
Virtual Reality Market by Technology (Nonimmersive Technology, Semi-Immersive & Fully Immersive Technology), Offering (Hardware, Software, VR Content Creation), Device Type, Application - Global Forecast 2024-2030
Description
Virtual Reality Market by Technology (Nonimmersive Technology, Semi-Immersive & Fully Immersive Technology), Offering (Hardware, Software, VR Content Creation), Device Type, Application - Global Forecast 2024-2030
The Virtual Reality Market size was estimated at USD 28.98 billion in 2023 and expected to reach USD 37.86 billion in 2024, at a CAGR 30.75% to reach USD 189.38 billion by 2030.
Global Virtual Reality Market
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Virtual Reality Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Virtual Reality Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include CyberGlove Systems, Inc., EON Reality, Inc., Firsthand Technology Inc., Google LLC, HTC Global Services, Merge Labs, Inc., Meta Platforms, Inc., Microsoft Corporation, MindMaze Holding SA, Nintendo Co., Ltd., Penumbra, Inc., Samsung Electronics Co., Ltd., Sony Corporation, SpaceVR, Inc., and Ultraleap Limited.
Market Segmentation & Coverage
This research report categorizes the Virtual Reality Market to forecast the revenues and analyze trends in each of the following sub-markets:
Technology
Nonimmersive Technology
Semi-Immersive & Fully Immersive Technology
Offering
Hardware
Cameras
Displays & Projectors
Position Trackers
Semiconductor Components
Controller & Processor
Integrated Circuits
Sensors
Accelerometer
Gyroscope
Magnetometer
Proximity Sensor
Software
VR Content Creation
Device Type
Gesture-Tracking Devices
Head-Mounted Displays
Projectors & Display Walls
Application
Advertising
Aerospace & Defense
Automotive
Education & Training
Gaming & Entertainment
Geospatial Mining
Healthcare
Real Estate
Retail & Ecommerce
Sports
Travel & Tourism
Region
Americas
Argentina
Brazil
Canada
Mexico
United States
California
Florida
Illinois
New York
Ohio
Pennsylvania
Texas
Asia-Pacific
Australia
China
India
Indonesia
Japan
Malaysia
Philippines
Singapore
South Korea
Taiwan
Thailand
Vietnam
Europe, Middle East & Africa
Denmark
Egypt
Finland
France
Germany
Israel
Italy
Netherlands
Nigeria
Norway
Poland
Qatar
Russia
Saudi Arabia
South Africa
Spain
Sweden
Switzerland
Turkey
United Arab Emirates
United Kingdom
The report offers valuable insights on the following aspects:
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
The report addresses key questions such as:
1. What is the market size and forecast of the Virtual Reality Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Virtual Reality Market?
3. What are the technology trends and regulatory frameworks in the Virtual Reality Market?
4. What is the market share of the leading vendors in the Virtual Reality Market?
5. Which modes and strategic moves are suitable for entering the Virtual Reality Market?
Note: PDF & Excel + Online Access - 1 Year
Table of Contents
180 Pages
- 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. Assumptions
- 1.8. Stakeholders
- 2. Research Methodology
- 2.1. Define: Research Objective
- 2.2. Determine: Research Design
- 2.3. Prepare: Research Instrument
- 2.4. Collect: Data Source
- 2.5. Analyze: Data Interpretation
- 2.6. Formulate: Data Verification
- 2.7. Publish: Research Report
- 2.8. Repeat: Report Update
- 3. Executive Summary
- 4. Market Overview
- 4.1. Introduction
- 4.2. Virtual Reality Market, by Region
- 5. Market Insights
- 5.1. Market Dynamics
- 5.1.1. Drivers
- 5.1.1.1. Penetration Of HMDs in gaming and entertainment sector
- 5.1.1.2. Huge investments in VR market
- 5.1.1.3. Use of VR in aerospace & defense for training and simulation
- 5.1.2. Restraints
- 5.1.2.1. Display latency and energy consumption affect the overall performance of VR devices
- 5.1.3. Opportunities
- 5.1.3.1. Penetration of HMDs in healthcare and architectural applications
- 5.1.3.2. Emergence of metaverse and and developments by new startups
- 5.1.4. Challenges
- 5.1.4.1. Technical limitations of VR
- 5.2. Market Segmentation Analysis
- 5.3. Market Trend Analysis
