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Global Virtual Reality (VR) for Consumer Market Research Report 2025

Global Virtual Reality (VR) for Consumer Market Research Report 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1722769

No of Pages : 104

Synopsis

Virtual Reality (VR) for Consumer is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings.Virtual reality offers customers an immersive and interactive experience in a world beyond reality. VR simulates multisensory product and services experiences through vision, hearing, and touch to offer customers a hyper-personalized experience.

Highlights
The global Virtual Reality (VR) for Consumer market is projected to reach US$ million by 2028 from an estimated US$ million in 2022, at a CAGR of % during 2023 and 2028.
North American market for Virtual Reality (VR) for Consumer is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2023 through 2028.
Asia-Pacific market for Virtual Reality (VR) for Consumer is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2022 through 2028.
The global market for Virtual Reality (VR) for Consumer in 3D Audio is estimated to increase from $ million in 2022 to $ million by 2028, at a CAGR of % during the forecast period of 2022 through 2028.
The major global companies of Virtual Reality (VR) for Consumer include Alibaba Group Holding, AltspaceVR, Amazon, Binary VR, Bitmovin, Meta Platforms, Google, HTC Corporation and Leap Motion, etc. In 2021, the world's top three vendors accounted for approximately % of the revenue.
Considering the economic change due to COVID-19, Hardware, which accounted for % of the global market of Virtual Reality (VR) for Consumer in 2021, is expected to reach US$ million by 2028, growing at a revised CAGR of % from 2022 to 2028.

Report Scope
This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR) for Consumer, 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 (VR) for Consumer.
The Virtual Reality (VR) for Consumer market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2021 as the base year, with history and forecast data for the period from 2017 to 2028. This report segments the global Virtual Reality (VR) for Consumer market comprehensively. Regional market sizes, concerning products by types, by application, and by players, are also provided. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
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 (VR) for Consumer companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, product type, application, and regions.

Key Companies & Market Share Insights
In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue by companies for the period 2017-2022. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses.

Some of the prominent players reviewed in the research report include:

  • Alibaba Group Holding
  • Altspacevr
  • Amazon
  • Binary Vr
  • Bitmovin
  • Meta Platforms
  • Google
  • Htc Corporation
  • Leap Motion
  • Microsoft Corporation
  • Ndreams
  • Nextvr,Inc
  • Nvidia Corporation
  • Pixvana, Inc
  • Sony Corporation

Product Type Insights
Global markets are presented by Virtual Reality (VR) for Consumer type, along with growth forecasts through 2028. Estimates on revenue are based on the price in the supply chain at which the Virtual Reality (VR) for Consumer are procured by the companies.
This report has studied every segment and provided the market size using historical data. They have also talked about the growth opportunities that the segment may pose in the future. This study bestows revenue data by type, and during the historical period (2017-2022) and forecast period (2023-2028).

Virtual Reality (VR) for Consumer segment by Type

  • Hardware
  • Software
  • Solutions

Application Insights
This report has provided the market size (revenue data) by application, during the historical period (2017-2022) and forecast period (2023-2028).
This report also outlines the market trends of each segment and consumer behaviors impacting the Virtual Reality (VR) for Consumer market and what implications these may have on the industry's future. This report can help to understand the relevant market and consumer trends that are driving the Virtual Reality (VR) for Consumer market.

Virtual Reality (VR) for Consumer Segment by Application

  • 3D Audio
  • Computer Vision
  • 3D Depth Sensors
  • 4K & 8K Video
  • Adaptive Streaming

Regional Outlook
This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the revenue data of each region and country for the period 2017-2028.
The market has been segmented into various major geographies, including North America, Europe, Asia-Pacific, South America, Middle East & Africa. Detailed analysis of major countries such as the USA, Germany, the U.K., Italy, France, China, Japan, South Korea, Southeast Asia, and India will be covered within the regional segment. For market estimates, data are going to be provided for 2021 because of the base year, with estimates for 2022 and forecast revenue for 2028.

