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1747795

没入型バーチャルリアリティの世界市場

Immersive Virtual Reality


出版日
ページ情報
英文 217 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=145.42円
没入型バーチャルリアリティの世界市場
出版日: 2025年06月13日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 217 Pages
納期: 即日から翌営業日
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概要

没入型バーチャルリアリティの世界市場は2030年までに780億米ドルに到達

2024年に202億米ドルと推定される没入型バーチャルリアリティの世界市場は、2024年から2030年にかけてCAGR 25.2%で成長し、2030年には780億米ドルに達すると予測されます。本レポートで分析したセグメントの1つである没入型VRハードウェアは、CAGR 27.6%を記録し、分析期間終了時には496億米ドルに達すると予測されます。没入型VRソフトウェア分野の成長率は、分析期間でCAGR 21.2%と推定されます。

米国市場は53億米ドルと推定、中国はCAGR 23.8%で成長予測

米国の没入型バーチャルリアリティ市場は、2024年に53億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに118億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは23.8%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ23.4%と21.5%と予測されています。欧州では、ドイツがCAGR約17.2%で成長すると予測されています。

世界の没入型バーチャルリアリティ市場- 主要動向と促進要因のまとめ

没入型バーチャルリアリティは業界全体のデジタル体験をどのように再定義しているか?

没入型バーチャルリアリティ(VR)は、現実世界または完全に想像された設定をシミュレートする、完全に閉鎖された感覚豊かな環境を作り出すことによって、ユーザーがデジタルコンテンツとどのように接するかを再構築しています。基本的なVRとは異なり、没入型VRは、ヘッドマウントディスプレイ(HMD)、空間オーディオ、触覚フィードバック、モーショントラッキングなどの高度な入出力デバイスを活用し、ユーザーに臨場感とインタラクティブ性を提供します。このリアリズムは、受動的なコンテンツ消費を能動的なエンゲージメントに変え、没入型VRをエンターテインメントだけでなく、教育、トレーニング、ヘルスケア、アーキテクチャ、インダストリアルデザインなどの強力なツールにしています。

没入型VRへのシフトは、実世界のシナリオを高い精度でシミュレートする能力によって推進されており、ユーザーはリスクのない環境で訓練や探索、意思決定を行うことができます。軍事、航空、医療の専門家たちはすでに没入型VRを重要なシミュレーションに導入しており、学校や大学では解剖学、歴史、物理学などをダイナミックな3Dコンテクストで教えるために利用しています。小売やマーケティングの分野では、ブランドがVRベースのショールームやバーチャル・ショッピング・スペースを構築し、消費者が購入前に商品を体験できるようにしており、体験的なエンゲージメントとデジタルの利便性を融合させています。

没入型VRシステムの進化を支える技術的進歩とは?

ディスプレイの解像度、処理速度、センサーの統合、コンテンツのレンダリングにおけるブレークスルーが、没入型VRの限界を押し広げています。GPUや専用XRプロセッサーによる超低遅延グラフィックスにより、よりスムーズで応答性の高い仮想環境が実現し、乗り物酔いを軽減し、臨場感を高めています。パンケーキ・レンズや視線追跡などの光学技術の進歩により、より広い視野とアダプティブFoveatedレンダリングを備えた、より軽量でコンパクトなHMDが実現しつつあります。これらの改善により、高解像度で目の焦点が合っているところだけをレンダリングすることでGPUの作業負荷が最適化され、効率が大幅に向上します。

また、ハプティックスーツ、データグローブ、フルボディトラッキングシステムは、ユーザーが仮想環境内でインタラクションを「感じ」、自然に動けるようにすることで、触覚的没入感を高めています。さらに、AI主導のアバター、リアルタイムの環境適応、行動予測のための機械学習の統合は、VR体験のリアリズムとパーソナライゼーションを強化しています。クラウドVRストリーミングと5G接続は、複雑な環境をリモートでレンダリングし、軽量デバイスに直接ストリーミングできるようにすることで、ハードウェアの制限をなくし、没入型VRを企業および消費者市場全体でより利用しやすく、拡張性のあるものにしています。

完全な没入型バーチャルリアリティアプリケーションの需要を牽引しているセクターは?