- 5.4. Cumulative Impact of High Inflation
- 5.5. Porter’s Five Forces Analysis
- 5.5.1. Threat of New Entrants
- 5.5.2. Threat of Substitutes
- 5.5.3. Bargaining Power of Customers
- 5.5.4. Bargaining Power of Suppliers
- 5.5.5. Industry Rivalry
- 5.6. Value Chain & Critical Path Analysis
- 5.7. Regulatory Framework
- 6. Virtual Reality Market, by Technology
- 6.1. Introduction
- 6.2. Nonimmersive Technology
- 6.3. Semi-Immersive & Fully Immersive Technology
- 7. Virtual Reality Market, by Offering
- 7.1. Introduction
- 7.2. Hardware
- 7.3.1. Cameras
- 7.3.2. Displays & Projectors
- 7.3.3. Position Trackers
- 7.3.4. Semiconductor Components
- 7.3.5.1. Controller & Processor
- 7.3.5.2. Integrated Circuits
- 7.3.5. Sensors
- 7.3.6.1. Accelerometer
- 7.3.6.2. Gyroscope
- 7.3.6.3. Magnetometer
- 7.3.6.4. Proximity Sensor
- 7.3. Software
- 7.4. VR Content Creation
- 8. 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. Virtual Reality Market, by Application
- 9.1. Introduction
- 9.2. Advertising
- 9.3. Aerospace & Defense
- 9.4. Automotive
- 9.5. Education & Training
- 9.6. Gaming & Entertainment
- 9.7. Geospatial Mining
- 9.8. Healthcare
- 9.9. Real Estate
- 9.10. Retail & Ecommerce
- 9.11. Sports
- 9.12. Travel & 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. Singapore
- 11.10. South Korea
- 11.11. Taiwan
- 11.12. Thailand
- 11.13. Vietnam
- 12. Europe, Middle East & Africa Virtual Reality Market
- 12.1. Introduction
- 12.2. Denmark
- 12.3. Egypt
- 12.4. Finland
- 12.5. France
- 12.6. Germany
- 12.7. Israel
- 12.8. Italy
- 12.9. Netherlands
- 12.10. Nigeria
- 12.11. Norway
- 12.12. Poland
- 12.13. Qatar
- 12.14. Russia
- 12.15. Saudi Arabia
- 12.16. South Africa
- 12.17. Spain
- 12.18. Sweden
- 12.19. Switzerland
- 12.20. Turkey
- 12.21. United Arab Emirates
- 12.22. United Kingdom
- 13. Competitive Landscape
- 13.1. FPNV Positioning Matrix
- 13.2. Market Share Analysis, By Key Player
- 13.3. Competitive Scenario Analysis, By Key Player
- 14. Competitive Portfolio
- 14.1. Key Company Profiles
- 14.1.1. CyberGlove Systems, Inc.
- 14.1.2. EON Reality, Inc.
- 14.1.3. Firsthand Technology Inc.
- 14.1.4. Google LLC
- 14.1.5. HTC Global Services
- 14.1.6. Merge Labs, Inc.
- 14.1.7. Meta Platforms, Inc.
- 14.1.8. Microsoft Corporation
- 14.1.9. MindMaze Holding SA
- 14.1.10. Nintendo Co., Ltd.
- 14.1.11. Penumbra, Inc.
- 14.1.12. Samsung Electronics Co., Ltd.
- 14.1.13. Sony Corporation
- 14.1.14. SpaceVR, Inc.
- 14.1.15. Ultraleap Limited
- 14.2. Key Product Portfolio
- 15. Appendix
- 15.1. Discussion Guide
- 15.2. License & Pricing
- FIGURE 1. VIRTUAL REALITY MARKET RESEARCH PROCESS
- FIGURE 2. VIRTUAL REALITY MARKET SIZE, 2023 VS 2030
- FIGURE 3. VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
- FIGURE 4. VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2030 (%)
- FIGURE 5. VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 6. VIRTUAL REALITY MARKET DYNAMICS
- FIGURE 7. VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
- FIGURE 8. VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 9. VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2023 VS 2030 (%)
- FIGURE 10. VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 11. VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
- FIGURE 12. VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 13. VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
- FIGURE 14. VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 15. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 16. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 17. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
- FIGURE 18. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 19. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 20. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 21. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 22. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 23. VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023
- FIGURE 24. VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
Pricing
Currency Rates
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