デフォルト表紙
市場調査レポート
商品コード
1702248

バーチャルリアリティの市場規模、シェア、動向、予測:デバイスタイプ、技術、コンポーネント、用途、地域別、2025年~2033年

Virtual Reality Market Size, Share, Trends and Forecast by Device Type, Technology, Component, Application, and Region, 2025-2033


出版日
発行
IMARC
ページ情報
英文 147 Pages
納期
2~3営業日
カスタマイズ可能
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=146.08円
バーチャルリアリティの市場規模、シェア、動向、予測:デバイスタイプ、技術、コンポーネント、用途、地域別、2025年~2033年
出版日: 2025年04月01日
発行: IMARC
ページ情報: 英文 147 Pages
納期: 2~3営業日
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  • 概要
  • 図表
  • 目次
概要

バーチャルリアリティの世界市場規模は2024年に159億米ドルとなりました。今後、IMARC Groupは、市場は2033年までに895億米ドルに達し、2025年から2033年にかけて21.1%のCAGRを示すと予測しています。現在、市場を独占しているのは北米です。外科トレーニング、疼痛管理、メンタルヘルス治療における技術革新の進展、企業による効率的なトレーニング、シミュレーション、設計への注目の高まり、没入型ゲームやエンターテインメント体験に対する需要の高まりなどが、市場成長を後押しする要因となっています。

バーチャルリアリティとは、コンピューターが生成したシミュレーションや人工的な環境のことで、個人が体験することができます。センサーを備えたディスプレイ・スクリーンを備えた特殊なヘッドマウント型ゴーグルで構成され、ユーザーは仮想空間を探検・移動し、仮想オブジェクトを操作し、3次元(3D)環境で仮想キャラクターや仮想要素と関わることができます。ハードウェア、ソフトウェア、感覚入力を組み合わせることで、没入感の高いインタラクティブなバーチャル体験を提供します。その結果、バーチャルリアリティは、世界中のゲーム、エンターテインメント、教育、ヘルスケア、航空宇宙・防衛産業で広く採用されています。

現在、学生の双方向学習を促進するために教育産業でバーチャルリアリティの採用が増加しており、市場の成長を後押ししています。これに加えて、世界中でバーチャルリアリティデバイスのコストが低下しているため、バーチャルリアリティに対する需要が高まっており、市場の見通しは明るいです。これに伴い、製品設計、プロトタイピング、ビジュアライゼーションを強化し、効率を向上させ、コストを削減するために、アーキテクチャ、エンジニアリング、建設(AEC)アプリケーションにおけるバーチャルリアリティの採用が増加しており、市場の成長を後押ししています。これとは別に、遠隔会議やバーチャル会議のために企業のオフィスでバーチャルリアリティの採用が増加していることも、市場の成長に寄与しています。さらに、ホテルやリゾート、観光地のバーチャルツアーを可能にするため、旅行・観光業界におけるバーチャルリアリティの需要の高まりが市場の成長を支えています。

バーチャルリアリティの市場動向/促進要因:

ゲーム・娯楽産業における需要の高まり

バーチャルリアリティは、従来のプラットフォームを超えた没入感の高いインタラクティブな体験を提供するため、ゲームおよびエンターテインメント業界における需要が高まっています。プレイヤーはバーチャルな世界に没入し、そこで物理的に動いたり、オブジェクトと相互作用したり、バーチャルなキャラクターと関わることができます。これとは別に、エンターテインメント分野では、バーチャルリアリティによって、ユーザーはバーチャルな世界を探検し、バーチャルなイベントに参加し、インタラクティブでパーソナライズされたエンターテインメントに出会うことができます。さらに、仮想テーマパークのアトラクション、没入型ストーリーテリング、仮想現実ベースの映画やコンサートを提供し、ユニークでインタラクティブな娯楽体験を個人に提供しています。

