The Market Reports

Call: +1-631-407-1315 / +91-750-729-1479
Email: sales@themarketreports.com

Virtual Reality Devices-Global Market Insights and Sales Trends 2025

Virtual Reality Devices-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1848456

No of Pages : 103

Synopsis
Virtual reality technology is a kind of computer simulation system that can create and experience the virtual world. It USES the computer to generate a simulation environment, and it is an interactive system simulation of three-dimensional dynamic scene and physical behavior that integrates multi-source information to immerse users in the environment.
The global Virtual Reality Devices market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Virtual Reality Devices in various end use industries. The expanding demands from the Consumers, Commercial, Space Defense and Medical, are propelling Virtual Reality Devices market. Non-Immersive Type, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Semi-Physical Type segment is estimated at % CAGR for the next seven-year period.
Increasing adoption of head-mounted displays in gaming and entertainment to drive the virtual reality market.
Report Objectives
This report provides market insight on the different segments, by manufacturers, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Virtual Reality Devices, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Virtual Reality Devices market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Virtual Reality Devices market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Virtual Reality Devices sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Virtual Reality Devices covered in this report include Oculus VR, Sony, HTC, Samsung Electronics, EON Reality, Google, Microsoft, Vuzix and CyberGlove Systems, etc.
The global Virtual Reality Devices market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Oculus VR
Sony
HTC
Samsung Electronics
EON Reality
Google
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment
Global Virtual Reality Devices market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Virtual Reality Devices market, Segment by Type:
Non-Immersive Type
Semi-Physical Type
Totally Immersive Type
Global Virtual Reality Devices market, by Application
Consumers
Commercial
Space Defense
Medical
Industry
Other
Core Chapters
Chapter One: Introduces the study scope of this report, executive summary of market segments by Type, market size segments for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter Two: Detailed analysis of Virtual Reality Devices manufacturers competitive landscape, price, sales, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Three: Sales, revenue of Virtual Reality Devices in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the future development prospects, and market space in the world.
Chapter Four: Introduces market segments by Application, market size segment for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter Five, Six, Seven, Eight and Nine: North America, Europe, Asia Pacific, South America, Middle East & Africa, sales and revenue by country.
Chapter Ten: 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 Eleven: Analysis of industrial chain, key raw materials, manufacturing cost, and market dynamics. 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 Twelve: Analysis of sales channel, distributors and customers.
Chapter Thirteen: Research Findings and Conclusion.
Index
1 Virtual Reality Devices Market Overview
1.1 Virtual Reality Devices Product Overview
1.2 Virtual Reality Devices Market Segment by Type
1.2.1 Non-Immersive Type
1.2.2 Semi-Physical Type
1.2.3 Totally Immersive Type
1.3 Global Virtual Reality Devices Market Size by Type
1.3.1 Global Virtual Reality Devices Market Size Overview by Type (2018-2029)
1.3.2 Global Virtual Reality Devices Historic Market Size Review by Type (2018-2023)
1.3.3 Global Virtual Reality Devices Forecasted Market Size by Type (2024-2029)
1.4 Key Regions Market Size Segment by Type
1.4.1 North America Virtual Reality Devices Sales Breakdown by Type (2018-2023)
1.4.2 Europe Virtual Reality Devices Sales Breakdown by Type (2018-2023)
1.4.3 Asia-Pacific Virtual Reality Devices Sales Breakdown by Type (2018-2023)
1.4.4 Latin America Virtual Reality Devices Sales Breakdown by Type (2018-2023)
1.4.5 Middle East and Africa Virtual Reality Devices Sales Breakdown by Type (2018-2023)
2 Global Virtual Reality Devices Market Competition by Company
2.1 Global Top Players by Virtual Reality Devices Sales (2018-2023)
2.2 Global Top Players by Virtual Reality Devices Revenue (2018-2023)
2.3 Global Top Players by Virtual Reality Devices Price (2018-2023)
2.4 Global Top Manufacturers Virtual Reality Devices Manufacturing Base Distribution, Sales Area, Product Type
2.5 Virtual Reality Devices Market Competitive Situation and Trends
