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Virtual Reality-Global Market Insights and Sales Trends 2024

Virtual Reality-Global Market Insights and Sales Trends 2024

Publishing Date : Dec, 2023

License Type :
 

Report Code : 1864004

No of Pages : 105

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 size is expected to reach US$ 31940 million by 2029, growing at a CAGR of 15.7% from 2023 to 2029. The market is mainly driven by the significant applications of Virtual Reality in various end use industries. The expanding demands from the Consumer, Commercial, Aerospace and Defense and Medical, are propelling Virtual Reality market. Non-Immersive Technology, 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-Immersive and Fully Immersive Technologies segment is estimated at % CAGR for the next seven-year period.
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.
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, 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 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 market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Virtual Reality 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 covered in this report include Oculus VR, Sony, Samsung Electronics, HTC, EON Reality, Google, Microsoft, Vuzix and Cyberglove Systems, etc.
The global Virtual Reality 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
Samsung Electronics
HTC
EON Reality
Google
Microsoft
Vuzix
Cyberglove Systems
Sensics
Leap Motion
Sixense Entertainment
Global Virtual Reality 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 market, Segment by Type:
Non-Immersive Technology
Semi-Immersive and Fully Immersive Technologies
Global Virtual Reality market, by Application
Consumer
Commercial
Aerospace and Defense
Medical
Industrial
Others
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 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 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 Market Overview
1.1 Virtual Reality Product Overview
1.2 Virtual Reality Market Segment by Type
1.2.1 Non-Immersive Technology
1.2.2 Semi-Immersive and Fully Immersive Technologies
1.3 Global Virtual Reality Market Size by Type
1.3.1 Global Virtual Reality Market Size Overview by Type (2018-2029)
1.3.2 Global Virtual Reality Historic Market Size Review by Type (2018-2023)
1.3.3 Global Virtual Reality Forecasted Market Size by Type (2024-2029)
1.4 Key Regions Market Size Segment by Type
1.4.1 North America Virtual Reality Sales Breakdown by Type (2018-2023)
1.4.2 Europe Virtual Reality Sales Breakdown by Type (2018-2023)
1.4.3 Asia-Pacific Virtual Reality Sales Breakdown by Type (2018-2023)
1.4.4 Latin America Virtual Reality Sales Breakdown by Type (2018-2023)
1.4.5 Middle East and Africa Virtual Reality Sales Breakdown by Type (2018-2023)
2 Global Virtual Reality Market Competition by Company
2.1 Global Top Players by Virtual Reality Sales (2018-2023)
2.2 Global Top Players by Virtual Reality Revenue (2018-2023)
2.3 Global Top Players by Virtual Reality Price (2018-2023)
2.4 Global Top Manufacturers Virtual Reality Manufacturing Base Distribution, Sales Area, Product Type
2.5 Virtual Reality Market Competitive Situation and Trends
2.5.1 Virtual Reality Market Concentration Rate (2018-2023)
2.5.2 Global 5 and 10 Largest Manufacturers by Virtual Reality 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 as of 2022)
2.7 Date of Key Manufacturers Enter into Virtual Reality Market
2.8 Key Manufacturers Virtual Reality Product Offered
2.9 Mergers & Acquisitions, Expansion
3 Virtual Reality Status and Outlook by Region
3.1 Global Virtual Reality Market Size and CAGR by Region: 2018 VS 2022 VS 2029
3.2 Global Virtual Reality Historic Market Size by Region
3.2.1 Global Virtual Reality Sales in Volume by Region (2018-2023)
3.2.2 Global Virtual Reality Sales in Value by Region (2018-2023)
3.2.3 Global Virtual Reality Sales (Volume & Value) Price and Gross Margin (2018-2023)
3.3 Global Virtual Reality Forecasted Market Size by Region
3.3.1 Global Virtual Reality Sales in Volume by Region (2024-2029)
3.3.2 Global Virtual Reality Sales in Value by Region (2024-2029)
3.3.3 Global Virtual Reality Sales (Volume & Value), Price and Gross Margin (2024-2029)
4 Global Virtual Reality by Application
4.1 Virtual Reality Market Segment by Application
4.1.1 Consumer
4.1.2 Commercial
4.1.3 Aerospace and Defense
4.1.4 Medical
4.1.5 Industrial
4.1.6 Others
4.2 Global Virtual Reality Market Size by Application
4.2.1 Global Virtual Reality Market Size Overview by Application (2018-2029)
4.2.2 Global Virtual Reality Historic Market Size Review by Application (2018-2023)
4.2.3 Global Virtual Reality Forecasted Market Size by Application (2024-2029)
4.3 Key Regions Market Size Segment by Application
4.3.1 North America Virtual Reality Sales Breakdown by Application (2018-2023)
4.3.2 Europe Virtual Reality Sales Breakdown by Application (2018-2023)
4.3.3 Asia-Pacific Virtual Reality Sales Breakdown by Application (2018-2023)
4.3.4 Latin America Virtual Reality Sales Breakdown by Application (2018-2023)
4.3.5 Middle East and Africa Virtual Reality Sales Breakdown by Application (2018-2023)
5 North America Virtual Reality by Country
5.1 North America Virtual Reality Historic Market Size by Country