医療・ヘルスケア・トレーニングへの応用の増加

ヘルスケア業界では、さまざまなトレーニング目的でバーチャルリアリティの採用が増加しています。外科医の技術向上、精密技術、患者の安全性向上に役立っています。外科医が現実的でリスクのない環境で複雑な手技を練習できる手術シミュレーションに広く利用されています。バーチャルリアリティは疼痛管理や治療目的にも利用されています。没入体験は医療処置中の患者の痛みや不快感を和らげ、鎮静剤や投薬の必要性を減らすのに役立ちます。さらに、恐怖症、不安障害、心的外傷後ストレス障害(PTSD)に対する暴露療法を提供するために、メンタルヘルス治療プログラムにも利用されています。

バーチャルリアリティの技術革新

バーチャルリアリティのハードウェアとソフトウェアの導入により、ユーザーの没入体験は著しく向上しています。高解像度ディスプレイ、より高速なプロセッサー、より高度なグラフィック機能により、よりリアルで視覚的に魅力的なバーチャル環境が提供されています。さらに、独立したコンピューターやコンソールを必要としないスタンドアローン・バーチャルリアリティ・ヘッドセットの開発は、利便性を高め、ユーザーにとってより身近なものとなっています。これに加えて、没入感や双方向性を高めるために、触覚フィードバック装置やモーショントラッキングシステムなど、他の技術をバーチャルリアリティと統合することが、市場にプラスの影響を与えています。触覚フィードバック装置は、ユーザーがバーチャルオブジェクトを感じたり触ったりできる触覚を提供し、モーショントラッキングシステムは、ユーザーの動きを正確に捉え、バーチャル環境内での自然で直感的なインタラクションを可能にします。

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査の目的
  • ステークホルダー
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要業界動向

第5章 世界のバーチャルリアリティ市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場予測

第6章 市場内訳:デバイスタイプ別

  • ヘッドマウントディスプレイ
  • ジェスチャー追跡デバイス
  • プロジェクターとディスプレイウォール

第7章 市場内訳:技術別

  • 半没入型と完全没入型
  • 非没入型

第8章 市場内訳:コンポーネント別

  • ハードウェア
  • ソフトウェア

第9章 市場内訳:用途別

  • 航空宇宙および防衛
  • 消費者
  • 商業
  • 企業
  • ヘルスケア
  • その他

第10章 市場内訳:地域別

  • 北米
    • 米国
    • カナダ
  • アジア太平洋地域
    • 中国
    • 日本
    • インド
    • 韓国
    • オーストラリア
    • インドネシア
    • その他
  • 欧州
    • ドイツ
    • フランス
    • 英国
    • イタリア
    • スペイン
    • ロシア
    • その他
  • ラテンアメリカ
    • ブラジル
    • メキシコ
    • その他
  • 中東・アフリカ
    • 市場内訳:国別

第11章 SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第12章 バリューチェーン分析

第13章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第14章 価格分析

第15章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • CyberGlove Systems Inc.
    • Eon Reality Inc.
    • Google LLC(Alphabet Inc.)
    • HTC Corporation
    • Microsoft Corporation
    • Oculus VR LLC(Facebook Inc.)
    • Samsung Electronics Co. Ltd.
    • Sixense Enterprises Inc.
    • Sony Corporation
    • StarVR Corp(Acer Inc.)
    • Ultraleap Ltd.
    • Unity Software Inc.
図表