ゲームおよびエンターテイメント業界は、依然として没入型VRの最大の採用企業であり、実物さながらのストーリーテリング、マルチユーザー環境、フラットスクリーン形式の能力をはるかに超えるインタラクティブなゲームプレイが需要を後押ししています。しかし、企業や施設での利用はさらに急速に拡大しています。ヘルスケア分野では、手術トレーニング、疼痛管理、PTSDや恐怖症の治療などの心理療法に没入型VRが導入されています。教育機関では、STEMカリキュラムにVRラボが組み込まれ、博物館や文化施設では、遠隔地の視聴者向けにインタラクティブな歴史再現が行われています。

企業の世界では、没入型VRが労働力のトレーニングやコラボレーションに革命をもたらしています。自動車会社、建設会社、エネルギー会社では、安全訓練、機器の習熟、未建設現場や危険な現場のバーチャル・ウォークスルーにVRを活用しています。不動産開発業者、インテリアデザイナー、建築家は、没入型VRを活用してインタラクティブな3D建物モデルを顧客に提示し、設計サイクルタイムや意思決定の遅れを大幅に削減しています。ハイブリッドワークの動向に後押しされたバーチャルミーティング、チームビルディング環境、バーチャルオフィスの台頭も、没入型環境でのリアルタイムのコミュニケーションやコラボレーションをサポートするエンタープライズグレードのVRプラットフォームへの需要に拍車をかけています。

没入型バーチャルリアリティ市場の成長はいくつかの要因によって牽引...

没入型バーチャルリアリティ市場の成長は、ハードウェアの小型化、ソフトウェアの革新、コンテンツの多様化、業界の垣根を越えた導入など、いくつかの要因によって牽引されています。まず第一に、ヘッドセットの人間工学、視覚の明瞭さ、コンピューティングパワーが劇的に向上し、消費者と企業の両方にとって参入障壁が下がったことが挙げられます。AI、空間コンピューティング、ハプティクスが統合されたことで、インタラクティブ性とパーソナライゼーションが深まり、ユーザーの定着率と満足度の向上につながりました。さらに、デバイス・コストの低下と、スタンドアロンでテザリングのないVRヘッドセットの出現により、対応可能な市場は技術に精通したアーリー・アダプターからメインストリームのユーザーへと拡大しました。

トレーニング、シミュレーション、遠隔操作、製品開発などのために没入型ソリューションを求める企業が増えており、企業のデジタル変革も大きな推進力となっています。ヘルスケアや技術分野におけるシミュレーションベースの教育に対する規制当局の支援も、機関投資意欲を刺激しています。さらに、メタバースや永続的仮想環境に対する関心の高まりは、エンターテインメント、商取引、社会的交流、生産性を融合する相互運用可能なVRプラットフォームの開発を加速させています。最後に、5G、エッジコンピューティング、クラウドレンダリングによるコンテンツ配信への世界の投資により、パフォーマンスのボトルネックが解消されつつあります。

セグメント

コンポーネント(ハードウェア、ソフトウェア、サービス)、デバイス(ヘッドマウントディスプレイ、ジェスチャートラッキングデバイス、プロジェクター&ディスプレイウォール)、テクノロジー(半没入型、完全没入型、非没入型)、エンドユーズ(ゲーム、メディア&エンターテインメント、ヘルスケア、教育、自動車、製造、小売&eコマース、航空宇宙&防衛、その他のエンドユーズ)

調査対象企業の例(注目の43社)

  • Apple Inc.
  • Autodesk, Inc.
  • ByteDance Ltd.
  • EON Reality, Inc.
  • Google LLC
  • HTC Corporation
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • MindMaze SA
  • NVIDIA Corporation
  • Penumbra, Inc.
  • Qualcomm Incorporated
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sony Group Corporation
  • Ultraleap Ltd.
  • Unity Technologies
  • Vection Technologies Ltd.
  • XRHealth Inc.