5.1.1 North America Virtual Reality Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
5.1.2 North America Virtual Reality Sales in Volume by Country (2018-2023)
5.1.3 North America Virtual Reality Sales in Value by Country (2018-2023)
5.2 North America Virtual Reality Forecasted Market Size by Country
5.2.1 North America Virtual Reality Sales in Volume by Country (2024-2029)
5.2.2 North America Virtual Reality Sales in Value by Country (2024-2029)
6 Europe Virtual Reality by Country
6.1 Europe Virtual Reality Historic Market Size by Country
6.1.1 Europe Virtual Reality Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
6.1.2 Europe Virtual Reality Sales in Volume by Country (2018-2023)
6.1.3 Europe Virtual Reality Sales in Value by Country (2018-2023)
6.2 Europe Virtual Reality Forecasted Market Size by Country
6.2.1 Europe Virtual Reality Sales in Volume by Country (2024-2029)
6.2.2 Europe Virtual Reality Sales in Value by Country (2024-2029)
7 Asia-Pacific Virtual Reality by Region
7.1 Asia-Pacific Virtual Reality Historic Market Size by Region
7.1.1 Asia-Pacific Virtual Reality Market Size Growth Rate (CAGR) by Region: 2018 VS 2022 VS 2029
7.1.2 Asia-Pacific Virtual Reality Sales in Volume by Region (2018-2023)
7.1.3 Asia-Pacific Virtual Reality Sales in Value by Region (2018-2023)
7.2 Asia-Pacific Virtual Reality Forecasted Market Size by Region
7.2.1 Asia-Pacific Virtual Reality Sales in Volume by Region (2024-2029)
7.2.2 Asia-Pacific Virtual Reality Sales in Value by Region (2024-2029)
8 Latin America Virtual Reality by Country
8.1 Latin America Virtual Reality Historic Market Size by Country
8.1.1 Latin America Virtual Reality Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
8.1.2 Latin America Virtual Reality Sales in Volume by Country (2018-2023)
8.1.3 Latin America Virtual Reality Sales in Value by Country (2018-2023)
8.2 Latin America Virtual Reality Forecasted Market Size by Country
8.2.1 Latin America Virtual Reality Sales in Volume by Country (2024-2029)
8.2.2 Latin America Virtual Reality Sales in Value by Country (2024-2029)
9 Middle East and Africa Virtual Reality by Country
9.1 Middle East and Africa Virtual Reality Historic Market Size by Country
9.1.1 Middle East and Africa Virtual Reality Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
9.1.2 Middle East and Africa Virtual Reality Sales in Volume by Country (2018-2023)
9.1.3 Middle East and Africa Virtual Reality Sales in Value by Country (2018-2023)
9.2 Middle East and Africa Virtual Reality Forecasted Market Size by Country
9.2.1 Middle East and Africa Virtual Reality Sales in Volume by Country (2024-2029)
9.2.2 Middle East and Africa Virtual Reality 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 Sales, Revenue and Gross Margin (2018-2023)
10.1.4 Oculus VR Virtual Reality 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 Sales, Revenue and Gross Margin (2018-2023)
10.2.4 Sony Virtual Reality Products Offered
10.2.5 Sony Recent Development
10.3 Samsung Electronics
10.3.1 Samsung Electronics Company Information
10.3.2 Samsung Electronics Introduction and Business Overview
10.3.3 Samsung Electronics Virtual Reality Sales, Revenue and Gross Margin (2018-2023)
10.3.4 Samsung Electronics Virtual Reality Products Offered
10.3.5 Samsung Electronics Recent Development
10.4 HTC
10.4.1 HTC Company Information
10.4.2 HTC Introduction and Business Overview
10.4.3 HTC Virtual Reality Sales, Revenue and Gross Margin (2018-2023)
10.4.4 HTC Virtual Reality Products Offered
10.4.5 HTC 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 Sales, Revenue and Gross Margin (2018-2023)
10.5.4 EON Reality Virtual Reality 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 Sales, Revenue and Gross Margin (2018-2023)
10.6.4 Google Virtual Reality 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 Sales, Revenue and Gross Margin (2018-2023)
10.7.4 Microsoft Virtual Reality 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 Sales, Revenue and Gross Margin (2018-2023)
10.8.4 Vuzix Virtual Reality 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 Sales, Revenue and Gross Margin (2018-2023)
10.9.4 Cyberglove Systems Virtual Reality 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 Sales, Revenue and Gross Margin (2018-2023)
10.10.4 Sensics Virtual Reality 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 Sales, Revenue and Gross Margin (2018-2023)
10.11.4 Leap Motion Virtual Reality 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 Sales, Revenue and Gross Margin (2018-2023)
10.12.4 Sixense Entertainment Virtual Reality Products Offered
10.12.5 Sixense Entertainment Recent Development
11 Upstream, Opportunities, Challenges, Risks and Influences Factors Analysis
11.1 Virtual Reality 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 Industrial Chain Analysis
11.4 Virtual Reality Market Dynamics
11.4.1 Virtual Reality Industry Trends
11.4.2 Virtual Reality Market Drivers
11.4.3 Virtual Reality Market Challenges
11.4.4 Virtual Reality Market Restraints
12 Market Strategy Analysis, Distributors
12.1 Sales Channel
12.2 Virtual Reality Distributors
12.3 Virtual Reality 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

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