Europe Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity
Europe virtual reality (VR) market was valued at $6.92 billion in 2022 and will grow by 27.1% annually over 2022-2032, driven by the growing R&D investment, fast evolving technologies, the rising smartphone customer base, and the increasing applications of virtual reality across various industries.
Highlighted with 37 tables and 65 figures, this 130-page report “Europe Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe virtual reality (VR) market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
Based on Offering, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co., Ltd.
Sixense Entertainment, Inc.
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
Highlighted with 37 tables and 65 figures, this 130-page report “Europe Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe virtual reality (VR) market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
- Market Structure
- Growth Drivers
- Restraints and Challenges
- Emerging Product Trends & Market Opportunities
- Porter’s Fiver Forces
Based on Offering, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
- Hardware
- Sensors
- Semiconductor Component
- Displays and Projectors
- Position Trackers
- Cameras
- Other Hardware
- Software
- Software Developer Kits
- Cloud-based Solutions
- Services
- Nonimmersive Technology
- Semi-Immersive Technology
- Fully Immersive Technology
- Head-Mounted Display (HMD)
- Gesture-Tracking Device
- Projector & Display Wall
- Mobile VR
- Console VR
- PC VR
- Gaming
- Entertainment & Media
- Aerospace & Defense
- Healthcare
- Education
- Automotive
- Retail & Marketing
- Other Verticals
- Consumer
- Enterprise
- Large Enterprises
- Small- & Medium-sized Enterprises (SMEs)
- Germany
- UK
- France
- Spain
- Italy
- Netherlands
- Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co., Ltd.
Sixense Entertainment, Inc.
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
1 INTRODUCTION
1.1 Industry Definition and Research Scope
1.1.1 Industry Definition
1.1.2 Research Scope
1.2 Research Methodology
1.2.1 Overview of Market Research Methodology
1.2.2 Market Assumption
1.2.3 Secondary Data
1.2.4 Primary Data
1.2.5 Data Filtration and Model Design
1.2.6 Market Size/Share Estimation
1.2.7 Research Limitations
1.3 Executive Summary
2 MARKET OVERVIEW AND DYNAMICS
2.1 Market Size and Forecast
2.1.1 Impact of COVID-19 on World Economy
2.1.2 Impact of COVID-19 on the Market
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Fiver Forces Analysis
3 SEGMENTATION OF EUROPE MARKET BY OFFERING
3.1 Market Overview by Offering
3.2 Hardware
3.2.1 Sensors
3.2.2 Semiconductor Component
3.2.3 Displays and Projectors
3.2.4 Position Trackers
3.2.5 Cameras
3.2.6 Other Hardware
3.3 Software
3.3.1 Software Developer Kits
3.3.2 Cloud-based Solutions
3.4 Services
4 SEGMENTATION OF EUROPE MARKET BY TECHNOLOGY
4.1 Market Overview by Technology
4.2 Nonimmersive Technology
4.3 Semi-Immersive Technology
4.4 Fully Immersive Technology
5 SEGMENTATION OF EUROPE MARKET BY DEVICE
5.1 Market Overview by Device
5.2 Head-Mounted Display (HMD)
5.3 Gesture-Tracking Device
5.4 Projector & Display Wall
6 SEGMENTATION OF EUROPE MARKET BY PLATFORM
6.1 Market Overview by Platform
6.2 Mobile VR
6.3 Console VR
6.4 PC VR
7 SEGMENTATION OF EUROPE MARKET BY INDUSTRY VERTICAL
7.1 Market Overview by Industry Vertical
7.2 Gaming
7.3 Entertainment & Media
7.4 Aerospace & Defense
7.5 Healthcare
7.6 Education
7.7 Automotive
7.8 Retail & Marketing
7.9 Other Verticals
8 SEGMENTATION OF EUROPE MARKET BY END USER
8.1 Market Overview by End User
8.2 Consumer
8.3 Enterprise
8.3.1 Large Enterprises
8.3.2 Small- & Medium-sized Enterprises (SMEs)
9 EUROPEAN MARKET 2022-2032 BY COUNTRY
9.1 Overview of European Market
9.2 Germany
9.3 U.K.
9.4 France
9.5 Spain
9.6 Italy
9.7 Netherlands
9.8 Rest of European Market
10 COMPETITIVE LANDSCAPE
10.1 Overview of Key Vendors
10.2 New Product Launch, Partnership, Investment, and M&A
10.3 Company Profiles
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co., Ltd.