  • North America (United States, Canada)
  • Europe (Germany, France, U.K., Italy, Russia)
  • Asia-Pacific (China, Japan, South Korea, India, Australia, China Taiwan, Indonesia, Thailand, Malaysia)
  • Latin America (Mexico, Brazil, Argentina, Colombia)

Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
COVID-19 and Russia-Ukraine War Influence Analysis
The readers in the section will understand how the Virtual Reality (VR) for Consumer market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.

Reasons to Buy This Report
This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Virtual Reality (VR) for Consumer market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
This report will help stakeholders to understand the global industry status and trends of Virtual Reality (VR) for Consumer and provides them with information on key market drivers, restraints, challenges, and opportunities.
This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.

  • This report stays updated with novel technology integration, features, and the latest developments in the market
  • This report helps stakeholders to understand the COVID-19 and Russia-Ukraine War Influence on the Virtual Reality (VR) for Consumer industry.
  • This report helps stakeholders to gain insights into which regions to target globally
  • This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Virtual Reality (VR) for Consumer.
  • This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by product type, 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: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Virtual Reality (VR) for Consumer companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments according to product types, 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 according to 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, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. 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 capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.

Index

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Virtual Reality (VR) for Consumer Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
1.2.2 Hardware
1.2.3 Software
1.2.4 Solutions
1.3 Market by Application
1.3.1 Global Virtual Reality (VR) for Consumer Market Share by Application: 2017 VS 2021 VS 2028
1.3.2 3D Audio
1.3.3 Computer Vision
1.3.4 3D Depth Sensors
1.3.5 4K & 8K Video
1.3.6 Adaptive Streaming
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global Virtual Reality (VR) for Consumer Market Perspective (2017-2028)
2.2 Virtual Reality (VR) for Consumer Growth Trends by Region
2.2.1 Virtual Reality (VR) for Consumer Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 Virtual Reality (VR) for Consumer Historic Market Size by Region (2017-2022)
2.2.3 Virtual Reality (VR) for Consumer Forecasted Market Size by Region (2023-2028)
2.3 Virtual Reality (VR) for Consumer Market Dynamics
2.3.1 Virtual Reality (VR) for Consumer Industry Trends
2.3.2 Virtual Reality (VR) for Consumer Market Drivers
2.3.3 Virtual Reality (VR) for Consumer Market Challenges
2.3.4 Virtual Reality (VR) for Consumer Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual Reality (VR) for Consumer Players by Revenue
3.1.1 Global Top Virtual Reality (VR) for Consumer Players by Revenue (2017-2022)
3.1.2 Global Virtual Reality (VR) for Consumer Revenue Market Share by Players (2017-2022)
3.2 Global Virtual Reality (VR) for Consumer Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Virtual Reality (VR) for Consumer Revenue
3.4 Global Virtual Reality (VR) for Consumer Market Concentration Ratio
3.4.1 Global Virtual Reality (VR) for Consumer Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Reality (VR) for Consumer Revenue in 2021
3.5 Virtual Reality (VR) for Consumer Key Players Head office and Area Served
3.6 Key Players Virtual Reality (VR) for Consumer Product Solution and Service
3.7 Date of Enter into Virtual Reality (VR) for Consumer Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Reality (VR) for Consumer Breakdown Data by Type
4.1 Global Virtual Reality (VR) for Consumer Historic Market Size by Type (2017-2022)
4.2 Global Virtual Reality (VR) for Consumer Forecasted Market Size by Type (2023-2028)
5 Virtual Reality (VR) for Consumer Breakdown Data by Application
5.1 Global Virtual Reality (VR) for Consumer Historic Market Size by Application (2017-2022)
5.2 Global Virtual Reality (VR) for Consumer Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America Virtual Reality (VR) for Consumer Market Size (2017-2028)
6.2 North America Virtual Reality (VR) for Consumer Market Size by Country (2017-2022)
6.3 North America Virtual Reality (VR) for Consumer Market Size by Country (2023-2028)
6.4 United States
6.5 Canada
7 Europe
7.1 Europe Virtual Reality (VR) for Consumer Market Size (2017-2028)
7.2 Europe Virtual Reality (VR) for Consumer Market Size by Country (2017-2022)
7.3 Europe Virtual Reality (VR) for Consumer Market Size by Country (2023-2028)
7.4 Germany
7.5 France
7.6 U.K.
7.7 Italy
7.8 Russia
