Global virtual reality market is projected to register a CAGR of 49.4% in the forecast period of 2022 to 2029. The new market report contains data for the historic year 2020, the base year of calculation is 2021, and the forecast period is 2022 to 2029.
Market Segmentation:
Global Virtual Reality Market, By Component (Hardware and Software), Device Type (Head-Mounted Displays, Projectors & Display Walls, and Gesture-Tracking Devices), Technology (Fully Immersive, Non-Immersive and Semi Immersive), Vertical (Entertainment & Media, Healthcare, Industrial, Commercial, Aerospace & Defense, Automotive, Education, and Others), Country (U.S., Canada, Mexico, Germany, U.K., France, Switzerland, Italy, Spain, Netherlands, Russia, Belgium, Turkey, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, South Africa, UAE, Saudi Arabia, Israel, Egypt, Rest of the Middle East and Africa) Industry Trends and Forecast to 2029.
Some of the major factors contributing to the growth of the global virtual reality market are:
Growing technological advancements in virtual reality
Increasing benefits of virtual reality
Market Players
Some key market players in the global virtual reality market are listed below:
Sony Corporation
Lenovo
Autodesk Inc.
Nintendo
Novint
WorldViz, Inc.
Firsthand Technology Inc.
Sixense Enterprises Inc.
HTC Corporation
FOVE, Inc.
Ultraleap
StarVR Corp
Google (A Subsidiary of Alphabet Inc.)
Qualcomm Technologies, Inc.
Barco
HP Development Company, L.P.
Microsoft
SAMSUNG ELECTRONICS CO., LTD.
Virtuix
LG Electronics
SKONEC ENTERTAINMENT Co., Ltd.
bHaptics Inc.
FXGear Inc.
Innosimulation
PSICO SMART APPS, S.L.
TABLE OF CONTENTS
1 INTRODUCTION 41
- 1.1 OBJECTIVES OF THE STUDY 41
- 1.2 MARKET DEFINITION 41
- 1.3 OVERVIEW OF THE GLOBAL VIRTUAL REALITY MARKET 41
- 1.4 CURRENCY AND PRICING 43
- 1.5 LIMITATIONS 43
- 1.6 MARKETS COVERED 43
2 MARKET SEGMENTATION 48
- 2.1 MARKETS COVERED 48
- 2.2 GEOGRAPHICAL SCOPE 49
- 2.3 YEARS CONSIDERED FOR THE STUDY 50
- 2.4 DBMR TRIPOD DATA VALIDATION MODEL 51
- 2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 54
- 2.6 DBMR MARKET POSITION GRID 55
- 2.7 VENDOR SHARE ANALYSIS 57
- 2.8 MULTIVARIATE MODELING 58
- 2.9 COMPONENT TIMELINE CURVE 58
- 2.10 MARKET VERTICAL COVERAGE GRID 59
- 2.11 SECONDARY SOURCES 60
- 2.12 ASSUMPTIONS 60
3 EXECUTIVE SUMMARY 61
4 PREMIUM INSIGHTS 64
5 MARKET TRENDS 67
6 LIST OF TOP COMPETITORS ACROSS THE GLOBE 68
