
Global Virtual Reality (VR) Market 2025 by Company, Regions, Type and Application, Forecast to 2031
Description
According to our (Global Info Research) latest study, the global Virtual Reality (VR) market size was valued at US$ 4233 million in 2024 and is forecast to a readjusted size of USD 36310 million by 2031 with a CAGR of 36.3% during review period.
Virtual reality (VR) is defined as a three-dimensional computer-generated environment. Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.
Global key players of Virtual Reality (VR) include Oculus (Meta), Sony and Pico Interactive, the top three players hold a share about 86%. Oculus (Meta) is the largest producer, with a share of 69%. North America is the largest market of virtual reality (VR), with a share about 40%, followed by Aisa-Pacific and Europe, with shares about 32% and 23% separately. In terms of product type, integrated type is the largest segment, with a share about 70%. And in terms of application, consumer is the largest application, with a share about 51 percent.
This report is a detailed and comprehensive analysis for global Virtual Reality (VR) market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Virtual Reality (VR) market size and forecasts, in consumption value ($ Million), 2020-2031
Global Virtual Reality (VR) market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Virtual Reality (VR) market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Virtual Reality (VR) market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Virtual Reality (VR)
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Virtual Reality (VR) market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Oculus (Meta), Sony, Pico Interactive, HTC Corporation, DPVR, NoLo VR, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Virtual Reality (VR) market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Integrated Type
Split Type
Market segment by Application
Consumer
Commercial
Market segment by players, this report covers
Oculus (Meta)
Sony
Pico Interactive
HTC Corporation
DPVR
NoLo VR
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Virtual Reality (VR) product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Virtual Reality (VR), with revenue, gross margin, and global market share of Virtual Reality (VR) from 2020 to 2025.
Chapter 3, the Virtual Reality (VR) competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Virtual Reality (VR) market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Virtual Reality (VR).
Chapter 13, to describe Virtual Reality (VR) research findings and conclusion.
Virtual reality (VR) is defined as a three-dimensional computer-generated environment. Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.
Global key players of Virtual Reality (VR) include Oculus (Meta), Sony and Pico Interactive, the top three players hold a share about 86%. Oculus (Meta) is the largest producer, with a share of 69%. North America is the largest market of virtual reality (VR), with a share about 40%, followed by Aisa-Pacific and Europe, with shares about 32% and 23% separately. In terms of product type, integrated type is the largest segment, with a share about 70%. And in terms of application, consumer is the largest application, with a share about 51 percent.
This report is a detailed and comprehensive analysis for global Virtual Reality (VR) market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Virtual Reality (VR) market size and forecasts, in consumption value ($ Million), 2020-2031
Global Virtual Reality (VR) market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Virtual Reality (VR) market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Virtual Reality (VR) market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Virtual Reality (VR)
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Virtual Reality (VR) market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Oculus (Meta), Sony, Pico Interactive, HTC Corporation, DPVR, NoLo VR, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Virtual Reality (VR) market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Integrated Type
Split Type
Market segment by Application
Consumer
Commercial
Market segment by players, this report covers
Oculus (Meta)
Sony
Pico Interactive
HTC Corporation
DPVR
NoLo VR
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Virtual Reality (VR) product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Virtual Reality (VR), with revenue, gross margin, and global market share of Virtual Reality (VR) from 2020 to 2025.
Chapter 3, the Virtual Reality (VR) competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Virtual Reality (VR) market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Virtual Reality (VR).
Chapter 13, to describe Virtual Reality (VR) research findings and conclusion.
Table of Contents
90 Pages
- 1 Market Overview
- 2 Company Profiles
- 3 Market Competition, by Players
- 4 Market Size Segment by Type
- 5 Market Size Segment by Application
- 6 North America
- 7 Europe
- 8 Asia-Pacific
- 9 South America
- 10 Middle East & Africa
- 11 Market Dynamics
- 12 Industry Chain Analysis
- 13 Research Findings and Conclusion
- 14 Appendix
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