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Global Virtual Reality VR Market


Global 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 Region: Trend Forecast and Growth Opportunity

Report code: SDMRCO1703109 | Industry: Computers, Electrics & Communications | Published On: 2023-11-02


Global virtual reality (VR) market will reach $342.24 billion by 2032, growing by 26.4% 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 86 tables and 97 figures, this 186-page report “Global 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 Region: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global 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 global 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 global virtual reality (VR) market in every aspect of the classification from perspectives of Offering, Technology, Device, Platform, Industry Vertical, End User, and Region.

Based on Offering, the global 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 global 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 global 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 global 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 global 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 global 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 regions together with the listed national/local markets are fully investigated:
• North America (U.S., Canada, and Mexico)
• Europe (Germany, UK, France, Spain, Italy, Netherlands, Rest of Europe; Rest of Europe is further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, Taiwan, and Philippines)
• South America (Brazil, Chile, Argentina, Rest of South America)
• MEA (UAE, Saudi Arabia, South Africa, and Rest of MEA)
For each region and country, detailed analysis and data of annual revenue ($ mn) are available for 2022-2032. The breakdown of all regional markets by country and the breakdown of each national market 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 10
1.1  Industry  Definition  and  Research  Scope 10
1.1.1  Industry  Definition 10
1.1.2  Research  Scope 11
1.2  Research  Methodology 14
1.2.1  Overview  of  Market  Research  Methodology 14
1.2.2  Market  Assumption 15
1.2.3  Secondary  Data 15
1.2.4  Primary  Data 15
1.2.5  Data  Filtration  and  Model  Design 16
1.2.6  Market  Size/Share  Estimation 17
1.2.7  Research  Limitations 18
1.3  Executive  Summary 19
2  Market  Overview  and  Dynamics 22
2.1  Market  Size  and  Forecast 22
2.1.1  Impact  of  COVID-19  on  World  Economy 23
2.1.2  Impact  of  COVID-19  on  the  Market 26
2.1.3  Impact  of  Russia-Ukraine  Conflict:  War  Slows  Economic  Recovery 28
2.2  Major  Growth  Drivers 32
2.3  Market  Restraints  and  Challenges 36
2.4  Emerging  Opportunities  and  Market  Trends 39
2.5  Porter’s  Fiver  Forces  Analysis 43
3  Segmentation  of  Global  Market  by  Offering 47
3.1  Market  Overview  by  Offering 47
3.2  Hardware 49
3.2.1  Sensors 51
3.2.2  Semiconductor  Component 52
3.2.3  Displays  and  Projectors 53
3.2.4  Position  Trackers 54
3.2.5  Cameras 55
3.2.6  Other  Hardware 56
3.3  Software 57
3.3.1  Software  Developer  Kits 58
3.3.2  Cloud-based  Solutions 59
3.4  Services 60
4  Segmentation  of  Global  Market  by  Technology 61
4.1  Market  Overview  by  Technology 61
4.2  Nonimmersive  Technology 63
4.3  Semi-Immersive  Technology 64
4.4  Fully  Immersive  Technology 65
5  Segmentation  of  Global  Market  by  Device 66
5.1  Market  Overview  by  Device 66
5.2  Head-Mounted  Display  (HMD) 68
5.3  Gesture-Tracking  Device 69
5.4  Projector  &  Display  Wall 70
6  Segmentation  of  Global  Market  by  Platform 71
6.1  Market  Overview  by  Platform 71
6.2  Mobile  VR 73
6.3  Console  VR 74
6.4  PC  VR 75
7  Segmentation  of  Global  Market  by  Industry  Vertical 76
7.1  Market  Overview  by  Industry  Vertical 76
7.2  Gaming 78
7.3  Entertainment  &  Media 79
7.4  Aerospace  &  Defense 80
7.5  Healthcare 81
7.6  Education 82
7.7  Automotive 83
7.8  Retail  &  Marketing 84
7.9  Other  Verticals 85
8  Segmentation  of  Global  Market  by  End  User 86
8.1  Market  Overview  by  End  User 86
8.2  Consumer 88
8.3  Enterprise 89
8.3.1  Large  Enterprises 90
8.3.2  Small-  &  Medium-sized  Enterprises  (SMEs) 91
9  Segmentation  of  Global  Market  by  Region 92
9.1  Geographic  Market  Overview  2022-2032 92
9.2  North  America  Market  2022-2032  by  Country 96
9.2.1  Overview  of  North  America  Market 96
9.2.2  U.S. 100
9.2.3  Canada 103
9.2.4  Mexico 105
9.3  European  Market  2022-2032  by  Country 107
9.3.1  Overview  of  European  Market 107
9.3.2  Germany 111
9.3.3  U.K. 113
9.3.4  France 115
9.3.5  Spain 117
9.3.6  Italy 119
9.3.7  Netherlands 121
9.3.8  Rest  of  European  Market 123
9.4  Asia-Pacific  Market  2022-2032  by  Country 125
9.4.1  Overview  of  Asia-Pacific  Market 125
9.4.2  Japan 129
9.4.3  China 132
9.4.4  Australia 134
9.4.5  India 136
9.4.6  South  Korea 138
9.4.7  Rest  of  APAC  Region 140
9.5  South  America  Market  2022-2032  by  Country 142
9.5.1  Argentina 145
9.5.2  Brazil 147
9.5.3  Chile 149
9.5.4  Rest  of  South  America  Market 151
9.6  MEA  Market  2022-2032  by  Country 152
9.6.1  UAE 155
9.6.2  Saudi  Arabia 157
9.6.3  South  Africa 159
9.6.4  Other  National  Markets 161
10  Competitive  Landscape 162
10.1  Overview  of  Key  Vendors 162
10.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 165
10.3  Company  Profiles 166
Apple  Inc. 166
Atheer,  Inc. 168
Cyberglove  Systems  Inc. 169
EON  Reality,  Inc. 170
Facebook  Inc. 171
Google  Inc. 172
Hewlett-Packard  Development  Company.  L.P 173
Leap  Motion,  Inc. 174
Meta  Inc. 175
Microsoft  Corporation 176
Nintendo  Co.,  Ltd. 177
Oculus  VR,  LLC 178
Qualcomm  Technologies,  Inc. 179
Samsung  Electronics  Co.,  Ltd. 180
Sixense  Entertainment,  Inc. 181
Sony  Corporation 182
Total  Immersion,  Inc. 183
Virtuix 184
Zappar  Ltd. 185
RELATED  REPORTS 186
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