Virtual Reality Market Research Report by Technology (Nonimmersive Technology and Semi-Immersive and Fully Immersive Technology), by Offering (Hardware, Software, and VR Content Creation), by Device Type, by Application - Global Forecast to 2025 - Cumulat

Virtual Reality Market Research Report by Technology (Nonimmersive Technology and Semi-Immersive and Fully Immersive Technology), by Offering (Hardware, Software, and VR Content Creation), by Device Type, by Application - Global Forecast to 2025 - Cumulative Impact of COVID-19

The Global Virtual Reality Market is expected to grow from USD 13,061.26 Million/EUR 11,452.36 Million in 2020 to USD 47,982.86 Million/EUR 42,072.28 by the end of 2025 at a Compound Annual Growth Rate (CAGR) of 29.72%.

Market Segmentation & Coverage:

This research report categorizes the Virtual Reality to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Technology, the Virtual Reality Market studied across Nonimmersive Technology and Semi-Immersive and Fully Immersive Technology.

Based on Offering, the Virtual Reality Market studied across Hardware, Software, and VR Content Creation. The Hardware further studied across Cameras, Displays and Projectors, Position Trackers, Semiconductor Components, and Sensors.

Based on Device Type, the Virtual Reality Market studied across Gesture-Tracking Devices, Head-Mounted Displays, and Projectors & Display Walls.

Based on Application, the Virtual Reality Market studied across Advertising, Aerospace & Defense, Automotive, Education and Training, Gaming and Entertainment, Geospatial Mining, Healthcare, Real Estate, Retail & Ecommerce, Sports, and Travel and Tourism.

Based on Geography, the Virtual Reality Market studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas region surveyed across Argentina, Brazil, Canada, Mexico, and United States. The Asia-Pacific region surveyed across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, South Korea, and Thailand. The Europe, Middle East & Africa region surveyed across France, Germany, Italy, Netherlands, Qatar, Russia, Saudi Arabia, South Africa, Spain, United Arab Emirates, and United Kingdom.

Company Usability Profiles:

The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Virtual Reality Market including CyberGlove Systems Inc., Eon Reality, Firsthand Technology, Google LLC, HTC Corporation, Leap Motion, Inc., Merge Labs, Inc., Microsoft Corporation, Mindmaze, Nintendo Co., Ltd., Oculus VR, Samsung Electronics, Sensics corporation, Sixense Enterprises Inc., Sony Corporation, and SpaceVR.

FPNV Positioning Matrix:

The FPNV Positioning Matrix evaluates and categorizes the vendors in the Virtual Reality Market on the basis of Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Competitive Strategic Window:

The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies. The Competitive Strategic Window helps the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. During a forecast period, it defines the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth.

Cumulative Impact of COVID-19:

COVID-19 is an incomparable global public health emergency that has affected almost every industry, so for and, the long-term effects projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlaying COVID-19 issues and potential paths forward. The report is delivering insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecast, considering the COVID-19 impact on the market.

The report provides insights on the following pointers:

1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and new product developments

The report answers questions such as:

1. What is the market size and forecast of the Global Virtual Reality Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Virtual Reality Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Virtual Reality Market?
4. What is the competitive strategic window for opportunities in the Global Virtual Reality Market?
5. What are the technology trends and regulatory frameworks in the Global Virtual Reality Market?
6. What are the modes and strategic moves considered suitable for entering the Global Virtual Reality Market?