7 REGULATION AND POLICY 69
8 REGIONAL SUMMARY 70
9 MARKET OVERVIEW 71
- 9.1 DRIVERS 73
- 9.1.1 GROWING DEMAND FOR HMD IN THE GAMING AND ENTERTAINMENT INDUSTRY 73
- 9.1.2 HIGH INVESTMENT IN VR MARKET 74
- 9.1.3 INCREASING DEMAND FOR VR TECHNOLOGY DUE TO COVID-19 PANDEMIC 74
- 9.1.4 AVAILABILITY OF AFFORDABLE VR DEVICES 75
- 9.1.5 INCREASING INTEREST OF LARGE TECHNOLOGY CORPORATIONS 75
- 9.1.6 INCREASE IN PENETRATION OF SMARTPHONES AND INTERNET SERVICES 76
- 9.2 RESTRAINTS 76
- 9.2.1 LACK OF EFFECTIVE IN-USER EXPERIENCE DESIGN 76
- 9.2.2 HEALTH CONCERNS AMONG THE USERS 77
- 9.2.3 GLOBAL ECONOMIC SLOWDOWN 78
- 9.3 OPPORTUNITIES 78
- 9.3.1 INCREASED DEPLOYMENT OF VR TECHNOLOGY IN AEROSPACE & DEFENSE AND ARCHITECTURE & PLANNING SECTOR 78
- 9.3.2 INCREASED PENETRATION OF VR IN THE HEALTHCARE INDUSTRY 79
- 9.3.3 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION 79
- 9.3.4 DEVELOPMENT OF HARDWARE WITH FASTER PROCESSING SPEEDS 80
- 9.4 CHALLENGES 80
- 9.4.1 EMERGING RISKS AND THREATS TO DATA INTEGRITY 80
- 9.4.2 DEVELOPING USER-FRIENDLY VR SYSTEM 81
10 GLOBAL VIRTUAL REALITY MARKET, BY COMPONENT 82
- 10.1 OVERVIEW 83
- 10.2 HARDWARE 84
- 10.2.1 DISPLAYS AND PROJECTORS 85
- 10.2.2 CONTROLLER AND PROCESSOR 85
- 10.2.3 POSITION TRACKERS 85
- 10.2.4 CAMERAS 85
- 10.2.5 OTHERS 85
- 10.3 SOFTWARE 85
- 10.3.1 VR CONTENT CREATION 86
- 10.3.2 SOFTWARE DEVELOPMENT KITS 87
- 10.3.3 CLOUD BASED SERVICES 87
11 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE 88
- 11.1 OVERVIEW 89
- 11.2 HEAD-MOUNTED DISPLAYS 90
- 11.3 PROJECTORS & DISPLAY WALLS 91
- 11.4 GESTURE-TRACKING DEVICES 92
12 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY 93
- 12.1 OVERVIEW 94
- 12.2 FULLY IMMERSIVE 95
- 12.3 NON-IMMERSIVE 96
- 12.4 SEMI IMMERSIVE 97
13 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL 98
- 13.1 OVERVIEW 99
- 13.2 ENTERTAINMENT & MEDIA 100
- 13.2.1 ENTERTAINMENT & MEDIA, BY TECHNOLOGY 101
- 13.2.1.1 FULLY IMMERSIVE 101
- 13.2.1.2 NON-IMMERSIVE 101
- 13.2.1.3 SEMI IMMERSIVE 101
- 13.2.2 ENTERTAINMENT & MEDIA, BY APPLICATION 101
- 13.2.2.1 GAME 102
- 13.2.2.2 BROADCAST 102
- 13.2.2.3 ANIMATION 102
- 13.2.2.4 CHARACTER 102
- 13.2.2.5 CARTOON 102
- 13.2.2.6 MUSIC 102
- 13.2.2.7 FASHION 102
- 13.3 HEALTHCARE 103
- 13.3.1 HEALTHCARE, BY TYPE 103
- 13.3.1.1 SURGERY 104
- 13.3.1.2 PATIENT CARE MANAGEMENT 104
- 13.3.1.3 FITNESS MANAGEMENT 104