Sixense Entertainment, Inc.
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd.
RELATED REPORTS
1.1 Industry Definition and Research Scope
1.1.1 Industry Definition
1.1.2 Research Scope
1.2 Research Methodology
1.2.1 Overview of Market Research Methodology
1.2.2 Market Assumption
1.2.3 Secondary Data
1.2.4 Primary Data
1.2.5 Data Filtration and Model Design
1.2.6 Market Size/Share Estimation
1.2.7 Research Limitations
1.3 Executive Summary
2 MARKET OVERVIEW AND DYNAMICS
2.1 Market Size and Forecast
2.1.1 Impact of COVID-19 on World Economy
2.1.2 Impact of COVID-19 on the Market
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Fiver Forces Analysis
3 SEGMENTATION OF EUROPE MARKET BY OFFERING
3.1 Market Overview by Offering
3.2 Hardware
3.2.1 Sensors
3.2.2 Semiconductor Component
3.2.3 Displays and Projectors
3.2.4 Position Trackers
3.2.5 Cameras
3.2.6 Other Hardware
3.3 Software
3.3.1 Software Developer Kits
3.3.2 Cloud-based Solutions
3.4 Services
4 SEGMENTATION OF EUROPE MARKET BY TECHNOLOGY
4.1 Market Overview by Technology
4.2 Nonimmersive Technology
4.3 Semi-Immersive Technology
4.4 Fully Immersive Technology
5 SEGMENTATION OF EUROPE MARKET BY DEVICE
5.1 Market Overview by Device
5.2 Head-Mounted Display (HMD)
5.3 Gesture-Tracking Device
5.4 Projector & Display Wall
6 SEGMENTATION OF EUROPE MARKET BY PLATFORM
6.1 Market Overview by Platform
6.2 Mobile VR
6.3 Console VR
6.4 PC VR
7 SEGMENTATION OF EUROPE MARKET BY INDUSTRY VERTICAL
7.1 Market Overview by Industry Vertical
7.2 Gaming
7.3 Entertainment & Media
7.4 Aerospace & Defense
7.5 Healthcare
7.6 Education
7.7 Automotive
7.8 Retail & Marketing
7.9 Other Verticals
8 SEGMENTATION OF EUROPE MARKET BY END USER
8.1 Market Overview by End User
8.2 Consumer
8.3 Enterprise
8.3.1 Large Enterprises
8.3.2 Small- & Medium-sized Enterprises (SMEs)
9 EUROPEAN MARKET 2022-2032 BY COUNTRY
9.1 Overview of European Market
9.2 Germany
9.3 U.K.
9.4 France
9.5 Spain
9.6 Italy
9.7 Netherlands
9.8 Rest of European Market
10 COMPETITIVE LANDSCAPE
10.1 Overview of Key Vendors
10.2 New Product Launch, Partnership, Investment, and M&A
10.3 Company Profiles
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co., Ltd.
Sixense Entertainment, Inc.
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd.