関税影響係数

Global Industry Analystsは、本社の国、製造拠点、輸出入(完成品とOEM)に基づく企業の競争力の変化を予測しています。この複雑で多面的な市場力学は、人為的な売上原価の増加、収益性の低下、サプライチェーンの再構築など、ミクロおよびマクロの市場力学の中でも特に競合他社に影響を与える見込みです。

Global Industry Analystsは、世界の主要なチーフ・エコノミスト(1万4,949人)、シンクタンク(62団体)、貿易・産業団体(171団体)の専門家の意見に熱心に従いながら、エコシステムへの影響を評価し、新たな市場の現実に対処しています。あらゆる主要国の専門家やエコノミストが、関税とそれが自国に与える影響についての意見を追跡調査しています。

Global Industry Analystsは、この混乱が今後2-3ヶ月で収束し、新しい世界秩序がより明確に確立されると予想しています。Global Industry Analystsは、これらの開発をリアルタイムで追跡しています。

2025年4月:交渉フェーズ

4月のリリースでは、世界市場全体に対する関税の影響を取り上げ、地域別の市場調整について紹介します。当社の予測は、過去のデータと進化する市場影響要因に基づいています。

2025年7月:最終関税リセット

お客様には、各国間で最終リセットが発表された後、7月に無料アップデート版をお届けします。最終アップデート版には、明確に定義された関税影響分析が組み込まれています。

相互および二国間貿易と関税の影響分析:

アメリカ <>中国<>メキシコ <>カナダ <>EU <>日本<>インド <>その他176カ国

業界をリードするエコノミスト:Global Industry Analystsの知識ベースは、国家、シンクタンク、貿易・業界団体、大企業、そして世界の計量経済状況におけるこの前例のないパラダイムシフトの影響を共有する領域の専門家など、最も影響力のあるチーフエコノミストを含む1万4,949人のエコノミストを追跡しています。当社の16,491を超えるレポートのほとんどは、マイルストーンに基づくこの2段階のリリーススケジュールを取り入れています。

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • その他の地域

第4章 競合

目次
Product Code: MCP35210

Global Immersive Virtual Reality Market to Reach US$78.0 Billion by 2030

The global market for Immersive Virtual Reality estimated at US$20.2 Billion in the year 2024, is expected to reach US$78.0 Billion by 2030, growing at a CAGR of 25.2% over the analysis period 2024-2030. Immersive VR Hardware, one of the segments analyzed in the report, is expected to record a 27.6% CAGR and reach US$49.6 Billion by the end of the analysis period. Growth in the Immersive VR Software segment is estimated at 21.2% CAGR over the analysis period.

The U.S. Market is Estimated at US$5.3 Billion While China is Forecast to Grow at 23.8% CAGR

The Immersive Virtual Reality market in the U.S. is estimated at US$5.3 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$11.8 Billion by the year 2030 trailing a CAGR of 23.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 23.4% and 21.5% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 17.2% CAGR.

Global Immersive Virtual Reality Market - Key Trends & Drivers Summarized

How Is Immersive Virtual Reality Redefining Digital Experience Across Industries?

Immersive Virtual Reality (VR) is reshaping how users interact with digital content by creating a fully enclosed, sensory-rich environment that simulates real-world or entirely imagined settings. Unlike basic VR, immersive VR leverages advanced input and output devices-such as head-mounted displays (HMDs), spatial audio, haptic feedback, and motion tracking-to provide users with a heightened sense of presence and interactivity. This realism transforms passive content consumption into active engagement, making immersive VR a powerful tool not just for entertainment but also for education, training, healthcare, architecture, and industrial design.

The shift toward immersive VR is being driven by its ability to simulate real-world scenarios with high precision, allowing users to train, explore, and make decisions in a risk-free environment. Military, aviation, and medical professionals are already deploying immersive VR for high-stakes simulations, while schools and universities are using it to teach anatomy, history, or physics in dynamic 3D contexts. In retail and marketing, brands are building VR-based showrooms and virtual shopping spaces that allow consumers to experience products before purchase, blending experiential engagement with digital convenience.

What Technological Advancements Are Powering the Evolution of Immersive VR Systems?

Breakthroughs in display resolution, processing speed, sensor integration, and content rendering are pushing the boundaries of immersive VR. Ultra-low-latency graphics powered by GPUs and dedicated XR processors now allow for smoother, more responsive virtual environments that reduce motion sickness and increase realism. Advancements in optics, such as pancake lenses and eye-tracking, are enabling lighter and more compact HMDs with wider fields of view and adaptive foveated rendering. These improvements optimize GPU workload by rendering only where the eye is focused in high resolution, significantly improving efficiency.