List of Figures

  • Figure 1: Global: Virtual Reality Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Market: Sales Value (in Billion USD), 2019-2024
  • Figure 3: Global: Virtual Reality Market Forecast: Sales Value (in Billion USD), 2025-2033
  • Figure 4: Global: Virtual Reality Market: Breakup by Device Type (in %), 2024
  • Figure 5: Global: Virtual Reality Market: Breakup by Technology (in %), 2024
  • Figure 6: Global: Virtual Reality Market: Breakup by Component (in %), 2024
  • Figure 7: Global: Virtual Reality Market: Breakup by Application (in %), 2024
  • Figure 8: Global: Virtual Reality Market: Breakup by Region (in %), 2024
  • Figure 9: Global: Virtual Reality (Head-Mounted Display) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 10: Global: Virtual Reality (Head-Mounted Display) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 11: Global: Virtual Reality (Gesture-Tracking Device) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 12: Global: Virtual Reality (Gesture-Tracking Device) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 13: Global: Virtual Reality (Projectors and Display Wall) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Global: Virtual Reality (Projectors and Display Wall) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Global: Virtual Reality (Semi and Fully Immersive) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Global: Virtual Reality (Semi and Fully Immersive) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Global: Virtual Reality (Non-Immersive) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Global: Virtual Reality (Non-Immersive) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Global: Virtual Reality (Hardware) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Global: Virtual Reality (Hardware) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Global: Virtual Reality (Software) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Global: Virtual Reality (Software) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Global: Virtual Reality (Aerospace and Defense) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Global: Virtual Reality (Aerospace and Defense) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: Global: Virtual Reality (Consumer) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: Global: Virtual Reality (Consumer) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Global: Virtual Reality (Commercial) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Global: Virtual Reality (Commercial) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Global: Virtual Reality (Enterprise) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Global: Virtual Reality (Enterprise) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Global: Virtual Reality (Healthcare) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Global: Virtual Reality (Healthcare) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Global: Virtual Reality (Other Applications) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 34: Global: Virtual Reality (Other Applications) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 35: North America: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 36: North America: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 37: United States: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 38: United States: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 39: Canada: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 40: Canada: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 41: Asia-Pacific: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 42: Asia-Pacific: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 43: China: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 44: China: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 45: Japan: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 46: Japan: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 47: India: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 48: India: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 49: South Korea: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 50: South Korea: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 51: Australia: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 52: Australia: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 53: Indonesia: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 54: Indonesia: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 55: Others: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 56: Others: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 57: Europe: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 58: Europe: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 59: Germany: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 60: Germany: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 61: France: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 62: France: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 63: United Kingdom: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 64: United Kingdom: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 65: Italy: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 66: Italy: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 67: Spain: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 68: Spain: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 69: Russia: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 70: Russia: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 71: Others: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 72: Others: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 73: Latin America: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 74: Latin America: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 75: Brazil: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 76: Brazil: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 77: Mexico: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 78: Mexico: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 79: Others: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 80: Others: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 81: Middle East and Africa: Virtual Reality Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 82: Middle East and Africa: Virtual Reality Market: Breakup by Country (in %), 2024
  • Figure 83: Middle East and Africa: Virtual Reality Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 84: Global: Virtual Reality Industry: SWOT Analysis
  • Figure 85: Global: Virtual Reality Industry: Value Chain Analysis
  • Figure 86: Global: Virtual Reality Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Virtual Reality Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Global: Virtual Reality Market Forecast: Breakup by Device Type (in Million USD), 2025-2033
  • Table 3: Global: Virtual Reality Market Forecast: Breakup by Technology (in Million USD), 2025-2033
  • Table 4: Global: Virtual Reality Market Forecast: Breakup by Component (in Million USD), 2025-2033
  • Table 5: Global: Virtual Reality Market Forecast: Breakup by Application (in Million USD), 2025-2033
  • Table 6: Global: Virtual Reality Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 7: Global: Virtual Reality Market: Competitive Structure
  • Table 8: Global: Virtual Reality Market: Key Players
目次
Product Code: SR112025A3729

The global virtual reality market size was valued at USD 15.9 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 89.5 Billion by 2033, exhibiting a CAGR of 21.1% from 2025-2033. North America currently dominates the market. The growing innovations in surgical training, pain management, and mental health therapy, rising focus on efficient training, simulation, and design by enterprises, and increasing demand for immersive gaming and entertainment experiences are some of the factors impelling the market growth.

Virtual reality refers to a computer-generated simulation or artificial environment that can be experienced by individuals. It comprises special head-mounted goggles with display screens equipped with sensors that allow users to explore and navigate through virtual spaces, manipulate virtual objects, and engage with virtual characters or elements in a three-dimensional (3D) environment. It provides a highly immersive and interactive virtual experience that combines hardware, software, and sensory inputs. As a result, virtual reality is widely employed in the gaming, entertainment, education, healthcare, and aerospace and defense industries across the globe.