7.9 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Virtual Reality (VR) for Consumer Market Size (2017-2028)
8.2 Asia-Pacific Virtual Reality (VR) for Consumer Market Size by Country (2017-2022)
8.3 Asia-Pacific Virtual Reality (VR) for Consumer Market Size by Country (2023-2028)
8.4 China
8.5 Japan
8.6 South Korea
8.7 Southeast Asia
8.8 India
8.9 Australia
9 Latin America
9.1 Latin America Virtual Reality (VR) for Consumer Market Size (2017-2028)
9.2 Latin America Virtual Reality (VR) for Consumer Market Size by Country (2017-2022)
9.3 Latin America Virtual Reality (VR) for Consumer Market Size by Country (2023-2028)
9.4 Mexico
9.5 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual Reality (VR) for Consumer Market Size (2017-2028)
10.2 Middle East & Africa Virtual Reality (VR) for Consumer Market Size by Country (2017-2022)
10.3 Middle East & Africa Virtual Reality (VR) for Consumer Market Size by Country (2023-2028)
10.4 Turkey
10.5 Saudi Arabia
10.6 UAE
11 Key Players Profiles
11.1 Alibaba Group Holding
11.1.1 Alibaba Group Holding Company Detail
11.1.2 Alibaba Group Holding Business Overview
11.1.3 Alibaba Group Holding Virtual Reality (VR) for Consumer Introduction
11.1.4 Alibaba Group Holding Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.1.5 Alibaba Group Holding Recent Development
11.2 AltspaceVR
11.2.1 AltspaceVR Company Detail
11.2.2 AltspaceVR Business Overview
11.2.3 AltspaceVR Virtual Reality (VR) for Consumer Introduction
11.2.4 AltspaceVR Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.2.5 AltspaceVR Recent Development
11.3 Amazon
11.3.1 Amazon Company Detail
11.3.2 Amazon Business Overview
11.3.3 Amazon Virtual Reality (VR) for Consumer Introduction
11.3.4 Amazon Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.3.5 Amazon Recent Development
11.4 Binary VR
11.4.1 Binary VR Company Detail
11.4.2 Binary VR Business Overview
11.4.3 Binary VR Virtual Reality (VR) for Consumer Introduction
11.4.4 Binary VR Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.4.5 Binary VR Recent Development
11.5 Bitmovin
11.5.1 Bitmovin Company Detail
11.5.2 Bitmovin Business Overview
11.5.3 Bitmovin Virtual Reality (VR) for Consumer Introduction
11.5.4 Bitmovin Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.5.5 Bitmovin Recent Development
11.6 Meta Platforms
11.6.1 Meta Platforms Company Detail
11.6.2 Meta Platforms Business Overview
11.6.3 Meta Platforms Virtual Reality (VR) for Consumer Introduction
11.6.4 Meta Platforms Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.6.5 Meta Platforms Recent Development
11.7 Google
11.7.1 Google Company Detail
11.7.2 Google Business Overview
11.7.3 Google Virtual Reality (VR) for Consumer Introduction
11.7.4 Google Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.7.5 Google Recent Development
11.8 HTC Corporation
11.8.1 HTC Corporation Company Detail
11.8.2 HTC Corporation Business Overview
11.8.3 HTC Corporation Virtual Reality (VR) for Consumer Introduction
11.8.4 HTC Corporation Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.8.5 HTC Corporation Recent Development
11.9 Leap Motion
11.9.1 Leap Motion Company Detail
11.9.2 Leap Motion Business Overview
11.9.3 Leap Motion Virtual Reality (VR) for Consumer Introduction
11.9.4 Leap Motion Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.9.5 Leap Motion Recent Development
11.10 Microsoft Corporation
11.10.1 Microsoft Corporation Company Detail
11.10.2 Microsoft Corporation Business Overview
11.10.3 Microsoft Corporation Virtual Reality (VR) for Consumer Introduction
11.10.4 Microsoft Corporation Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.10.5 Microsoft Corporation Recent Development
11.11 nDreams
11.11.1 nDreams Company Detail
11.11.2 nDreams Business Overview
11.11.3 nDreams Virtual Reality (VR) for Consumer Introduction
11.11.4 nDreams Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.11.5 nDreams Recent Development
11.12 NextVR,Inc
11.12.1 NextVR,Inc Company Detail
11.12.2 NextVR,Inc Business Overview
11.12.3 NextVR,Inc Virtual Reality (VR) for Consumer Introduction
11.12.4 NextVR,Inc Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.12.5 NextVR,Inc Recent Development
11.13 Nvidia Corporation
11.13.1 Nvidia Corporation Company Detail
11.13.2 Nvidia Corporation Business Overview
11.13.3 Nvidia Corporation Virtual Reality (VR) for Consumer Introduction
11.13.4 Nvidia Corporation Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.13.5 Nvidia Corporation Recent Development
11.14 Pixvana, Inc
11.14.1 Pixvana, Inc Company Detail
11.14.2 Pixvana, Inc Business Overview
11.14.3 Pixvana, Inc Virtual Reality (VR) for Consumer Introduction
11.14.4 Pixvana, Inc Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.14.5 Pixvana, Inc Recent Development
11.15 Sony Corporation
11.15.1 Sony Corporation Company Detail
11.15.2 Sony Corporation Business Overview
11.15.3 Sony Corporation Virtual Reality (VR) for Consumer Introduction
11.15.4 Sony Corporation Revenue in Virtual Reality (VR) for Consumer Business (2017-2022)
11.15.5 Sony Corporation Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