RELATED REPORTS
LIST OF TABLES
Table 1. Snapshot of Europe Virtual Reality Market in Balanced Perspective, 2022-2032
Table 2. World Economic Outlook, 2021-2031
Table 3. World Economic Outlook, 2021-2023
Table 4. Scenarios for Economic Impact of Ukraine Crisis
Table 5. Main Product Trends and Market Opportunities in Europe Virtual Reality Market
Table 6. Europe Virtual Reality Market by Offering, 2022-2032, $ mn
Table 7. Europe Virtual Reality Market: Hardware by Type, 2022-2032, $ mn
Table 8. Europe Virtual Reality Market: Software by Type, 2022-2032, $ mn
Table 9. Europe Virtual Reality Market by Technology, 2022-2032, $ mn
Table 10. Europe Virtual Reality Market by Device, 2022-2032, $ mn
Table 11. Europe Virtual Reality Market by Platform, 2022-2032, $ mn
Table 12. Europe Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 13. Europe Virtual Reality Market by End User, 2022-2032, $ mn
Table 14. Europe Virtual Reality Market: Enterprise by Type, 2022-2032, $ mn
Table 15. Europe Virtual Reality Market by Country, 2022-2032, $ mn
Table 16. Germany Virtual Reality Market by Technology, 2022-2032, $ mn
Table 17. Germany Virtual Reality Market by Device, 2022-2032, $ mn
Table 18. Germany Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 19. U.K. Virtual Reality Market by Technology, 2022-2032, $ mn
Table 20. U.K. Virtual Reality Market by Device, 2022-2032, $ mn
Table 21. U.K. Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 22. France Virtual Reality Market by Technology, 2022-2032, $ mn
Table 23. France Virtual Reality Market by Device, 2022-2032, $ mn
Table 24. France Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 25. Spain Virtual Reality Market by Technology, 2022-2032, $ mn
Table 26. Spain Virtual Reality Market by Device, 2022-2032, $ mn
Table 27. Spain Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 28. Italy Virtual Reality Market by Technology, 2022-2032, $ mn
Table 29. Italy Virtual Reality Market by Device, 2022-2032, $ mn
Table 30. Italy Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 31. Netherlands Virtual Reality Market by Technology, 2022-2032, $ mn
Table 32. Netherlands Virtual Reality Market by Device, 2022-2032, $ mn
Table 33. Netherlands Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 34. Virtual Reality Market in Rest of Europe by Country, 2022-2032, $ mn
Table 35. Apple Inc.: Company Snapshot
Table 36. Apple Inc.: Business Segmentation
Table 37. Apple Inc.: Product Portfolio
Table 1. Snapshot of Europe Virtual Reality Market in Balanced Perspective, 2022-2032
Table 2. World Economic Outlook, 2021-2031
Table 3. World Economic Outlook, 2021-2023
Table 4. Scenarios for Economic Impact of Ukraine Crisis
Table 5. Main Product Trends and Market Opportunities in Europe Virtual Reality Market
Table 6. Europe Virtual Reality Market by Offering, 2022-2032, $ mn
Table 7. Europe Virtual Reality Market: Hardware by Type, 2022-2032, $ mn
Table 8. Europe Virtual Reality Market: Software by Type, 2022-2032, $ mn
Table 9. Europe Virtual Reality Market by Technology, 2022-2032, $ mn
Table 10. Europe Virtual Reality Market by Device, 2022-2032, $ mn
Table 11. Europe Virtual Reality Market by Platform, 2022-2032, $ mn
Table 12. Europe Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 13. Europe Virtual Reality Market by End User, 2022-2032, $ mn
Table 14. Europe Virtual Reality Market: Enterprise by Type, 2022-2032, $ mn
Table 15. Europe Virtual Reality Market by Country, 2022-2032, $ mn
Table 16. Germany Virtual Reality Market by Technology, 2022-2032, $ mn
Table 17. Germany Virtual Reality Market by Device, 2022-2032, $ mn
Table 18. Germany Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 19. U.K. Virtual Reality Market by Technology, 2022-2032, $ mn
Table 20. U.K. Virtual Reality Market by Device, 2022-2032, $ mn
Table 21. U.K. Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 22. France Virtual Reality Market by Technology, 2022-2032, $ mn