At present, the increasing adoption of virtual reality in the education industry to encourage interactive learning among students is propelling the market growth. Besides this, the growing demand for virtual reality due to the decreasing costs of virtual reality devices around the world is offering a positive market outlook. In line with this, the increasing employment of virtual reality in the architecture, engineering, and construction (AEC) application for enhanced product design, prototyping, and visualization, improving efficiency and reducing costs, is bolstering the growth of the market. Apart from this, the rising adoption of virtual reality in corporate offices for remote and virtual meetings is contributing to the growth of the market. Furthermore, the increasing demand for virtual reality in the travel and tourism industry to allow virtual tours of hotels, resorts, or tourist attractions is supporting the growth of the market.

Virtual Reality Market Trends/Drivers:

Rising demand in the gaming and entertainment industry

There is a rise in the demand for virtual reality in the gaming and entertainment industry as it provides a highly immersive and interactive experience that goes beyond traditional platforms. It allows players to be fully immersed in a virtual world, where they can physically move, interact with objects, and engage with virtual characters, which assists in enhancing the gaming experience. Apart from this, in the entertainment sector, virtual reality allows users to explore virtual worlds, attend virtual events, and have interactive and personalized entertainment encounters. Moreover, it provides virtual theme park attractions, immersive storytelling, and virtual reality-based movies and concerts that offer unique and interactive entertainment experiences to individuals.

Increasing applications in medical and healthcare training

There is a rise in the adoption of virtual reality in the healthcare industry for various training purposes. It benefits surgeons in improving their skills, precision techniques, and enhancing patient safety. It is widely used in surgical simulations that allow surgeons to practice complex procedures in a realistic and risk-free environment. Virtual reality is also utilized for pain management and therapeutic purposes as immersive experiences assist in distracting patients from pain or discomfort during medical procedures and reduce the need for sedation or medication. Moreover, it is used in mental health treatment programs to provide exposure therapy for phobias, anxiety disorders, and post-traumatic stress disorder (PTSD).

Technological innovations in virtual reality

The introduction of virtual reality hardware and software is significantly improving the immersive experience for users. High-resolution displays, faster processors, and more advanced graphics capabilities provide more realistic and visually appealing virtual environments. In addition, the development of standalone virtual reality headsets, which do not require a separate computer or console offer enhanced convenience and are more accessible to users. Besides this, the integration of other technologies with virtual reality, such as haptic feedback devices and motion tracking systems, to enhance the level of immersion and interactivity is positively influencing the market, whereas haptic feedback devices provide tactile sensations that allow users to feel and touch virtual objects and motion tracking systems accurately capture the movements of users and enable natural and intuitive interactions within the virtual environment.

Virtual Reality Industry Segmentation:

Breakup by Device Type:

  • Head-Mounted Display
  • Gesture-Tracking Device
  • Projectors and Display Wall

Head-mounted display represents the largest market segment

A head-mounted display is a device worn on the head that immerses the user in a virtual reality environment. It comprises a headset with built-in displays, lenses, and sensors to track head movements. In addition, the rising adoption of head-mounted displays, as they provide the visual and auditory stimuli necessary for an immersive experience, is contributing to the growth of the market. Apart from this, the increasing demand for head-mounted displays, as they assist in creating a stereoscopic three-dimensional (3D) effect that enhances customer experience, is bolstering the growth of the market.

Breakup by Technology:

  • Semi and Fully Immersive
  • Non-Immersive

Semi and fully immersive account for the majority of the market share

Semi-immersive provides a partial experience to individuals in a digital environment. It involves the use of a computer screen or projection system to display virtual content. Users may interact with the virtual environment using input devices, such as controllers or keyboards. On the other hand, fully immersive offers a full experience to users in a virtual world. It utilizes head-mounted displays that provide a wide field of view, high-resolution visuals, and stereoscopic 3D effects. Additionally, spatial audio systems further enhance the immersive experience by providing sound from different directions.

Breakup by Component:

  • Hardware
  • Software

Hardware dominates the market share

Hardware refers to the physical devices and equipment required to enable virtual reality experiences. Hardware comprises various components, such as input devices, processing units, head-mounted displays, audio systems, and tracking systems, that work together to create an immersive and interactive environment. In addition, these components allow users to manipulate virtual objects, navigate through virtual spaces, and provide tactile sensations for a more immersive experience. In line with this, they enhance the overall experience by delivering audio from different directions and ensuring a realistic experience.