List of Tables

List of Tables
Table 1. Global Virtual Reality (VR) for Consumer Market Size Growth Rate by Type (US$ Million): 2017 VS 2021 VS 2028
Table 2. Key Players of Hardware
Table 3. Key Players of Software
Table 4. Key Players of Solutions
Table 5. Global Virtual Reality (VR) for Consumer Market Size Growth by Application (US$ Million): 2017 VS 2021 VS 2028
Table 6. Global Virtual Reality (VR) for Consumer Market Size by Region (US$ Million): 2017 VS 2021 VS 2028
Table 7. Global Virtual Reality (VR) for Consumer Market Size by Region (2017-2022) & (US$ Million)
Table 8. Global Virtual Reality (VR) for Consumer Market Share by Region (2017-2022)
Table 9. Global Virtual Reality (VR) for Consumer Forecasted Market Size by Region (2023-2028) & (US$ Million)
Table 10. Global Virtual Reality (VR) for Consumer Market Share by Region (2023-2028)
Table 11. Virtual Reality (VR) for Consumer Market Trends
Table 12. Virtual Reality (VR) for Consumer Market Drivers
Table 13. Virtual Reality (VR) for Consumer Market Challenges
Table 14. Virtual Reality (VR) for Consumer Market Restraints
Table 15. Global Virtual Reality (VR) for Consumer Revenue by Players (2017-2022) & (US$ Million)
Table 16. Global Virtual Reality (VR) for Consumer Market Share by Players (2017-2022)
Table 17. Global Top Virtual Reality (VR) for Consumer Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) for Consumer as of 2021)
Table 18. Ranking of Global Top Virtual Reality (VR) for Consumer Companies by Revenue (US$ Million) in 2021
Table 19. Global 5 Largest Players Market Share by Virtual Reality (VR) for Consumer Revenue (CR5 and HHI) & (2017-2022)
Table 20. Key Players Headquarters and Area Served
Table 21. Key Players Virtual Reality (VR) for Consumer Product Solution and Service
Table 22. Date of Enter into Virtual Reality (VR) for Consumer Market
Table 23. Mergers & Acquisitions, Expansion Plans
Table 24. Global Virtual Reality (VR) for Consumer Market Size by Type (2017-2022) & (US$ Million)
Table 25. Global Virtual Reality (VR) for Consumer Revenue Market Share by Type (2017-2022)
Table 26. Global Virtual Reality (VR) for Consumer Forecasted Market Size by Type (2023-2028) & (US$ Million)
Table 27. Global Virtual Reality (VR) for Consumer Revenue Market Share by Type (2023-2028)
Table 28. Global Virtual Reality (VR) for Consumer Market Size by Application (2017-2022) & (US$ Million)
Table 29. Global Virtual Reality (VR) for Consumer Revenue Market Share by Application (2017-2022)
Table 30. Global Virtual Reality (VR) for Consumer Forecasted Market Size by Application (2023-2028) & (US$ Million)
Table 31. Global Virtual Reality (VR) for Consumer Revenue Market Share by Application (2023-2028)
Table 32. North America Virtual Reality (VR) for Consumer Market Size by Country (2017-2022) & (US$ Million)
Table 33. North America Virtual Reality (VR) for Consumer Market Size by Country (2023-2028) & (US$ Million)
Table 34. Europe Virtual Reality (VR) for Consumer Market Size by Country (2017-2022) & (US$ Million)
Table 35. Europe Virtual Reality (VR) for Consumer Market Size by Country (2023-2028) & (US$ Million)
Table 36. Asia-Pacific Virtual Reality (VR) for Consumer Market Size by Region (2017-2022) & (US$ Million)
Table 37. Asia-Pacific Virtual Reality (VR) for Consumer Market Size by Region (2023-2028) & (US$ Million)
Table 38. Latin America Virtual Reality (VR) for Consumer Market Size by Country (2017-2022) & (US$ Million)
Table 39. Latin America Virtual Reality (VR) for Consumer Market Size by Country (2023-2028) & (US$ Million)
Table 40. Middle East & Africa Virtual Reality (VR) for Consumer Market Size by Country (2017-2022) & (US$ Million)
Table 41. Middle East & Africa Virtual Reality (VR) for Consumer Market Size by Country (2023-2028) & (US$ Million)
Table 42. Alibaba Group Holding Company Detail
Table 43. Alibaba Group Holding Business Overview
Table 44. Alibaba Group Holding Virtual Reality (VR) for Consumer Product
Table 45. Alibaba Group Holding Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 46. Alibaba Group Holding Recent Development
