Call: +1-631-407-1315 / +91-750-729-1479
Email: sales@themarketreports.com
Synopsis
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality.
The global Virtual Reality market was valued at US$ 10930 million in 2023 and is anticipated to reach US$ 31940 million by 2030, witnessing a CAGR of 15.7% during the forecast period 2024-2030.
North America is expected to hold the largest size of the virtual reality market, while the market in Asia-Pacific is estimated to grow at the highest rate. Countries such as China, India, Japan, and South Korea in the APAC region are witnessing a huge demand for head-mounted displays for the gaming application.
This report aims to provide a comprehensive presentation of the global market for Virtual Reality, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality.
Report Scope
The Virtual Reality market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Virtual Reality market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Virtual Reality manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Segment by Type
Segment by Application
Consumption by Region
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of Virtual Reality manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of Virtual Reality in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 9: The main points and conclusions of the report.
Index
1 Virtual Reality Market Overview
1.1 Product Overview and Scope of Virtual Reality
1.2 Virtual Reality Segment by Type
1.2.1 Global Virtual Reality Market Value Comparison by Type (2024-2030)
1.2.2 Non-Immersive Technology
1.2.3 Semi-Immersive and Fully Immersive Technologies
1.3 Virtual Reality Segment by Application
1.3.1 Global Virtual Reality Market Value by Application: (2024-2030)
1.3.2 Consumer
1.3.3 Commercial
1.3.4 Aerospace and Defense
1.3.5 Medical
1.3.6 Industrial
1.3.7 Others
1.4 Global Virtual Reality Market Size Estimates and Forecasts
1.4.1 Global Virtual Reality Revenue 2019-2030
1.4.2 Global Virtual Reality Sales 2019-2030
1.4.3 Global Virtual Reality Market Average Price (2019-2030)
1.5 Assumptions and Limitations
2 Virtual Reality Market Competition by Manufacturers
2.1 Global Virtual Reality Sales Market Share by Manufacturers (2019-2024)
2.2 Global Virtual Reality Revenue Market Share by Manufacturers (2019-2024)
2.3 Global Virtual Reality Average Price by Manufacturers (2019-2024)
2.4 Global Virtual Reality Industry Ranking 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of Virtual Reality, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of Virtual Reality, Product Type & Application
2.7 Virtual Reality Market Competitive Situation and Trends
2.7.1 Virtual Reality Market Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest Virtual Reality Players Market Share by Revenue
2.7.3 Global Virtual Reality Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Virtual Reality Retrospective Market Scenario by Region
3.1 Global Virtual Reality Market Size by Region: 2019 Versus 2023 Versus 2030
3.2 Global Virtual Reality Global Virtual Reality Sales by Region: 2019-2030
3.2.1 Global Virtual Reality Sales by Region: 2019-2024
3.2.2 Global Virtual Reality Sales by Region: 2025-2030
3.3 Global Virtual Reality Global Virtual Reality Revenue by Region: 2019-2030
3.3.1 Global Virtual Reality Revenue by Region: 2019-2024
3.3.2 Global Virtual Reality Revenue by Region: 2025-2030
3.4 North America Virtual Reality Market Facts & Figures by Country
3.4.1 North America Virtual Reality Market Size by Country: 2019 VS 2023 VS 2030
3.4.2 North America Virtual Reality Sales by Country (2019-2030)
3.4.3 North America Virtual Reality Revenue by Country (2019-2030)
3.4.4 U.S.
3.4.5 Canada
3.5 Europe Virtual Reality Market Facts & Figures by Country
3.5.1 Europe Virtual Reality Market Size by Country: 2019 VS 2023 VS 2030
3.5.2 Europe Virtual Reality Sales by Country (2019-2030)
3.5.3 Europe Virtual Reality Revenue by Country (2019-2030)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific Virtual Reality Market Facts & Figures by Country
3.6.1 Asia Pacific Virtual Reality Market Size by Country: 2019 VS 2023 VS 2030
3.6.2 Asia Pacific Virtual Reality Sales by Country (2019-2030)
3.6.3 Asia Pacific Virtual Reality Revenue by Country (2019-2030)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.6.13 Philippines
3.7 Latin America Virtual Reality Market Facts & Figures by Country
3.7.1 Latin America Virtual Reality Market Size by Country: 2019 VS 2023 VS 2030
3.7.2 Latin America Virtual Reality Sales by Country (2019-2030)
3.7.3 Latin America Virtual Reality Revenue by Country (2019-2030)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa Virtual Reality Market Facts & Figures by Country
3.8.1 Middle East and Africa Virtual Reality Market Size by Country: 2019 VS 2023 VS 2030
3.8.2 Middle East and Africa Virtual Reality Sales by Country (2019-2030)
3.8.3 Middle East and Africa Virtual Reality Revenue by Country (2019-2030)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global Virtual Reality Sales by Type (2019-2030)