Breakup by Application:

  • Aerospace and Defense
  • Consumer
  • Commercial
  • Enterprise
  • Healthcare
  • Others

Commercial holds the biggest market share

Commercial applications refer to the use of technology for business purposes, such as training and stimulation, architecture and real estate, e-commerce, marketing and advertising, and conference meetings. In addition, the rising adoption of virtual reality to improve customer engagement, enhance training, and cost saving is contributing to the growth of the market. Apart from this, the rising utilization of training programs that allow trainees to practice real-life scenarios in a safe and controlled environment, enhancing learning outcomes and reducing training costs, is strengthening the growth of the market.

Breakup by Region:

  • North America
  • United States
  • Canada
  • Asia-Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Indonesia
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain
  • Russia
  • Others
  • Latin America
  • Brazil
  • Mexico
  • Others
  • Middle East and Africa

North America exhibits a clear dominance, accounting for the largest virtual reality market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America accounted for the largest market share.

North America held the biggest market share due to the strong presence of software developers and virtual reality hardware manufacturers. In line with this, the rising adoption of virtual reality devices among the young population is contributing to the growth of the market in North America. Apart from this, the increasing demand for virtual reality in the gaming industry is bolstering the growth of the market. Furthermore, the rising number of professional players is propelling the growth of the market in the region.

Competitive Landscape:

Key players in the industry are increasingly focusing on improving hardware components of virtual reality, such as head-mounted displays, controllers, and tracking systems. In addition, they are investing in research and development (R&D) activities to enhance the visual quality, field of view, comfort, and ease of use of virtual reality devices. Apart from this, major manufacturers are advancing display technology, resolution, refresh rates, and reducing the weight and form factor of head-mounted displays, which is positively influencing the market. In line with this, companies are collaborating with content creators, software developers, entertainment companies, educational institutions, and studios to produce high-quality and engaging virtual reality experiences.

The report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

  • CyberGlove Systems Inc.
  • Eon Reality Inc.
  • Google LLC (Alphabet Inc.)
  • HTC Corporation
  • Microsoft Corporation
  • Oculus VR LLC (Facebook Inc.)
  • Samsung Electronics Co. Ltd.
  • Sixense Enterprises Inc.
  • Sony Corporation
  • StarVR Corp (Acer Inc.)
  • Ultraleap Ltd.
  • Unity Software Inc.

Key Questions Answered in This Report

  • 1.What is virtual reality?
  • 2.How big is the global virtual reality market?
  • 3.What is the expected growth rate of the global virtual reality market during 2025-2033?
  • 4.What are the key factors driving the global virtual reality market?
  • 5.What is the leading segment of the global virtual reality market based on device type?
  • 6.What is the leading segment of the global virtual reality market based on technology?
  • 7.What is the leading segment of the global virtual reality market based on component?
  • 8.What are the key regions in the global virtual reality market?
  • 9.Who are the key players/companies in the global virtual reality market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Virtual Reality Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Device Type

  • 6.1 Head-Mounted Display
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Gesture-Tracking Device
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Projectors and Display Wall
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Technology

  • 7.1 Semi and Fully Immersive
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Non-Immersive
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Component

  • 8.1 Hardware
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Software
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Application