Haptic suits, data gloves, and full-body tracking systems are also elevating tactile immersion by allowing users to "feel" interactions and move naturally in virtual environments. Moreover, the integration of AI-driven avatars, real-time environment adaptation, and machine learning for behavior prediction is enhancing the realism and personalization of VR experiences. Cloud VR streaming and 5G connectivity are eliminating hardware limitations by allowing complex environments to be rendered remotely and streamed directly to lightweight devices-making immersive VR more accessible and scalable across enterprise and consumer markets.

Which Sectors Are Driving Demand for Fully Immersive Virtual Reality Applications?

The gaming and entertainment industry remains the largest adopter of immersive VR, with demand fueled by lifelike storytelling, multi-user environments, and interactive gameplay that far exceeds the capabilities of flat-screen formats. However, enterprise and institutional use is expanding even faster. In the healthcare sector, immersive VR is being deployed for surgical training, pain management, and psychological therapy, including treatments for PTSD and phobias. Educational institutions are integrating VR labs into STEM curricula, while museums and cultural institutions are creating interactive historical reconstructions for remote audiences.

In the corporate world, immersive VR is revolutionizing workforce training and collaboration. Automotive, construction, and energy companies are using VR to conduct safety drills, equipment familiarization, and virtual walkthroughs of unbuilt or hazardous sites. Real estate developers, interior designers, and architects are leveraging immersive VR to present interactive 3D building models to clients, drastically reducing design cycle times and decision-making delays. The rise of virtual meetings, team-building environments, and virtual offices-driven by hybrid work trends-is also fueling demand for enterprise-grade VR platforms that support real-time communication and collaboration in immersive settings.

The Growth in the Immersive Virtual Reality Market Is Driven by Several Factors…

The growth in the immersive virtual reality market is driven by several factors related to hardware miniaturization, software innovation, content diversification, and cross-industry adoption. First and foremost is the dramatic improvement in headset ergonomics, visual clarity, and computing power, which has lowered the barrier to entry for both consumers and enterprises. The integration of AI, spatial computing, and haptics has deepened interactivity and personalization, leading to higher user retention and satisfaction. Additionally, declining device costs and the emergence of standalone, untethered VR headsets have expanded the addressable market beyond tech-savvy early adopters to mainstream users.

Enterprise digital transformation is another major driver, with businesses seeking immersive solutions for training, simulation, remote operations, and product development. Regulatory support for simulation-based education in healthcare and technical fields is also catalyzing institutional investment. Furthermore, growing interest in the metaverse and persistent virtual environments is accelerating the development of interoperable VR platforms that blend entertainment, commerce, social interaction, and productivity. Finally, global investments in 5G, edge computing, and cloud-rendered content delivery are removing performance bottlenecks-ensuring immersive virtual reality evolves from niche technology to a foundational pillar of digital interaction across industries.

SCOPE OF STUDY:

The report analyzes the Immersive Virtual Reality market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware, Software, Services); Device (Head Mounted Display, Gesture Tracking Device, Projectors & Display Wall); Technology (Semi & Fully Immersive, Non-Immersive); End-Use (Gaming, Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 43 Featured) -

  • Apple Inc.
  • Autodesk, Inc.
  • ByteDance Ltd.
  • EON Reality, Inc.
  • Google LLC
  • HTC Corporation
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • MindMaze SA
  • NVIDIA Corporation
  • Penumbra, Inc.
  • Qualcomm Incorporated
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sony Group Corporation
  • Ultraleap Ltd.
  • Unity Technologies
  • Vection Technologies Ltd.
  • XRHealth Inc.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.

We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.

As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.

To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!

APRIL 2025: NEGOTIATION PHASE

Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.

JULY 2025 FINAL TARIFF RESET

Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

USA <> CHINA <> MEXICO <> CANADA <> EU <> JAPAN <> INDIA <> 176 OTHER COUNTRIES.