- 13.3.1.4 PHARMACY MANAGEMENT 104
- 13.3.2 HEALTHCARE, BY TECHNOLOGY 104
- 13.3.2.1 FULLY IMMERSIVE 104
- 13.3.2.2 NON-IMMERSIVE 104
- 13.3.2.3 SEMI IMMERSIVE 104
- 13.4 INDUSTRIAL 105
- 13.4.1 FULLY IMMERSIVE 106
- 13.4.2 NON-IMMERSIVE 106
- 13.4.3 SEMI IMMERSIVE 106
- 13.5 COMMERCIAL 106
- 13.5.1 COMMERCIAL, BY TYPE 107
- 13.5.1.1 RETAIL AND E-COMMERCE 107
- 13.5.1.2 TRAVEL AND TOURISM 107
- 13.5.1.3 ADVERTISING 107
- 13.5.2 COMMERCIAL, BY TECHNOLOGY 107
- 13.5.2.1 FULLY IMMERSIVE 107
- 13.5.2.2 NON-IMMERSIVE 107
- 13.5.2.3 SEMI IMMERSIVE 108
- 13.6 AEROSPACE & DEFENSE 108
- 13.6.1 SEMI IMMERSIVE 109
- 13.6.2 FULLY IMMERSIVE 109
- 13.6.3 NON-IMMERSIVE 109
- 13.7 AUTOMOTIVE 109
- 13.7.1 SEMI IMMERSIVE 110
- 13.7.2 FULLY IMMERSIVE 110
- 13.7.3 NON-IMMERSIVE 110
- 13.8 EDUCATION 110
- 13.8.1 FULLY IMMERSIVE 111
- 13.8.2 NON-IMMERSIVE 111
- 13.8.3 SEMI IMMERSIVE 111
- 13.9 OTHERS 112
14 GLOBAL VIRTUAL REALITY MARKET, BY REGION 113
- 14.1 OVERVIEW 114
- 14.2 ASIA-PACIFIC 119
- 14.2.1 CHINA 127
- 14.2.2 JAPAN 132
- 14.2.3 SOUTH KOREA 137
- 14.2.4 INDIA 142
- 14.2.5 AUSTRALIA 147
- 14.2.6 SINGAPORE 152
- 14.2.7 THAILAND 157
- 14.2.8 MALAYSIA 162
- 14.2.9 INDONESIA 167
- 14.2.10 PHILIPPINES 172
- 14.2.11 REST OF ASIA-PACIFIC 177
- 14.3 MIDDLE EAST AND AFRICA 178
- 14.3.1 ISRAEL 187
- 14.3.2 SAUDI ARABIA 192
- 14.3.3 U.A.E 197
- 14.3.4 SOUTH AFRICA 202
- 14.3.5 EGYPT 207
- 14.3.6 REST OF MIDDLE EAST & AFRICA 212
- 14.4 NORTH AMERICA 213
- 14.4.1 U.S. 221
- 14.4.2 CANADA 226
- 14.4.3 MEXICO 231
- 14.5 EUROPE 236
- 14.5.1 GERMANY 244
- 14.5.2 FRANCE 249
- 14.5.3 U.K. 254
- 14.5.4 ITALY 259
- 14.5.5 RUSSIA 264
- 14.5.6 SPAIN 269
- 14.5.7 NETHERLANDS 274
- 14.5.8 BELGIUM 279
- 14.5.9 SWITZERLAND 284
- 14.5.10 TURKEY 289
- 14.5.11 REST OF EUROPE 294
- 14.6 SOUTH AMERICA 295
- 14.6.1 BRAZIL 303
- 14.6.2 ARGENTINA 308
- 14.6.3 REST OF SOUTH AMERICA 313
15 GLOBAL VIRTUAL REALITY MARKET, COMPANY LANDSCAPE 314
- 15.1 COMPANY SHARE ANALYSIS: GLOBAL 314
- 15.2 COMPANY SHARE ANALYSIS: NORTH AMERICA 315
- 15.3 COMPANY SHARE ANALYSIS: EUROPE 316
- 15.4 COMPANY SHARE ANALYSIS: ASIA-PACIFIC 317
16 SWOT ANALYSIS 318
17 COMPANY PROFILE 319
- 17.1 SONY CORPORATION 319
- 17.1.1 COMPANY PROFILE 319
- 17.1.2 REVENUE ANALYSIS 319
- 17.1.3 COMPANY SHARE ANALYSIS 320
- 17.1.4 PRODUCT PORTFOLIO 320
- 17.1.5 RECENT DEVELOPMENTS 320
- 17.2 SAMSUNG ELECTRONICS CO., LTD. 321
- 17.2.1 COMPANY PROFILE 321