  • 9.1 Aerospace and Defense
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Consumer
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Commercial
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Enterprise
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Healthcare
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Others
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 United States
      • 10.1.1.1 Market Trends
      • 10.1.1.2 Market Forecast
    • 10.1.2 Canada
      • 10.1.2.1 Market Trends
      • 10.1.2.2 Market Forecast
  • 10.2 Asia-Pacific
    • 10.2.1 China
      • 10.2.1.1 Market Trends
      • 10.2.1.2 Market Forecast
    • 10.2.2 Japan
      • 10.2.2.1 Market Trends
      • 10.2.2.2 Market Forecast
    • 10.2.3 India
      • 10.2.3.1 Market Trends
      • 10.2.3.2 Market Forecast
    • 10.2.4 South Korea
      • 10.2.4.1 Market Trends
      • 10.2.4.2 Market Forecast
    • 10.2.5 Australia
      • 10.2.5.1 Market Trends
      • 10.2.5.2 Market Forecast
    • 10.2.6 Indonesia
      • 10.2.6.1 Market Trends
      • 10.2.6.2 Market Forecast
    • 10.2.7 Others
      • 10.2.7.1 Market Trends
      • 10.2.7.2 Market Forecast
  • 10.3 Europe
    • 10.3.1 Germany
      • 10.3.1.1 Market Trends
      • 10.3.1.2 Market Forecast
    • 10.3.2 France
      • 10.3.2.1 Market Trends
      • 10.3.2.2 Market Forecast
    • 10.3.3 United Kingdom
      • 10.3.3.1 Market Trends
      • 10.3.3.2 Market Forecast
    • 10.3.4 Italy
      • 10.3.4.1 Market Trends
      • 10.3.4.2 Market Forecast
    • 10.3.5 Spain
      • 10.3.5.1 Market Trends
      • 10.3.5.2 Market Forecast
    • 10.3.6 Russia
      • 10.3.6.1 Market Trends
      • 10.3.6.2 Market Forecast
    • 10.3.7 Others
      • 10.3.7.1 Market Trends
      • 10.3.7.2 Market Forecast
  • 10.4 Latin America
    • 10.4.1 Brazil
      • 10.4.1.1 Market Trends
      • 10.4.1.2 Market Forecast
    • 10.4.2 Mexico
      • 10.4.2.1 Market Trends
      • 10.4.2.2 Market Forecast
    • 10.4.3 Others
      • 10.4.3.1 Market Trends
      • 10.4.3.2 Market Forecast
  • 10.5 Middle East and Africa
    • 10.5.1 Market Trends
    • 10.5.2 Market Breakup by Country
    • 10.5.3 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 CyberGlove Systems Inc.
      • 15.3.1.1 Company Overview
      • 15.3.1.2 Product Portfolio
    • 15.3.2 Eon Reality Inc.
      • 15.3.2.1 Company Overview
      • 15.3.2.2 Product Portfolio
    • 15.3.3 Google LLC (Alphabet Inc.)
      • 15.3.3.1 Company Overview
      • 15.3.3.2 Product Portfolio
      • 15.3.3.3 SWOT Analysis
    • 15.3.4 HTC Corporation
      • 15.3.4.1 Company Overview
      • 15.3.4.2 Product Portfolio
      • 15.3.4.3 Financials
    • 15.3.5 Microsoft Corporation
      • 15.3.5.1 Company Overview
      • 15.3.5.2 Product Portfolio
      • 15.3.5.3 Financials
      • 15.3.5.4 SWOT Analysis
    • 15.3.6 Oculus VR LLC (Facebook Inc.)
      • 15.3.6.1 Company Overview
      • 15.3.6.2 Product Portfolio
    • 15.3.7 Samsung Electronics Co. Ltd.
      • 15.3.7.1 Company Overview
      • 15.3.7.2 Product Portfolio
      • 15.3.7.3 Financials
      • 15.3.7.4 SWOT Analysis
    • 15.3.8 Sixense Enterprises Inc.
      • 15.3.8.1 Company Overview
      • 15.3.8.2 Product Portfolio
    • 15.3.9 Sony Corporation
      • 15.3.9.1 Company Overview
      • 15.3.9.2 Product Portfolio
      • 15.3.9.3 Financials
      • 15.3.9.4 SWOT Analysis
    • 15.3.10 StarVR Corp (Acer Inc.)
      • 15.3.10.1 Company Overview
      • 15.3.10.2 Product Portfolio
      • 15.3.10.3 Financials
    • 15.3.11 Ultraleap Ltd.
      • 15.3.11.1 Company Overview
      • 15.3.11.2 Product Portfolio
    • 15.3.12 Unity Software Inc.
      • 15.3.12.1 Company Overview
      • 15.3.12.2 Product Portfolio