Table 23. France Virtual Reality Market by Device, 2022-2032, $ mn
Table 24. France Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 25. Spain Virtual Reality Market by Technology, 2022-2032, $ mn
Table 26. Spain Virtual Reality Market by Device, 2022-2032, $ mn
Table 27. Spain Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 28. Italy Virtual Reality Market by Technology, 2022-2032, $ mn
Table 29. Italy Virtual Reality Market by Device, 2022-2032, $ mn
Table 30. Italy Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 31. Netherlands Virtual Reality Market by Technology, 2022-2032, $ mn
Table 32. Netherlands Virtual Reality Market by Device, 2022-2032, $ mn
Table 33. Netherlands Virtual Reality Market by Industry Vertical, 2022-2032, $ mn
Table 34. Virtual Reality Market in Rest of Europe by Country, 2022-2032, $ mn
Table 35. Apple Inc.: Company Snapshot
Table 36. Apple Inc.: Business Segmentation
Table 37. Apple Inc.: Product Portfolio
LIST OF FIGURES
Figure 1. Research Method Flow Chart
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2022-2032
Figure 4. Europe Virtual Reality Market, 2022-2032, $ mn
Figure 5. Impact of COVID-19 on Business
Figure 6. Primary Drivers and Impact Factors of Europe Virtual Reality Market
Figure 7. Forecast of Middle-class Population by Region, 2015-2030, million
Figure 8. World Digital Gaming Market, 2022-2032, $ bn
Figure 9. Primary Restraints and Impact Factors of Europe Virtual Reality Market
Figure 10. Investment Opportunity Analysis
Figure 11. Porter’s Fiver Forces Analysis of Europe Virtual Reality Market
Figure 12. Breakdown of Europe Virtual Reality Market by Offering, 2022-2032, % of Revenue
Figure 13. Europe Addressable Market Cap in 2023-2032 by Offering, Value ($ mn) and Share (%)
Figure 14. Europe Virtual Reality Market by Offering: Hardware, 2022-2032, $ mn
Figure 15. Europe Virtual Reality Market by Hardware: Sensors, 2022-2032, $ mn
Figure 16. Europe Virtual Reality Market by Hardware: Semiconductor Component, 2022-2032, $ mn
Figure 17. Europe Virtual Reality Market by Hardware: Displays and Projectors, 2022-2032, $ mn
Figure 18. Europe Virtual Reality Market by Hardware: Position Trackers, 2022-2032, $ mn
Figure 19. Europe Virtual Reality Market by Hardware: Cameras, 2022-2032, $ mn
Figure 20. Europe Virtual Reality Market by Hardware: Other Hardware, 2022-2032, $ mn
Figure 21. Europe Virtual Reality Market by Offering: Software, 2022-2032, $ mn
Figure 22. Europe Virtual Reality Market by Software: Software Developer Kits, 2022-2032, $ mn
Figure 23. Europe Virtual Reality Market by Software: Cloud-based Solutions, 2022-2032, $ mn
Figure 24. Europe Virtual Reality Market by Offering: Services, 2022-2032, $ mn
Figure 25. Breakdown of Europe Virtual Reality Market by Technology, 2022-2032, % of Sales Revenue
Figure 26. Europe Addressable Market Cap in 2023-2032 by Technology, Value ($ mn) and Share (%)
Figure 27. Europe Virtual Reality Market by Technology: Nonimmersive Technology, 2022-2032, $ mn
Figure 28. Europe Virtual Reality Market by Technology: Semi-Immersive Technology, 2022-2032, $ mn
Figure 29. Europe Virtual Reality Market by Technology: Fully Immersive Technology, 2022-2032, $ mn
Figure 30. Breakdown of Europe Virtual Reality Market by Device, 2022-2032, % of Sales Revenue
Figure 31. Europe Addressable Market Cap in 2023-2032 by Device, Value ($ mn) and Share (%)
Figure 32. Europe Virtual Reality Market by Device: Head-Mounted Display (HMD), 2022-2032, $ mn
Figure 33. Europe Virtual Reality Market by Device: Gesture-Tracking Device, 2022-2032, $ mn
Figure 34. Europe Virtual Reality Market by Device: Projector & Display Wall, 2022-2032, $ mn
Figure 35. Breakdown of Europe Virtual Reality Market by Platform, 2022-2032, % of Revenue
Figure 36. Europe Addressable Market Cap in 2023-2032 by Platform, Value ($ mn) and Share (%)