2.5.1 Virtual Reality Devices Market Concentration Rate (2018-2023)
2.5.2 Global 5 and 10 Largest Manufacturers by Virtual Reality Devices Sales and Revenue in 2022
2.6 Global Top Manufacturers by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Virtual Reality Devices as of 2022)
2.7 Date of Key Manufacturers Enter into Virtual Reality Devices Market
2.8 Key Manufacturers Virtual Reality Devices Product Offered
2.9 Mergers & Acquisitions, Expansion
3 Virtual Reality Devices Status and Outlook by Region
3.1 Global Virtual Reality Devices Market Size and CAGR by Region: 2018 VS 2022 VS 2029
3.2 Global Virtual Reality Devices Historic Market Size by Region
3.2.1 Global Virtual Reality Devices Sales in Volume by Region (2018-2023)
3.2.2 Global Virtual Reality Devices Sales in Value by Region (2018-2023)
3.2.3 Global Virtual Reality Devices Sales (Volume & Value) Price and Gross Margin (2018-2023)
3.3 Global Virtual Reality Devices Forecasted Market Size by Region
3.3.1 Global Virtual Reality Devices Sales in Volume by Region (2024-2029)
3.3.2 Global Virtual Reality Devices Sales in Value by Region (2024-2029)
3.3.3 Global Virtual Reality Devices Sales (Volume & Value), Price and Gross Margin (2024-2029)
4 Global Virtual Reality Devices by Application
4.1 Virtual Reality Devices Market Segment by Application
4.1.1 Consumers
4.1.2 Commercial
4.1.3 Space Defense
4.1.4 Medical
4.1.5 Industry
4.1.6 Other
4.2 Global Virtual Reality Devices Market Size by Application
4.2.1 Global Virtual Reality Devices Market Size Overview by Application (2018-2029)
4.2.2 Global Virtual Reality Devices Historic Market Size Review by Application (2018-2023)
4.2.3 Global Virtual Reality Devices Forecasted Market Size by Application (2024-2029)
4.3 Key Regions Market Size Segment by Application
4.3.1 North America Virtual Reality Devices Sales Breakdown by Application (2018-2023)
4.3.2 Europe Virtual Reality Devices Sales Breakdown by Application (2018-2023)
4.3.3 Asia-Pacific Virtual Reality Devices Sales Breakdown by Application (2018-2023)
4.3.4 Latin America Virtual Reality Devices Sales Breakdown by Application (2018-2023)
4.3.5 Middle East and Africa Virtual Reality Devices Sales Breakdown by Application (2018-2023)
5 North America Virtual Reality Devices by Country
5.1 North America Virtual Reality Devices Historic Market Size by Country
5.1.1 North America Virtual Reality Devices Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
5.1.2 North America Virtual Reality Devices Sales in Volume by Country (2018-2023)
5.1.3 North America Virtual Reality Devices Sales in Value by Country (2018-2023)
5.2 North America Virtual Reality Devices Forecasted Market Size by Country
5.2.1 North America Virtual Reality Devices Sales in Volume by Country (2024-2029)
5.2.2 North America Virtual Reality Devices Sales in Value by Country (2024-2029)
6 Europe Virtual Reality Devices by Country
6.1 Europe Virtual Reality Devices Historic Market Size by Country
6.1.1 Europe Virtual Reality Devices Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
6.1.2 Europe Virtual Reality Devices Sales in Volume by Country (2018-2023)
6.1.3 Europe Virtual Reality Devices Sales in Value by Country (2018-2023)
6.2 Europe Virtual Reality Devices Forecasted Market Size by Country
6.2.1 Europe Virtual Reality Devices Sales in Volume by Country (2024-2029)
6.2.2 Europe Virtual Reality Devices Sales in Value by Country (2024-2029)
7 Asia-Pacific Virtual Reality Devices by Region
7.1 Asia-Pacific Virtual Reality Devices Historic Market Size by Region
7.1.1 Asia-Pacific Virtual Reality Devices Market Size Growth Rate (CAGR) by Region: 2018 VS 2022 VS 2029
7.1.2 Asia-Pacific Virtual Reality Devices Sales in Volume by Region (2018-2023)
7.1.3 Asia-Pacific Virtual Reality Devices Sales in Value by Region (2018-2023)
7.2 Asia-Pacific Virtual Reality Devices Forecasted Market Size by Region
7.2.1 Asia-Pacific Virtual Reality Devices Sales in Volume by Region (2024-2029)
7.2.2 Asia-Pacific Virtual Reality Devices Sales in Value by Region (2024-2029)
8 Latin America Virtual Reality Devices by Country
8.1 Latin America Virtual Reality Devices Historic Market Size by Country
8.1.1 Latin America Virtual Reality Devices Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
8.1.2 Latin America Virtual Reality Devices Sales in Volume by Country (2018-2023)
8.1.3 Latin America Virtual Reality Devices Sales in Value by Country (2018-2023)
8.2 Latin America Virtual Reality Devices Forecasted Market Size by Country
8.2.1 Latin America Virtual Reality Devices Sales in Volume by Country (2024-2029)
8.2.2 Latin America Virtual Reality Devices Sales in Value by Country (2024-2029)
9 Middle East and Africa Virtual Reality Devices by Country
9.1 Middle East and Africa Virtual Reality Devices Historic Market Size by Country