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Stakeholders
2. Research Methodology
2.1. Research Process
2.1.1. Define: Research Objective
2.1.2. Determine: Research Design
2.1.3. Prepare: Research Instrument
2.1.4. Collect: Data Source
2.1.5. Analyze: Data Interpretation
2.1.6. Formulate: Data Verification
2.1.7. Publish: Research Report
2.1.8. Repeat: Report Update
2.2. Research Execution
2.2.1. Initiation: Research Process
2.2.2. Planning: Develop Research Plan
2.2.3. Execution: Conduct Research
2.2.4. Verification: Finding & Analysis
2.2.5. Publication: Research Report
2.3. Research Outcome
3. Executive Summary
3.1. Introduction
3.2. Market Outlook
3.3. Device Type Outlook
3.4. Technology Outlook
3.5. Offering Outlook
3.6. Application Outlook
3.7. Geography Outlook
3.8. Competitor Outlook
4. Market Overview
4.1. Introduction
4.2. Cumulative Impact of COVID-19
4.3. Geographic Growth Opportunities
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers Penetration Of HMDs in gaming and entertainment sector Huge investments in VR market Advancement of technology and growing digitization
5.1.2. Restraints Display latency and energy consumption affect the overall performance of VR devices
5.1.3. Opportunities Penetration of HMDs in healthcare and architectural applications Use of VR in aerospace & defense for training and simulation
5.1.4. Challenges Developing user-friendly VR systems
5.2. Porters Five Forces Analysis
5.2.1. Threat of New Entrants
5.2.2. Threat of Substitutes
5.2.3. Bargaining Power of Customers
5.2.4. Bargaining Power of Suppliers
5.2.5. Industry Rivalry
6. Global Virtual Reality Market, By Technology
6.1. Introduction
6.2. Nonimmersive Technology
6.3. Semi-Immersive and Fully Immersive Technology
7. Global Virtual Reality Market, By Offering
7.1. Introduction
7.2. Hardware
7.2.1. Cameras
7.2.2. Displays and Projectors
7.2.3. Position Trackers
7.2.4. Semiconductor Components Controller and Processor Integrated Circuits
7.2.5. Sensors Accelerometer Gyroscope Magnetometer Proximity Sensor
7.3. Software
7.4. VR Content Creation
8. Global Virtual Reality Market, By Device Type
8.1. Introduction
8.2. Gesture-Tracking Devices
8.3. Head-Mounted Displays
8.4. Projectors & Display Walls
9. Global Virtual Reality Market, By Application
9.1. Introduction
9.2. Advertising
9.3. Aerospace & Defense
9.4. Automotive
9.5. Education and Training
9.6. Gaming and Entertainment
9.7. Geospatial Mining
9.8. Healthcare
9.9. Real Estate
9.10. Retail & Ecommerce
9.11. Sports
9.12. Travel and Tourism
10. Americas Virtual Reality Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States
11. Asia-Pacific Virtual Reality Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. South Korea
11.10. Thailand
12. Europe, Middle East & Africa Virtual Reality Market
12.1. Introduction
12.2. France
12.3. Germany
12.4. Italy
12.5. Netherlands
12.6. Qatar
12.7. Russia
12.8. Saudi Arabia
12.9. South Africa
12.10. Spain
12.11. United Arab Emirates
12.12. United Kingdom
13. Competitive Landscape
13.1. FPNV Positioning Matrix
13.1.1. Quadrants
13.1.2. Business Strategy
13.1.3. Product Satisfaction
13.2. Market Ranking Analysis
13.3. Market Share Analysis
13.4. Competitive Scenario
13.4.1. Merger & Acquisition
13.4.2. Agreement, Collaboration, & Partnership
13.4.3. New Product Launch & Enhancement
13.4.4. Investment & Funding
13.4.5. Award, Recognition, & Expansion
14. Company Usability Profiles
14.1. CyberGlove Systems Inc.
14.2. Eon Reality
14.3. Firsthand Technology
14.4. Google LLC
14.5. HTC Corporation
14.6. Leap Motion, Inc.
14.7. Merge Labs, Inc.
14.8. Microsoft Corporation
14.9. Mindmaze
14.10. Nintendo Co., Ltd.
14.11. Oculus VR
14.12. Samsung Electronics
14.13. Sensics corporation
14.14. Sixense Enterprises Inc.
14.15. Sony Corporation
14.16. SpaceVR
15. Appendix
15.1. Discussion Guide

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