Leading Economists - Our knowledge base tracks 14,949 economists including a select group of most influential Chief Economists of nations, think tanks, trade and industry bodies, big enterprises, and domain experts who are sharing views on the fallout of this unprecedented paradigm shift in the global econometric landscape. Most of our 16,491+ reports have incorporated this two-stage release schedule based on milestones.

COMPLIMENTARY PREVIEW

Contact your sales agent to request an online 300+ page complimentary preview of this research project. Our preview will present full stack sources, and validated domain expert data transcripts. Deep dive into our interactive data-driven online platform.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Immersive Virtual Reality - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Realistic Digital Experiences Drives Adoption of Immersive Virtual Reality Across Multiple Industries
    • Expansion of Metaverse and Virtual Social Platforms Accelerates Consumer and Enterprise VR Engagement
    • Growth in VR Gaming and E-Sports Ecosystems Fuels Development of High-Fidelity Immersive Hardware and Content
    • Increased Adoption of VR in Healthcare for Therapy, Training, and Pain Management Expands Clinical Application Scope
    • Advancements in Haptic Feedback, Spatial Audio, and Eye Tracking Enhance Sensory Depth in Immersive VR Systems
    • OEM Focus on Lightweight, Wireless Headsets Supports Broader Consumer Accessibility and Comfort
    • Integration of AI and Machine Learning Into VR Platforms Improves Real-Time Interaction and Adaptive Content Delivery
    • Enterprise Use of VR for Remote Collaboration, Simulation, and Workforce Training Strengthens ROI Across Sectors
    • Rising Investment in VR-Enabled Education and Virtual Classrooms Promotes Engagement and Personalized Learning
    • Immersive VR Adoption in Real Estate, Retail, and Architecture Enhances Client Visualization and Decision-Making
    • Growing Demand for Virtual Tourism and Cultural Experiences Expands Entertainment and Hospitality Use Cases
    • Development of Open-Source VR Platforms and Cross-Device Compatibility Accelerates Developer Ecosystem Growth
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Immersive Virtual Reality Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Immersive Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Media & Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Media & Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Education by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Education by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Automotive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Automotive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Manufacturing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Manufacturing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Retail & E-Commerce by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Retail & E-Commerce by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Aerospace & Defense by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Aerospace & Defense by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 25: World 6-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World 6-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 28: World Recent Past, Current & Future Analysis for Head Mounted Display by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 29: World 6-Year Perspective for Head Mounted Display by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 30: World Recent Past, Current & Future Analysis for Gesture Tracking Device by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 31: World 6-Year Perspective for Gesture Tracking Device by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Projectors & Display Wall by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 33: World 6-Year Perspective for Projectors & Display Wall by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 34: World Recent Past, Current & Future Analysis for Semi & Fully Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 35: World 6-Year Perspective for Semi & Fully Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 36: World Recent Past, Current & Future Analysis for Non-Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 37: World 6-Year Perspective for Non-Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 38: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: USA 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 40: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: USA 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 42: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: USA 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 44: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: USA 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • CANADA
    • TABLE 46: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: Canada 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 48: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Canada 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 50: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Canada 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 52: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Canada 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • JAPAN
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 54: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Japan 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 56: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Japan 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 58: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: Japan 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 60: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Japan 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • CHINA
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 62: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: China 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 64: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: China 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 66: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: China 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 68: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: China 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • EUROPE
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 70: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 71: Europe 6-Year Perspective for Immersive Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 72: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Europe 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 74: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Europe 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 76: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: Europe 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 78: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: Europe 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • FRANCE
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 80: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: France 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 82: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: France 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 84: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: France 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 86: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: France 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • GERMANY
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 88: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: Germany 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 90: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Germany 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 92: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Germany 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 94: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Germany 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • ITALY
    • TABLE 96: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: Italy 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 98: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Italy 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 100: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: Italy 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 102: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: Italy 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • UNITED KINGDOM
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 104: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: UK 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 106: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 107: UK 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 108: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 109: UK 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 110: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: UK 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 112: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 113: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 114: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 115: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 116: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 118: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 119: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 120: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 121: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 122: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 124: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 125: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 126: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 127: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 128: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Rest of World 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 130: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 131: Rest of World 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 132: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 133: Rest of World 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 134: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Rest of World 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030

IV. COMPETITION