9.1.1 Middle East and Africa Virtual Reality Devices Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
9.1.2 Middle East and Africa Virtual Reality Devices Sales in Volume by Country (2018-2023)
9.1.3 Middle East and Africa Virtual Reality Devices Sales in Value by Country (2018-2023)
9.2 Middle East and Africa Virtual Reality Devices Forecasted Market Size by Country
9.2.1 Middle East and Africa Virtual Reality Devices Sales in Volume by Country (2024-2029)
9.2.2 Middle East and Africa Virtual Reality Devices Sales in Value by Country (2024-2029)
10 Company Profiles
10.1 Oculus VR
10.1.1 Oculus VR Company Information
10.1.2 Oculus VR Introduction and Business Overview
10.1.3 Oculus VR Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.1.4 Oculus VR Virtual Reality Devices Products Offered
10.1.5 Oculus VR Recent Development
10.2 Sony
10.2.1 Sony Company Information
10.2.2 Sony Introduction and Business Overview
10.2.3 Sony Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.2.4 Sony Virtual Reality Devices Products Offered
10.2.5 Sony Recent Development
10.3 HTC
10.3.1 HTC Company Information
10.3.2 HTC Introduction and Business Overview
10.3.3 HTC Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.3.4 HTC Virtual Reality Devices Products Offered
10.3.5 HTC Recent Development
10.4 Samsung Electronics
10.4.1 Samsung Electronics Company Information
10.4.2 Samsung Electronics Introduction and Business Overview
10.4.3 Samsung Electronics Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.4.4 Samsung Electronics Virtual Reality Devices Products Offered
10.4.5 Samsung Electronics Recent Development
10.5 EON Reality
10.5.1 EON Reality Company Information
10.5.2 EON Reality Introduction and Business Overview
10.5.3 EON Reality Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.5.4 EON Reality Virtual Reality Devices Products Offered
10.5.5 EON Reality Recent Development
10.6 Google
10.6.1 Google Company Information
10.6.2 Google Introduction and Business Overview
10.6.3 Google Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.6.4 Google Virtual Reality Devices Products Offered
10.6.5 Google Recent Development
10.7 Microsoft
10.7.1 Microsoft Company Information
10.7.2 Microsoft Introduction and Business Overview
10.7.3 Microsoft Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.7.4 Microsoft Virtual Reality Devices Products Offered
10.7.5 Microsoft Recent Development
10.8 Vuzix
10.8.1 Vuzix Company Information
10.8.2 Vuzix Introduction and Business Overview
10.8.3 Vuzix Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.8.4 Vuzix Virtual Reality Devices Products Offered
10.8.5 Vuzix Recent Development
10.9 CyberGlove Systems
10.9.1 CyberGlove Systems Company Information
10.9.2 CyberGlove Systems Introduction and Business Overview
10.9.3 CyberGlove Systems Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.9.4 CyberGlove Systems Virtual Reality Devices Products Offered
10.9.5 CyberGlove Systems Recent Development
10.10 Sensics
10.10.1 Sensics Company Information
10.10.2 Sensics Introduction and Business Overview
10.10.3 Sensics Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.10.4 Sensics Virtual Reality Devices Products Offered
10.10.5 Sensics Recent Development
10.11 Leap Motion
10.11.1 Leap Motion Company Information
10.11.2 Leap Motion Introduction and Business Overview
10.11.3 Leap Motion Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.11.4 Leap Motion Virtual Reality Devices Products Offered
10.11.5 Leap Motion Recent Development
10.12 Sixense Entertainment
10.12.1 Sixense Entertainment Company Information
10.12.2 Sixense Entertainment Introduction and Business Overview
10.12.3 Sixense Entertainment Virtual Reality Devices Sales, Revenue and Gross Margin (2018-2023)
10.12.4 Sixense Entertainment Virtual Reality Devices Products Offered
10.12.5 Sixense Entertainment Recent Development
11 Upstream, Opportunities, Challenges, Risks and Influences Factors Analysis
11.1 Virtual Reality Devices Key Raw Materials
11.1.1 Key Raw Materials
11.1.2 Key Raw Materials Price
11.1.3 Raw Materials Key Suppliers
11.2 Manufacturing Cost Structure
11.2.1 Raw Materials
11.2.2 Labor Cost
11.2.3 Manufacturing Expenses
11.3 Virtual Reality Devices Industrial Chain Analysis
11.4 Virtual Reality Devices Market Dynamics
11.4.1 Virtual Reality Devices Industry Trends
11.4.2 Virtual Reality Devices Market Drivers
11.4.3 Virtual Reality Devices Market Challenges
11.4.4 Virtual Reality Devices Market Restraints
12 Market Strategy Analysis, Distributors
12.1 Sales Channel
12.2 Virtual Reality Devices Distributors
12.3 Virtual Reality Devices Downstream Customers
13 Research Findings and Conclusion
14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.2 Data Source
14.2 Author Details
14.3 Disclaimer

Published By : QY Research

Why ‘The Market Reports’