Figure 37. Europe Virtual Reality Market by Platform: Mobile VR, 2022-2032, $ mn
Figure 38. Europe Virtual Reality Market by Platform: Console VR, 2022-2032, $ mn
Figure 39. Europe Virtual Reality Market by Platform: PC VR, 2022-2032, $ mn
Figure 40. Breakdown of Europe Virtual Reality Market by Industry Vertical, 2022-2032, % of Revenue
Figure 41. Europe Addressable Market Cap in 2023-2032 by Industry Vertical, Value ($ mn) and Share (%)
Figure 42. Europe Virtual Reality Market by Industry Vertical: Gaming, 2022-2032, $ mn
Figure 43. Europe Virtual Reality Market by Industry Vertical: Entertainment & Media, 2022-2032, $ mn
Figure 44. Europe Virtual Reality Market by Industry Vertical: Aerospace & Defense, 2022-2032, $ mn
Figure 45. Europe Virtual Reality Market by Industry Vertical: Healthcare, 2022-2032, $ mn
Figure 46. Europe Virtual Reality Market by Industry Vertical: Education, 2022-2032, $ mn
Figure 47. Europe Virtual Reality Market by Industry Vertical: Automotive, 2022-2032, $ mn
Figure 48. Europe Virtual Reality Market by Industry Vertical: Retail & Marketing, 2022-2032, $ mn
Figure 49. Europe Virtual Reality Market by Industry Vertical: Other Verticals, 2022-2032, $ mn
Figure 50. Breakdown of Europe Virtual Reality Market by End User, 2022-2032, % of Revenue
Figure 51. Europe Addressable Market Cap in 2023-2032 by End User, Value ($ mn) and Share (%)
Figure 52. Europe Virtual Reality Market by End User: Consumer, 2022-2032, $ mn
Figure 53. Europe Virtual Reality Market by End User: Enterprise, 2022-2032, $ mn
Figure 54. Europe Virtual Reality Market by Enterprise: Large Enterprises, 2022-2032, $ mn
Figure 55. Europe Virtual Reality Market by Enterprise: Small- & Medium-sized Enterprises (SMEs), 2022-2032, $ mn
Figure 56. Breakdown of European Virtual Reality Market by Country, 2022 and 2032, % of Revenue
Figure 57. Contribution to Europe 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%)
Figure 58. Virtual Reality Market in Germany, 2022-2032, $ mn
Figure 59. Virtual Reality Market in U.K., 2022-2032, $ mn
Figure 60. Virtual Reality Market in France, 2022-2032, $ mn
Figure 61. Virtual Reality Market in Spain, 2022-2032, $ mn
Figure 62. Virtual Reality Market in Italy, 2022-2032, $ mn
Figure 63. Virtual Reality Market in Netherlands, 2022-2032, $ mn
Figure 64. Virtual Reality Market in Rest of Europe, 2022-2032, $ mn
Figure 65. Growth Stage of Europe Virtual Reality Industry over the Forecast Period
Figure 1. Research Method Flow Chart
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2022-2032
Figure 4. Europe Virtual Reality Market, 2022-2032, $ mn
Figure 5. Impact of COVID-19 on Business
Figure 6. Primary Drivers and Impact Factors of Europe Virtual Reality Market
Figure 7. Forecast of Middle-class Population by Region, 2015-2030, million
Figure 8. World Digital Gaming Market, 2022-2032, $ bn
Figure 9. Primary Restraints and Impact Factors of Europe Virtual Reality Market
Figure 10. Investment Opportunity Analysis
Figure 11. Porter’s Fiver Forces Analysis of Europe Virtual Reality Market
Figure 12. Breakdown of Europe Virtual Reality Market by Offering, 2022-2032, % of Revenue
Figure 13. Europe Addressable Market Cap in 2023-2032 by Offering, Value ($ mn) and Share (%)
Figure 14. Europe Virtual Reality Market by Offering: Hardware, 2022-2032, $ mn
Figure 15. Europe Virtual Reality Market by Hardware: Sensors, 2022-2032, $ mn
Figure 16. Europe Virtual Reality Market by Hardware: Semiconductor Component, 2022-2032, $ mn
Figure 17. Europe Virtual Reality Market by Hardware: Displays and Projectors, 2022-2032, $ mn
Figure 18. Europe Virtual Reality Market by Hardware: Position Trackers, 2022-2032, $ mn
Figure 19. Europe Virtual Reality Market by Hardware: Cameras, 2022-2032, $ mn
Figure 20. Europe Virtual Reality Market by Hardware: Other Hardware, 2022-2032, $ mn
Figure 21. Europe Virtual Reality Market by Offering: Software, 2022-2032, $ mn
