of the industry with respect t%li%recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
    • Provides insight int%li%the market through Value Chain
    • Market dynamics scenario, along with growth opportunities of the market in the years t%li%come
  • 3-month post-sales analyst support.
1. EXECUTIVE SUMMARY

1.1.Regional Market Share
1.2. Business Trends
1.3.Virtual Reality Market: COVID-19 Outbreak
1.4.Regional Trends
1.5. Segmentation Snapshot

2. RESEARCH METHODOLOGY

2.1. Research Objective
2.2.Research Approach
2.3.Data Sourcing and Methodology
2.4. Primary Research
2.5. Secondary Research
  2.5.1. Paid Sources
  2.5.2.Public Sources
2.6.Market Size Estimation and Data Triangulation

3. MARKET CHARACTERISTICS

3.1. Market Definition
3.2.Virtual Reality Market: COVID-19 Impact
3.3.Key Segmentations
3.4. Key Developments
3.5. Allied Industry Data

4. VIRTUAL REALITY MARKET – INDUSTRY INSIGHTS

4.1.Industry Segmentation
4.2. COVID-19 overview of world economy
4.3. Industry ecosystem Channel Analysis
4.4. Innovation & Sustainability

5. MACROECONOMIC INDICATORS

6. RECENT DEVELOPMENTS

7.MARKET DYNAMICS

7.1. Introduction
7.2.Growth Drivers
7.3.Market Opportunities
7.4. Market Restraints
7.5.Market Trends

8. RISK ANALYSIS

9. MARKET ANALYSIS

9.1. Porter's Five Forces
9.2.PEST Analysis
  9.2.1. Political
  9.2.2.Economic
  9.2.3.Social
  9.2.4.Technological

10. VIRTUAL REALITY MARKET

10.1.Overview
10.2. Historical Analysis (2019-2022)
  10.2.1. Market Size, Y-o-Y Growth (%) and Market Forecast

11.VIRTUAL REALITY MARKET SIZE & FORECAST 2024A-2034F

11.1.Overview
11.2. Key Findings
11.3. Market Segmentation
  11.3.1.By Device
    11.3.1.1. Head-mounted Display
      11.3.1.1.1. By Value (USD Million) 2024-2034F
      11.3.1.1.2.Market Share (%) 2024-2034F
      11.3.1.1.3.Y-o-Y Growth (%) 2024-2034F
    11.3.1.2.Gesture-tracking Device
      11.3.1.2.1.By Value (USD Million) 2024-2034F
      11.3.1.2.2. Market Share (%) 2024-2034F
      11.3.1.2.3. Y-o-Y Growth (%) 2024-2034
    11.3.1.3.Projectors & Display Wall
      11.3.1.3.1.By Value (USD Million) 2024-2034F
      11.3.1.3.2. Market Share (%) 2024-2034F
      11.3.1.3.3. Y-o-Y Growth (%) 2024-2034F
  11.3.2. By Component
    11.3.2.1.Hardware
      11.3.2.1.1.By Value (USD Million) 2024-2034F
      11.3.2.1.2. Market Share (%) 2024-2034F
      11.3.2.1.3. Y-o-Y Growth (%) 2024-2034F
    11.3.2.2. Software
      11.3.2.2.1. By Value (USD Million) 2024-2034F
      11.3.2.2.2.Market Share (%) 2024-2034F
      11.3.2.2.3.Y-o-Y Growth (%) 2024-2034F
  11.3.3. By Technology
    11.3.3.1.Semi & Fully Immersive
      11.3.3.1.1.By Value (USD Million) 2024-2034F
      11.3.3.1.2. Market Share (%) 2024-2034F
      11.3.3.1.3. Y-o-Y Growth (%) 2024-2034F
    11.3.3.2. Non-immersive
      11.3.3.2.1. By Value (USD Million) 2024-2034F
      11.3.3.2.2.Market Share (%) 2024-2034F
      11.3.3.2.3.Y-o-Y Growth (%) 2024-2034F
  11.3.4. By Distribution Channels
    11.3.4.1.Aerospace & Defense
      11.3.4.1.1.By Value (USD Million) 2024-2034F
      11.3.4.1.2. Market Share (%) 2024-2034F
      11.3.4.1.3. Y-o-Y Growth (%) 2024-2034F
    11.3.4.2. Consumer
      11.3.4.2.1. By Value (USD Million) 2024-2034F
      11.3.4.2.2.Market Share (%) 2024-2034F
      11.3.4.2.3. Y-o-Y Growth (%) 2024-2034F
    11.3.4.3. Commercial
      11.3.4.3.1. By Value (USD Million) 2024-2034F
      11.3.4.3.2. Market Share (%) 2024-2034F
      11.3.4.3.3. Y-o-Y Growth (%) 2024-2034F
    11.3.4.4. Enterprise
      11.3.4.4.1.By Value (USD Million) 2024-2034F
      11.3.4.4.2. Market Share (%) 2024-2034F
      11.3.4.4.3. Y-o-Y Growth (%) 2024-2034F
    11.3.4.5. Healthcare
      11.3.4.5.1.By Value (USD Million) 2024-2034F
      11.3.4.5.2. Market Share (%) 2024-2034F
      11.3.4.5.3. Y-o-Y Growth (%) 2024-2034F
    11.3.4.6. Others
      11.3.4.6.1. By Value (USD Million) 2024-2034F
      11.3.4.6.2.Market Share (%) 2024-2034F
      11.3.4.6.3.Y-o-Y Growth (%) 2024-2034F