- 17.2.2 REVENUE ANALYSIS 321
- 17.2.3 COMPANY SHARE ANALYSIS 322
- 17.2.4 PRODUCT PORTFOLIO 322
- 17.2.5 RECENT DEVELOPMENTS 322
- 17.3 NINTENDO 323
- 17.3.1 COMPANY PROFILE 323
- 17.3.2 REVENUE ANALYSIS 323
- 17.3.3 COMPANY SHARE ANALYSIS 324
- 17.3.4 PRODUCT PORTFOLIO 324
- 17.3.5 RECENT DEVELOPMENTS 324
- 17.4 QUALCOMM TECHNOLOGIES, INC. 325
- 17.4.1 COMPANY PROFILE 325
- 17.4.2 REVENUE ANALYSIS 325
- 17.4.3 COMPANY SHARE ANALYSIS 326
- 17.4.4 PRODUCT PORTFOLIO 326
- 17.4.5 RECENT DEVELOPMENT 326
- 17.5 MICROSOFT 327
- 17.5.1 COMPANY PROFILE 327
- 17.5.2 REVENUE ANALYSIS 327
- 17.5.3 COMPANY SHARE ANALYSIS 328
- 17.5.4 PRODUCT PORTFOLIO 328
- 17.5.5 RECENT DEVELOPMENTS 328
- 17.6 AUTODESK INC. 329
- 17.6.1 COMPANY PROFILE 329
- 17.6.2 REVENUE ANALYSIS 329
- 17.6.3 PRODUCT PORTFOLIO 330
- 17.6.4 RECENT DEVELOPMENTS 330
- 17.7 BARCO 331
- 17.7.1 COMPANY PROFILE 331
- 17.7.2 REVENUE ANALYSIS 331
- 17.7.3 PRODUCT PORTFOLIO 332
- 17.7.4 RECENT DEVELOPMENTS 333
- 17.8 BHAPTICS INC. 334
- 17.8.1 COMPANY PROFILE 334
- 17.8.2 PRODUCT PORTFOLIO 334
- 17.8.3 RECENT DEVELOPMENT 334
- 17.9 FIRSTHAND TECHNOLOGY INC. 335
- 17.9.1 COMPANY PROFILE 335
- 17.9.2 PRODUCT PORTFOLIO 335
- 17.9.3 RECENT DEVELOPMENTS 335
- 17.10 FOVE, INC. 336
- 17.10.1 COMPANY PROFILE 336
- 17.10.2 PRODUCT PORTFOLIO 336
- 17.10.3 RECENT DEVELOPMENTS 336
- 17.11 FXGEAR INC. 337
- 17.11.1 COMPANY PROFILE 337
- 17.11.2 PRODUCT PORTFOLIO 337
- 17.11.3 RECENT DEVELOPMENT 337
- 17.12 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 338
- 17.12.1 COMPANY PROFILE 338
- 17.12.2 REVENUE ANALYSIS 338
- 17.12.3 PRODUCT PORTFOLIO 339
- 17.12.4 RECENT DEVELOPMENT 339
- 17.13 HP DEVELOPMENT COMPANY, L.P. 340
- 17.13.1 COMPANY PROFILE 340
- 17.13.2 REVENUE ANALYSIS 340
- 17.13.3 PRODUCT PORTFOLIO 341
- 17.13.4 RECENT DEVELOPMENTS 341
- 17.14 HTC CORPORATION 342
- 17.14.1 COMPANY PROFILE 342
- 17.14.2 REVENUE ANALYSIS 342
- 17.14.3 PRODUCT PORTFOLIO 343
- 17.14.4 RECENT DEVELOPMENTS 343
- 17.15 INNOSIMULATION 344
- 17.15.1 COMPANY PROFILE 344
- 17.15.2 PRODUCT PORTFOLIO 344
- 17.15.3 RECENT DEVELOPMENT 344
- 17.16 LENOVO 345
- 17.16.1 COMPANY PROFILE 345
- 17.16.2 REVENUE ANALYSIS 345
- 17.16.3 PRODUCT PORTFOLIO 346
- 17.16.4 RECENT DEVELOPMENT 346
- 17.17 LG ELECTRONICS 347
- 17.17.1 COMPANY PROFILE 347
- 17.17.2 REVENUE ANALYSIS 347
- 17.17.3 PRODUCT PORTFOLIO 348
- 17.17.4 RECENT DEVELOPMENTS 348