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Europe Virtual Reality VR Market


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

Report code: SDMRCO1703111 | Industry: Computers, Electrics & Communications | Published On: 10/31/2023


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:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify Europe virtual reality (VR) market in every aspect of the classification from perspectives of Offering, Technology, Device, Platform, Industry Vertical, End User, and Country.

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
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Services

Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Nonimmersive Technology
• Semi-Immersive Technology
• Fully Immersive Technology

By Device, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Head-Mounted Display (HMD)
• Gesture-Tracking Device
• Projector & Display Wall

By Platform, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Mobile VR
• Console VR
• PC VR

By Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals

By End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)

Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Netherlands
• Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Technology, Device, and Industry Vertical‬ over the forecast years are also included.

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 7
1.1  Industry  Definition  and  Research  Scope 7
1.1.1  Industry  Definition 7
1.1.2  Research  Scope 8
1.2  Research  Methodology 11
1.2.1  Overview  of  Market  Research  Methodology 11
1.2.2  Market  Assumption 12
1.2.3  Secondary  Data 12
1.2.4  Primary  Data 12
1.2.5  Data  Filtration  and  Model  Design 13
1.2.6  Market  Size/Share  Estimation 14
1.2.7  Research  Limitations 15
1.3  Executive  Summary 16
2  Market  Overview  and  Dynamics 19
2.1  Market  Size  and  Forecast 19
2.1.1  Impact  of  COVID-19  on  World  Economy 20
2.1.2  Impact  of  COVID-19  on  the  Market 23
2.1.3  Impact  of  Russia-Ukraine  Conflict:  War  Slows  Economic  Recovery 25
2.2  Major  Growth  Drivers 29
2.3  Market  Restraints  and  Challenges 33
2.4  Emerging  Opportunities  and  Market  Trends 36
2.5  Porter’s  Fiver  Forces  Analysis 40
3  Segmentation  of  Europe  Market  by  Offering 44
3.1  Market  Overview  by  Offering 44
3.2  Hardware 46
3.2.1  Sensors 48
3.2.2  Semiconductor  Component 49
3.2.3  Displays  and  Projectors 50
3.2.4  Position  Trackers 51
3.2.5  Cameras 52
3.2.6  Other  Hardware 53
3.3  Software 54
3.3.1  Software  Developer  Kits 55
3.3.2  Cloud-based  Solutions 56
3.4  Services 57
4  Segmentation  of  Europe  Market  by  Technology 58
4.1  Market  Overview  by  Technology 58
4.2  Nonimmersive  Technology 60
4.3  Semi-Immersive  Technology 61
4.4  Fully  Immersive  Technology 62
5  Segmentation  of  Europe  Market  by  Device 63
5.1  Market  Overview  by  Device 63
5.2  Head-Mounted  Display  (HMD) 65
5.3  Gesture-Tracking  Device 66
5.4  Projector  &  Display  Wall 67
6  Segmentation  of  Europe  Market  by  Platform 68
6.1  Market  Overview  by  Platform 68
6.2  Mobile  VR 70
6.3  Console  VR 71
6.4  PC  VR 72
7  Segmentation  of  Europe  Market  by  Industry  Vertical 73
7.1  Market  Overview  by  Industry  Vertical 73
7.2  Gaming 75
7.3  Entertainment  &  Media 76
7.4  Aerospace  &  Defense 77
7.5  Healthcare 78
7.6  Education 79
7.7  Automotive 80
7.8  Retail  &  Marketing 81
7.9  Other  Verticals 82
8  Segmentation  of  Europe  Market  by  End  User 83
8.1  Market  Overview  by  End  User 83
8.2  Consumer 85
8.3  Enterprise 86
8.3.1  Large  Enterprises 87
8.3.2  Small-  &  Medium-sized  Enterprises  (SMEs) 88
9  European  Market  2022-2032  by  Country 89
9.1  Overview  of  European  Market 89
9.2  Germany 92
9.3  U.K. 94
9.4  France 96
9.5  Spain 98
9.6  Italy 100
9.7  Netherlands 102
9.8  Rest  of  European  Market 104
10  Competitive  Landscape 106
10.1  Overview  of  Key  Vendors 106
10.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 109
10.3  Company  Profiles 110
Apple  Inc. 110
Atheer,  Inc. 112
Cyberglove  Systems  Inc. 113
EON  Reality,  Inc. 114
Facebook  Inc. 115
Google  Inc. 116
Hewlett-Packard  Development  Company.  L.P 117
Leap  Motion,  Inc. 118
Meta  Inc. 119
Microsoft  Corporation 120
Nintendo  Co.,  Ltd. 121
Oculus  VR,  LLC 122
Qualcomm  Technologies,  Inc. 123
Samsung  Electronics  Co.,  Ltd. 124
Sixense  Entertainment,  Inc. 125
Sony  Corporation 126
Total  Immersion,  Inc. 127
Virtuix 128
Zappar  Ltd. 129
RELATED  REPORTS 130
List of Tables:

Table 1. Snapshot of Europe Virtual Reality Market in Balanced Perspective, 2022-2032 17
Table 2. World Economic Outlook, 2021-2031 21
Table 3. World Economic Outlook, 2021-2023 22
Table 4. Scenarios for Economic Impact of Ukraine Crisis 26
Table 5. Main Product Trends and Market Opportunities in Europe Virtual Reality Market 36
Table 6. Europe Virtual Reality Market by Offering, 2022-2032, $ mn 44
Table 7. Europe Virtual Reality Market: Hardware by Type, 2022-2032, $ mn 47
Table 8. Europe Virtual Reality Market: Software by Type, 2022-2032, $ mn 54
Table 9. Europe Virtual Reality Market by Technology, 2022-2032, $ mn 58
Table 10. Europe Virtual Reality Market by Device, 2022-2032, $ mn 63
Table 11. Europe Virtual Reality Market by Platform, 2022-2032, $ mn 68
Table 12. Europe Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 73
Table 13. Europe Virtual Reality Market by End User, 2022-2032, $ mn 83
Table 14. Europe Virtual Reality Market: Enterprise by Type, 2022-2032, $ mn 86
Table 15. Europe Virtual Reality Market by Country, 2022-2032, $ mn 91
Table 16. Germany Virtual Reality Market by Technology, 2022-2032, $ mn 93
Table 17. Germany Virtual Reality Market by Device, 2022-2032, $ mn 93
Table 18. Germany Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 93
Table 19. U.K. Virtual Reality Market by Technology, 2022-2032, $ mn 95
Table 20. U.K. Virtual Reality Market by Device, 2022-2032, $ mn 95
Table 21. U.K. Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 95
Table 22. France Virtual Reality Market by Technology, 2022-2032, $ mn 97
Table 23. France Virtual Reality Market by Device, 2022-2032, $ mn 97
Table 24. France Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 97
Table 25. Spain Virtual Reality Market by Technology, 2022-2032, $ mn 99
Table 26. Spain Virtual Reality Market by Device, 2022-2032, $ mn 99
Table 27. Spain Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 99
Table 28. Italy Virtual Reality Market by Technology, 2022-2032, $ mn 101
Table 29. Italy Virtual Reality Market by Device, 2022-2032, $ mn 101
Table 30. Italy Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 101
Table 31. Netherlands Virtual Reality Market by Technology, 2022-2032, $ mn 103
Table 32. Netherlands Virtual Reality Market by Device, 2022-2032, $ mn 103
Table 33. Netherlands Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 103
Table 34. Virtual Reality Market in Rest of Europe by Country, 2022-2032, $ mn 105
Table 35. Apple Inc.: Company Snapshot 110
Table 36. Apple Inc.: Business Segmentation 111
Table 37. Apple Inc.: Product Portfolio 111
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