Figure 22. Europe Virtual Reality Market by Software: Software Developer Kits, 2022-2032, $ mn
Figure 23. Europe Virtual Reality Market by Software: Cloud-based Solutions, 2022-2032, $ mn
Figure 24. Europe Virtual Reality Market by Offering: Services, 2022-2032, $ mn
Figure 25. Breakdown of Europe Virtual Reality Market by Technology, 2022-2032, % of Sales Revenue
Figure 26. Europe Addressable Market Cap in 2023-2032 by Technology, Value ($ mn) and Share (%)
Figure 27. Europe Virtual Reality Market by Technology: Nonimmersive Technology, 2022-2032, $ mn
Figure 28. Europe Virtual Reality Market by Technology: Semi-Immersive Technology, 2022-2032, $ mn
Figure 29. Europe Virtual Reality Market by Technology: Fully Immersive Technology, 2022-2032, $ mn
Figure 30. Breakdown of Europe Virtual Reality Market by Device, 2022-2032, % of Sales Revenue
Figure 31. Europe Addressable Market Cap in 2023-2032 by Device, Value ($ mn) and Share (%)
Figure 32. Europe Virtual Reality Market by Device: Head-Mounted Display (HMD), 2022-2032, $ mn
Figure 33. Europe Virtual Reality Market by Device: Gesture-Tracking Device, 2022-2032, $ mn
Figure 34. Europe Virtual Reality Market by Device: Projector & Display Wall, 2022-2032, $ mn
Figure 35. Breakdown of Europe Virtual Reality Market by Platform, 2022-2032, % of Revenue
Figure 36. Europe Addressable Market Cap in 2023-2032 by Platform, Value ($ mn) and Share (%)
Figure 37. Europe Virtual Reality Market by Platform: Mobile VR, 2022-2032, $ mn
Figure 38. Europe Virtual Reality Market by Platform: Console VR, 2022-2032, $ mn
Figure 39. Europe Virtual Reality Market by Platform: PC VR, 2022-2032, $ mn
Figure 40. Breakdown of Europe Virtual Reality Market by Industry Vertical, 2022-2032, % of Revenue
Figure 41. Europe Addressable Market Cap in 2023-2032 by Industry Vertical, Value ($ mn) and Share (%)
Figure 42. Europe Virtual Reality Market by Industry Vertical: Gaming, 2022-2032, $ mn
Figure 43. Europe Virtual Reality Market by Industry Vertical: Entertainment & Media, 2022-2032, $ mn
Figure 44. Europe Virtual Reality Market by Industry Vertical: Aerospace & Defense, 2022-2032, $ mn
Figure 45. Europe Virtual Reality Market by Industry Vertical: Healthcare, 2022-2032, $ mn
Figure 46. Europe Virtual Reality Market by Industry Vertical: Education, 2022-2032, $ mn
Figure 47. Europe Virtual Reality Market by Industry Vertical: Automotive, 2022-2032, $ mn
Figure 48. Europe Virtual Reality Market by Industry Vertical: Retail & Marketing, 2022-2032, $ mn
Figure 49. Europe Virtual Reality Market by Industry Vertical: Other Verticals, 2022-2032, $ mn
Figure 50. Breakdown of Europe Virtual Reality Market by End User, 2022-2032, % of Revenue
Figure 51. Europe Addressable Market Cap in 2023-2032 by End User, Value ($ mn) and Share (%)
Figure 52. Europe Virtual Reality Market by End User: Consumer, 2022-2032, $ mn
Figure 53. Europe Virtual Reality Market by End User: Enterprise, 2022-2032, $ mn
Figure 54. Europe Virtual Reality Market by Enterprise: Large Enterprises, 2022-2032, $ mn
Figure 55. Europe Virtual Reality Market by Enterprise: Small- & Medium-sized Enterprises (SMEs), 2022-2032, $ mn
Figure 56. Breakdown of European Virtual Reality Market by Country, 2022 and 2032, % of Revenue
Figure 57. Contribution to Europe 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%)
Figure 58. Virtual Reality Market in Germany, 2022-2032, $ mn
Figure 59. Virtual Reality Market in U.K., 2022-2032, $ mn
Figure 60. Virtual Reality Market in France, 2022-2032, $ mn
Figure 61. Virtual Reality Market in Spain, 2022-2032, $ mn
Figure 62. Virtual Reality Market in Italy, 2022-2032, $ mn
Figure 63. Virtual Reality Market in Netherlands, 2022-2032, $ mn
Figure 64. Virtual Reality Market in Rest of Europe, 2022-2032, $ mn
Figure 65. Growth Stage of Europe Virtual Reality Industry over the Forecast Period