
Europe Immersive Virtual Reality Market Size, Share & Trends Analysis Report By Component (Hardware, Software, and Services), By Device, By Technology, By End-use, By Country and Growth Forecast, 2024 - 2031
Description
Europe Immersive Virtual Reality Market Size, Share & Trends Analysis Report By Component (Hardware, Software, and Services), By Device, By Technology, By End-use, By Country and Growth Forecast, 2024 - 2031
The Europe Immersive Virtual Reality Market would witness market growth of 25.1% CAGR during the forecast period (2024-2031).
The Germany market dominated the Europe Immersive Virtual Reality Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $5,618.5 million by 2031. UK market is exhibiting a CAGR of 24.1% during (2024 - 2031). Additionally, The France market would experience a CAGR of 26.1% during (2024 - 2031).
Social VR platforms are gaining popularity, allowing users to interact with others in shared virtual environments. These platforms support social gatherings, events, and casual interactions, fostering community-building and enhancing social connections in a virtual space.
Moreover, organizations are hosting virtual events, conferences, and exhibitions using VR technology. This trend provides an immersive alternative to physical events, enabling participation and offering unique networking opportunities.
The UK government has been investing in educational technology to enhance learning experiences and outcomes. This investment includes funding for innovative tools like VR, which create immersive learning environments and support interactive teaching methods in schools and universities. According to the Government of the United Kingdom, more than 1,000 companies are active in the EdTech industry in England. Some companies operate exclusively in this sector, while others are active in other sectors.
Based on Component, the market is segmented into Hardware, Software, and Services. Based on Device, the market is segmented into Head Mounted Display, Gesture Tracking Device, and Projectors & Display Wall. Based on Technology, the market is segmented into Semi & Fully Immersive, and Non-Immersive. Based on End-use, the market is segmented into Gaming, Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-commerce, and Aerospace, Defense & others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
List of Key Companies Profiled
- Microsoft Corporation
- HTC Corporation
- Meta Platforms, Inc.
- Samsung Electronics Co., Ltd. (Samsung Group)
- Sony Corporation
- Unity Software Inc.
- Magic Leap, Inc.
- Apple, Inc.
- Qualcomm Incorporated (Qualcomm Technologies, Inc.)
- Google LLC
By Component
- Hardware
- Software
- Services
- Head Mounted Display
- Gesture Tracking Device
- Projectors & Display Wall
- Semi & Fully Immersive
- Non-Immersive
- Gaming
- Media & Entertainment
- Healthcare
- Education
- Automotive
- Manufacturing
- Retail & E-commerce
- Aerospace, Defense & others
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
Table of Contents
157 Pages
- Chapter 1. Market Scope & Methodology
- 1.1 Market Definition
- 1.2 Objectives
- 1.3 Market Scope
- 1.4 Segmentation
- 1.4.1 Europe Immersive Virtual Reality Market, by Component
- 1.4.2 Europe Immersive Virtual Reality Market, by Device
- 1.4.3 Europe Immersive Virtual Reality Market, by Technology
- 1.4.4 Europe Immersive Virtual Reality Market, by End-use
- 1.4.5 Europe Immersive Virtual Reality Market, by Country
- 1.5 Methodology for the research
- Chapter 2. Market at a Glance
- 2.1 Key Highlights
- Chapter 3. Market Overview
- 3.1 Introduction
- 3.1.1 Overview
- 3.1.1.1 Market Composition and Scenario
- 3.2 Key Factors Impacting the Market
- 3.2.1 Market Drivers
- 3.2.2 Market Restraints
- 3.2.3 Market Opportunities
- 3.2.4 Market Challenges
- Chapter 4. Competition Analysis - Global
- 4.1 KBV Cardinal Matrix
- 4.2 Recent Industry Wide Strategic Developments
