Product Code: IFT154B
Highlights:
The global market for virtual reality (VR) technologies is expected to grow from $21.1 billion in 2023 to $66.9 billion by the end of 2028, at a compound annual growth rate (CAGR) of 26.0% from 2023 to 2028.
The North American market for VR technologies is expected to grow from $7.2 billion in 2023 to $22.6 billion by the end of 2028, at a CAGR of 25.6% from 2023 to 2028.
The Asia-Pacific market for VR technologies is expected to grow from $8.1 billion in 2023 to $27.5 billion by the end of 2028, at a CAGR of 27.5% from 2023 to 2028.
Report Scope:
This report provides an overview and analysis of the global market for VR. Using 2022 as the base year, the report provides estimated market data for the forecast period 2023 through 2028. This report also offers insights on drivers, restraints, and opportunities for the market, which were gathered through primary and secondary research. It also covers various market factors, including the COVID-19 impact, and Porter's five forces.
This report's scope includes a detailed study of the global and regional markets of VR technology by component, device type, technology and application. The report examines each of these market segments, determines its current market size, and estimates its future market size and compound annual growth rate (CAGR).
The report also provides detailed profiles of the significant VR players and their strategies to enhance their market presence.
Report Includes:
- 46 data tables and 18 additional tables
- An overview and up-to-date analysis of the global market for virtual reality (VR) technologies
- Analyses of the global market trends, with historic market revenue (sales figures) for 2022, estimates for 2023, forecasts for 2024, and projections of compound annual growth rates (CAGRs) through 2028
- An evaluation of the upcoming market opportunities and emerging applications of VR technology, as well as forecasts for the market's segments and sub-segments
- An estimate of the actual market size. a revenue forecast for the VR technologies market, and a market share analysis based on component, technology, device type, application, and region
- In-depth information on R&D investments, key technology issues, industry challenges, major end-user markets and the impact on device sales
- Coverage of the technological, economic and business considerations of VR technology, with market data analyses and growth forecasts through 2028
- Insights into the impact of ESG factors on company performance and the ESG practices followed
- Identification of the companies best positioned to meet the surging demand for VR technology market
- An analysis of patent activity
- A look into the VR industry structure, the supplier landscape, new products and developments, and company value share analysis based on segmental revenues
- Company profiles of the leading players
Table of Contents
Chapter 1 Introduction
- Study Goals and Objectives
- Reasons for Doing the Study
- What's New in This Update?
- Scope of Report
- Research Methodology
- Information Sources
- Regional Breakdown
Chapter 2 Summary and Highlights
- Market Outlook
- Market Summary and Highlights
Chapter 3 Market Overview
- Current Market Overview
- Market Evolution
- VR in the 21st Century
- Future Expectations
- Current VR Trends
- Emerging Trends
- Macro Factors
- Impact of COVID-19
- Impact of Russia-Ukraine War
- Value Chain Analysis
- Component Manufacturers and Systems Software Developers
- Device Manufacturers
- Enterprise Application Developers
- Distributors and Retailers
- End Users
- Porter's Five Forces Analysis
Chapter 4 Market Dynamics
- Market Drivers
- Growing Use of HMDs in Gaming and Entertainment
- Falling Cost of VR Hardware
- Increasing Use of VR in Automobiles
- Market Restraints
- Effects on Health
- Global Trade War
- High Initial Cost
- Market Opportunities
- Role of 5G in Virtual Reality
- Corporate Training
Chapter 5 Market Breakdown by Component
- Key Findings
- Hardware
- Displays and Projectors
- Cameras
- Semiconductor Components
- Sensors
- Position Trackers
- Other Hardware Components
- Software
Chapter 6 Market Breakdown by Device Type
- Key Findings
- Head-Mounted Displays
- Projectors and Display Walls
- Gesture Control Devices
- Other Device Types
Chapter 7 Market Breakdown by Technology
- Key Findings
- Semi- and Fully Immersive Technology
- Non-Immersive Technology
Chapter 8 Market Breakdown by Application
- Key Findings
- Consumer
- Gaming and Entertainment
- Sports
- Commercial
- Retail and E-commerce
- Education and Training
- Travel and Tourism
- Advertising
- Enterprise (Manufacturing)
- Healthcare
- Aerospace and Defense
- Other Applications
Chapter 9 Market Breakdown by Region
- Key Findings
- North America
- Europe
- Asia-Pacific
- Rest of the World (RoW)
Chapter 10 Sustainability in Virtual Reality Market: An ESG Perspective
- Key ESG Issues in the Internet of Behavior Market
- ESG Performance in Internet of Behavior Market
- Case Study
- Environmental Impact
- Equitable/Social Impact
- Ethical/Governance Impact
- Current Status of ESG in the VR Market
- Concluding Remarks from BCC
Chapter 11 Patent Analysis
- Patent Analysis
- Key Granted Patents
Chapter 12 M&A and Venture Funding Outlook
Chapter 13 Competitive Landscape
Chapter 14 Company Profiles
- Introduction
- 7D VISION TECHNOLOGY CO. LTD.
- APPLE INC.
- CHRISTIE DIGITAL SYSTEMS USA, INC.
- DPVR (SHANGHAI LEXIANG TECHNOLOGY CO., LTD.)
- EMAGIN INC.
- EON REALITY INC.
- GRAVITY JACK INC.
- HTC CORP.
- META PLATFORMS TECHNOLOGIES INC.
- MICROSOFT CORP.
- NVIDIA CORP.
- PICO TECHNOLOGY CO. LTD. (BYTEDANCE)
- SONY CORP.
- Few Startups/Emerging Companies
- CURVATURE GAMES
- VARJO
- VEDX SOLUTIONS
- VRPHARMA
- XIMMERSE
Chapter 15 Appendix: Acronyms