4.1.1 Global Virtual Reality Sales by Type (2019-2024)
4.1.2 Global Virtual Reality Sales by Type (2025-2030)
4.1.3 Global Virtual Reality Sales Market Share by Type (2019-2030)
4.2 Global Virtual Reality Revenue by Type (2019-2030)
4.2.1 Global Virtual Reality Revenue by Type (2019-2024)
4.2.2 Global Virtual Reality Revenue by Type (2025-2030)
4.2.3 Global Virtual Reality Revenue Market Share by Type (2019-2030)
4.3 Global Virtual Reality Price by Type (2019-2030)
5 Segment by Application
5.1 Global Virtual Reality Sales by Application (2019-2030)
5.1.1 Global Virtual Reality Sales by Application (2019-2024)
5.1.2 Global Virtual Reality Sales by Application (2025-2030)
5.1.3 Global Virtual Reality Sales Market Share by Application (2019-2030)
5.2 Global Virtual Reality Revenue by Application (2019-2030)
5.2.1 Global Virtual Reality Revenue by Application (2019-2024)
5.2.2 Global Virtual Reality Revenue by Application (2025-2030)
5.2.3 Global Virtual Reality Revenue Market Share by Application (2019-2030)
5.3 Global Virtual Reality Price by Application (2019-2030)
6 Key Companies Profiled
6.1 Oculus VR
6.1.1 Oculus VR Corporation Information
6.1.2 Oculus VR Description and Business Overview
6.1.3 Oculus VR Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.1.4 Oculus VR Virtual Reality Product Portfolio
6.1.5 Oculus VR Recent Developments/Updates
6.2 Sony
6.2.1 Sony Corporation Information
6.2.2 Sony Description and Business Overview
6.2.3 Sony Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.2.4 Sony Virtual Reality Product Portfolio
6.2.5 Sony Recent Developments/Updates
6.3 Samsung Electronics
6.3.1 Samsung Electronics Corporation Information
6.3.2 Samsung Electronics Description and Business Overview
6.3.3 Samsung Electronics Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.3.4 Samsung Electronics Virtual Reality Product Portfolio
6.3.5 Samsung Electronics Recent Developments/Updates
6.4 HTC
6.4.1 HTC Corporation Information
6.4.2 HTC Description and Business Overview
6.4.3 HTC Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.4.4 HTC Virtual Reality Product Portfolio
6.4.5 HTC Recent Developments/Updates
6.5 EON Reality
6.5.1 EON Reality Corporation Information
6.5.2 EON Reality Description and Business Overview
6.5.3 EON Reality Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.5.4 EON Reality Virtual Reality Product Portfolio
6.5.5 EON Reality Recent Developments/Updates
6.6 Google
6.6.1 Google Corporation Information
6.6.2 Google Description and Business Overview
6.6.3 Google Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.6.4 Google Virtual Reality Product Portfolio
6.6.5 Google Recent Developments/Updates
6.7 Microsoft
6.6.1 Microsoft Corporation Information
6.6.2 Microsoft Description and Business Overview
6.6.3 Microsoft Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.4.4 Microsoft Virtual Reality Product Portfolio
6.7.5 Microsoft Recent Developments/Updates
6.8 Vuzix
6.8.1 Vuzix Corporation Information
6.8.2 Vuzix Description and Business Overview
6.8.3 Vuzix Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.8.4 Vuzix Virtual Reality Product Portfolio
6.8.5 Vuzix Recent Developments/Updates
6.9 Cyberglove Systems
6.9.1 Cyberglove Systems Corporation Information
6.9.2 Cyberglove Systems Description and Business Overview
6.9.3 Cyberglove Systems Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.9.4 Cyberglove Systems Virtual Reality Product Portfolio
6.9.5 Cyberglove Systems Recent Developments/Updates
6.10 Sensics
6.10.1 Sensics Corporation Information
6.10.2 Sensics Description and Business Overview
6.10.3 Sensics Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.10.4 Sensics Virtual Reality Product Portfolio
6.10.5 Sensics Recent Developments/Updates
6.11 Leap Motion
6.11.1 Leap Motion Corporation Information
6.11.2 Leap Motion Virtual Reality Description and Business Overview
6.11.3 Leap Motion Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.11.4 Leap Motion Virtual Reality Product Portfolio
6.11.5 Leap Motion Recent Developments/Updates
6.12 Sixense Entertainment
6.12.1 Sixense Entertainment Corporation Information
6.12.2 Sixense Entertainment Virtual Reality Description and Business Overview
6.12.3 Sixense Entertainment Virtual Reality Sales, Revenue and Gross Margin (2019-2024)
6.12.4 Sixense Entertainment Virtual Reality Product Portfolio
6.12.5 Sixense Entertainment Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 Virtual Reality Industry Chain Analysis
7.2 Virtual Reality Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Virtual Reality Production Mode & Process
7.4 Virtual Reality Sales and Marketing
7.4.1 Virtual Reality Sales Channels
7.4.2 Virtual Reality Distributors
7.5 Virtual Reality Customers
8 Virtual Reality Market Dynamics
8.1 Virtual Reality Industry Trends
8.2 Virtual Reality Market Drivers
8.3 Virtual Reality Market Challenges
8.4 Virtual Reality Market Restraints
9 Research Finding and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer
Published By : QY Research