- 4.2.1 Partnerships, Collaborations and Agreements
- 4.2.2 Product Launches and Product Expansions
- 4.2.3 Acquisition and Mergers
- 4.3 Market Share Analysis, 2023
- 4.4 Top Winning Strategies
- 4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
- 4.4.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2022, Apr – 2024, Sep) Leading Players
- 4.5 Porter Five Forces Analysis
- Chapter 5. Europe Immersive Virtual Reality Market by Component
- 5.1 Europe Hardware Market by Country
- 5.2 Europe Software Market by Country
- 5.3 Europe Services Market by Country
- Chapter 6. Europe Immersive Virtual Reality Market by Device
- 6.1 Europe Head Mounted Display Market by Country
- 6.2 Europe Gesture Tracking Device Market by Country
- 6.3 Europe Projectors & Display Wall Market by Country
- Chapter 7. Europe Immersive Virtual Reality Market by Technology
- 7.1 Europe Semi & Fully Immersive Market by Country
- 7.2 Europe Non-Immersive Market by Country
- Chapter 8. Europe Immersive Virtual Reality Market by End-use
- 8.1 Europe Gaming Market by Country
- 8.2 Europe Media & Entertainment Market by Country
- 8.3 Europe Healthcare Market by Country
- 8.4 Europe Education Market by Country
- 8.5 Europe Automotive Market by Country
- 8.6 Europe Manufacturing Market by Country
- 8.7 Europe Retail & E-commerce Market by Country
- 8.8 Europe Aerospace, Defense & others Market by Country
- Chapter 9. Europe Immersive Virtual Reality Market by Country
- 9.1 Germany Immersive Virtual Reality Market
- 9.1.1 Germany Immersive Virtual Reality Market by Component
- 9.1.2 Germany Immersive Virtual Reality Market by Device
- 9.1.3 Germany Immersive Virtual Reality Market by Technology
- 9.1.4 Germany Immersive Virtual Reality Market by End-use
- 9.2 UK Immersive Virtual Reality Market
- 9.2.1 UK Immersive Virtual Reality Market by Component
- 9.2.2 UK Immersive Virtual Reality Market by Device
- 9.2.3 UK Immersive Virtual Reality Market by Technology
- 9.2.4 UK Immersive Virtual Reality Market by End-use
- 9.3 France Immersive Virtual Reality Market
- 9.3.1 France Immersive Virtual Reality Market by Component
- 9.3.2 France Immersive Virtual Reality Market by Device
- 9.3.3 France Immersive Virtual Reality Market by Technology
- 9.3.4 France Immersive Virtual Reality Market by End-use
- 9.4 Russia Immersive Virtual Reality Market
- 9.4.1 Russia Immersive Virtual Reality Market by Component
- 9.4.2 Russia Immersive Virtual Reality Market by Device
- 9.4.3 Russia Immersive Virtual Reality Market by Technology
- 9.4.4 Russia Immersive Virtual Reality Market by End-use
- 9.5 Spain Immersive Virtual Reality Market
- 9.5.1 Spain Immersive Virtual Reality Market by Component
- 9.5.2 Spain Immersive Virtual Reality Market by Device
- 9.5.3 Spain Immersive Virtual Reality Market by Technology
- 9.5.4 Spain Immersive Virtual Reality Market by End-use
- 9.6 Italy Immersive Virtual Reality Market
- 9.6.1 Italy Immersive Virtual Reality Market by Component
- 9.6.2 Italy Immersive Virtual Reality Market by Device
- 9.6.3 Italy Immersive Virtual Reality Market by Technology
- 9.6.4 Italy Immersive Virtual Reality Market by End-use
- 9.7 Rest of Europe Immersive Virtual Reality Market
- 9.7.1 Rest of Europe Immersive Virtual Reality Market by Component
- 9.7.2 Rest of Europe Immersive Virtual Reality Market by Device
- 9.7.3 Rest of Europe Immersive Virtual Reality Market by Technology
- 9.7.4 Rest of Europe Immersive Virtual Reality Market by End-use
- Chapter 10. Company Profiles
- 10.1 Microsoft Corporation
- 10.1.1 Company Overview
- 10.1.2 Financial Analysis
- 10.1.3 Segmental and Regional Analysis
- 10.1.4 Research & Development Expenses
- 10.1.5 Recent strategies and developments:
- 10.1.5.1 Partnerships, Collaborations, and Agreements:
- 10.1.5.2 Product Launches and Product Expansions:
- 10.1.5.3 Acquisition and Mergers:
- 10.1.6 SWOT Analysis
- 10.2 Google LLC (Alphabet Inc.)