Table 47. AltspaceVR Company Detail
Table 48. AltspaceVR Business Overview
Table 49. AltspaceVR Virtual Reality (VR) for Consumer Product
Table 50. AltspaceVR Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 51. AltspaceVR Recent Development
Table 52. Amazon Company Detail
Table 53. Amazon Business Overview
Table 54. Amazon Virtual Reality (VR) for Consumer Product
Table 55. Amazon Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 56. Amazon Recent Development
Table 57. Binary VR Company Detail
Table 58. Binary VR Business Overview
Table 59. Binary VR Virtual Reality (VR) for Consumer Product
Table 60. Binary VR Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 61. Binary VR Recent Development
Table 62. Bitmovin Company Detail
Table 63. Bitmovin Business Overview
Table 64. Bitmovin Virtual Reality (VR) for Consumer Product
Table 65. Bitmovin Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 66. Bitmovin Recent Development
Table 67. Meta Platforms Company Detail
Table 68. Meta Platforms Business Overview
Table 69. Meta Platforms Virtual Reality (VR) for Consumer Product
Table 70. Meta Platforms Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 71. Meta Platforms Recent Development
Table 72. Google Company Detail
Table 73. Google Business Overview
Table 74. Google Virtual Reality (VR) for Consumer Product
Table 75. Google Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 76. Google Recent Development
Table 77. HTC Corporation Company Detail
Table 78. HTC Corporation Business Overview
Table 79. HTC Corporation Virtual Reality (VR) for Consumer Product
Table 80. HTC Corporation Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 81. HTC Corporation Recent Development
Table 82. Leap Motion Company Detail
Table 83. Leap Motion Business Overview
Table 84. Leap Motion Virtual Reality (VR) for Consumer Product
Table 85. Leap Motion Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 86. Leap Motion Recent Development
Table 87. Microsoft Corporation Company Detail
Table 88. Microsoft Corporation Business Overview
Table 89. Microsoft Corporation Virtual Reality (VR) for Consumer Product
Table 90. Microsoft Corporation Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 91. Microsoft Corporation Recent Development
Table 92. nDreams Company Detail
Table 93. nDreams Business Overview
Table 94. nDreams Virtual Reality (VR) for ConsumerProduct
Table 95. nDreams Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 96. nDreams Recent Development
Table 97. NextVR,Inc Company Detail
Table 98. NextVR,Inc Business Overview
Table 99. NextVR,Inc Virtual Reality (VR) for ConsumerProduct
Table 100. NextVR,Inc Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 101. NextVR,Inc Recent Development
Table 102. Nvidia Corporation Company Detail
Table 103. Nvidia Corporation Business Overview
Table 104. Nvidia Corporation Virtual Reality (VR) for ConsumerProduct
Table 105. Nvidia Corporation Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 106. Nvidia Corporation Recent Development
Table 107. Pixvana, Inc Company Detail
Table 108. Pixvana, Inc Business Overview
Table 109. Pixvana, Inc Virtual Reality (VR) for ConsumerProduct
Table 110. Pixvana, Inc Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 111. Pixvana, Inc Recent Development
Table 112. Sony Corporation Company Detail
Table 113. Sony Corporation Business Overview
Table 114. Sony Corporation Virtual Reality (VR) for ConsumerProduct
Table 115. Sony Corporation Revenue in Virtual Reality (VR) for Consumer Business (2017-2022) & (US$ Million)
Table 116. Sony Corporation Recent Development
Table 117. Research Programs/Design for This Report
Table 118. Key Data Information from Secondary Sources
Table 119. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Virtual Reality (VR) for Consumer Market Share by Type: 2021 VS 2028
Figure 2. Hardware Features
Figure 3. Software Features
Figure 4. Solutions Features
Figure 5. Global Virtual Reality (VR) for Consumer Market Share by Application in 2021 & 2028
Figure 6. 3D Audio Case Studies
Figure 7. Computer Vision Case Studies
Figure 8. 3D Depth Sensors Case Studies