12. NORTH AMERICA VIRTUAL REALITY MARKET SIZE & FORECAST 2024A-2034F

12.1. Overview
12.2. Key Findings
12.3. Market Segmentation
  12.3.1. By Device
  12.3.2.By Component
  12.3.3.By Technology
  12.3.4.By Application
12.4. Country
  12.4.1. United States
  12.4.2.Canada

13. EUROPE VIRTUAL REALITY MARKET SIZE & FORECAST 2024A-2034F

13.1. Overview
13.2. Key Findings
13.3. Market Segmentation
  13.3.1. By Device
  13.3.2.By Component
  13.3.3.By Technology
  13.3.4.By Application
13.4. Country
  13.4.1.Germany
  13.4.2.United Kingdom
  13.4.3.France
  13.4.4. Italy
  13.4.5.Spain
  13.4.6.Russia
  13.4.7.Rest of Europe (BENELUX, NORDIC, Hungary, Turkey & Poland)

14. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE & FORECAST 2024A-2034F

14.1.Overview
14.2. Key Findings
14.3. Market Segmentation
  14.3.1. By Device
  14.3.2.By Component
  14.3.3.By Technology
  14.3.4. By Application
14.4. Country
  14.4.1. India
  14.4.2.China
  14.4.3. South Korea
  14.4.4. Japan
  14.4.5. Rest of APAC

15. MIDDLE EAST AND AFRICA VIRTUAL REALITY MARKET SIZE & FORECAST 2024A-2034F

15.1.Overview
15.2. Key Findings
15.3. Market Segmentation
  15.3.1. By Device
  15.3.2.By Component
  15.3.3.By Technology
  15.3.4.By Application
15.4. Country
  15.4.1. Israel
  15.4.2.GCC
  15.4.3.North Africa
  15.4.4. South Africa
  15.4.5.Rest of Middle East and Africa

16. LATIN AMERICA VIRTUAL REALITY MARKET SIZE & FORECAST 2024A-2034F

16.1. Overview
16.2. Key Findings
16.3. Market Segmentation
  16.3.1. By Device
  16.3.2.By Component
  16.3.3.By Technology
  16.3.4.By Application
16.4. Country
  16.4.1. Mexico
  16.4.2.Brazil
  16.4.3.Rest of Latin America

17. COMPETITIVE LANDSCAPE

17.1. Company market share, 2023
17.2.Key player overview
17.3. Key stakeholders

18. COMPANY PROFILES

18.1. HTC Corporation
  18.1.1.Company Overview
  18.1.2.Financial Overview
  18.1.3.Key Product; Analysis
  18.1.4.Company Assessment
    18.1.4.1.Product Portfolio
    18.1.4.2. Key Clients
    18.1.4.3. Market Share
    18.1.4.4. Recent News & Development (Last 3 Yrs.)
    18.1.4.5. Executive Team
18.2.Meta
18.3.Sony Corporation
18.4. Samsung Electronics Co., Ltd.
18.5.Microsoft Corporation
18.6.Google LLC
18.7.Lenovo Group Limited
18.8. Valve Corporation
18.9.Magic Leap, Inc.
18.10. VIVE Corporation
18.11. NVIDIA Corporation
18.12. Unity Technologies
18.13. PTC Inc.
18.14. Marxent Labs LLC
18.15.Qualcomm Technologies, Inc.
18.16. Other Prominent Players

19. APPENDIX

20.CONSULTANT RECOMMENDATION



More Publications