- 10.2.1 Company Overview
- 10.2.2 Financial Analysis
- 10.2.3 Segmental and Regional Analysis
- 10.2.4 Research & Development Expense
- 10.2.5 Recent strategies and developments:
- 10.2.5.1 Partnerships, Collaborations, and Agreements:
- 10.2.6 SWOT Analysis
- 10.3 HTC Corporation
- 10.3.1 Company Overview
- 10.3.2 Financial Analysis
- 10.3.3 Research & Development Expenses
- 10.3.4 Recent strategies and developments:
- 10.3.4.1 Partnerships, Collaborations, and Agreements:
- 10.3.4.2 Product Launches and Product Expansions:
- 10.3.5 SWOT Analysis
- 10.4 Magic Leap, Inc.
- 10.4.1 Company Overview
- 10.4.2 Recent strategies and developments:
- 10.4.2.1 Product Launches and Product Expansions:
- 10.4.3 SWOT Analysis
- 10.5 Meta Platforms, Inc.
- 10.5.1 Company Overview
- 10.5.2 Financial Analysis
- 10.5.3 Segment and Regional Analysis
- 10.5.4 Research & Development Expense
- 10.5.5 Recent strategies and developments:
- 10.5.5.1 Partnerships, Collaborations, and Agreements:
- 10.5.5.2 Product Launches and Product Expansions:
- 10.5.6 SWOT Analysis
- 10.6 Samsung Electronics Co., Ltd. (Samsung Group)
- 10.6.1 Company Overview
- 10.6.2 Financial Analysis
- 10.6.3 Segmental and Regional Analysis
- 10.6.4 Research & Development Expenses
- 10.6.5 Recent strategies and developments:
- 10.6.5.1 Partnerships, Collaborations, and Agreements:
- 10.6.6 SWOT Analysis
- 10.7 Sony Corporation
- 10.7.1 Company Overview
- 10.7.2 Financial Analysis
- 10.7.3 Segmental and Regional Analysis
- 10.7.4 Research & Development Expenses
- 10.7.5 Recent strategies and developments:
- 10.7.5.1 Acquisition and Mergers:
- 10.7.6 SWOT Analysis
- 10.8 Unity Software, Inc.
- 10.8.1 Company Overview
- 10.8.2 Financial Analysis
- 10.8.3 Segmental and Regional Analysis
- 10.8.4 Research & Development Expenses
- 10.8.5 Recent strategies and developments:
- 10.8.5.1 Partnerships, Collaborations, and Agreements:
- 10.9 Apple, Inc.
- 10.9.1 Company Overview
- 10.9.2 Financial Analysis
- 10.9.3 Regional Analysis
- 10.9.4 Research & Development Expense
- 10.9.5 Recent strategies and developments:
- 10.9.5.1 Product Launches and Product Expansions:
- 10.9.5.2 Acquisition and Mergers:
- 10.9.6 SWOT Analysis
- 10.10. Qualcomm Incorporated (Qualcomm Technologies, Inc.)
- 10.10.1 Company Overview
- 10.10.2 Financial Analysis
- 10.10.3 Segmental and Regional Analysis
- 10.10.4 Research & Development Expense
- 10.10.5 Recent strategies and developments:
- 10.10.5.1 Product Launches and Product Expansions:
- 10.10.6 SWOT Analysis
Pricing
Currency Rates
Questions or Comments?
Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.