Figure 9. 4K & 8K Video Case Studies
Figure 10. Adaptive Streaming Case Studies
Figure 11. Virtual Reality (VR) for Consumer Report Years Considered
Figure 12. Global Virtual Reality (VR) for Consumer Market Size (US$ Million), Year-over-Year: 2017-2028
Figure 13. Global Virtual Reality (VR) for Consumer Market Size, (US$ Million), 2017 VS 2021 VS 2028
Figure 14. Global Virtual Reality (VR) for Consumer Market Share by Region: 2021 VS 2028
Figure 15. Global Virtual Reality (VR) for Consumer Market Share by Players in 2021
Figure 16. Global Top Virtual Reality (VR) for Consumer Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) for Consumer as of 2021)
Figure 17. The Top 10 and 5 Players Market Share by Virtual Reality (VR) for Consumer Revenue in 2021
Figure 18. North America Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 19. North America Virtual Reality (VR) for Consumer Market Share by Country (2017-2028)
Figure 20. United States Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 21. Canada Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 22. Europe Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 23. Europe Virtual Reality (VR) for Consumer Market Share by Country (2017-2028)
Figure 24. Germany Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 25. France Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 26. U.K. Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 27. Italy Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 28. Russia Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 29. Nordic Countries Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 30. Asia-Pacific Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 31. Asia-Pacific Virtual Reality (VR) for Consumer Market Share by Region (2017-2028)
Figure 32. China Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 33. Japan Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 34. South Korea Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 35. Southeast Asia Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 36. India Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 37. Australia Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 38. Latin America Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 39. Latin America Virtual Reality (VR) for Consumer Market Share by Country (2017-2028)
Figure 40. Mexico Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 41. Brazil Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 42. Middle East & Africa Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 43. Middle East & Africa Virtual Reality (VR) for Consumer Market Share by Country (2017-2028)
Figure 44. Turkey Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 45. Saudi Arabia Virtual Reality (VR) for Consumer Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 46. Alibaba Group Holding Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 47. AltspaceVR Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 48. Amazon Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 49. Binary VR Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 50. Bitmovin Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 51. Meta Platforms Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 52. Google Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 53. HTC Corporation Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 54. Leap Motion Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 55. Microsoft Corporation Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 56. nDreams Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 57. NextVR,Inc Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 58. Nvidia Corporation Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 59. Pixvana, Inc Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 60. Sony Corporation Revenue Growth Rate in Virtual Reality (VR) for Consumer Business (2017-2022)
Figure 61. Bottom-up and Top-down Approaches for This Report
Figure 62. Data Triangulation
Figure 63. Key Executives Interviewed

Published By : QY Research

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