デフォルト表紙
市場調査レポート
商品コード
1621621

バーチャルリアリティ市場:技術、サービス、デバイスタイプ、アプリケーション別-2025-2030年世界予測

Virtual Reality Market by Technology (Nonimmersive Technology, Semi-Immersive & Fully Immersive Technology), Offering (Hardware, Software), Device Type, Application - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 183 Pages
納期
即日から翌営業日
カスタマイズ可能
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=144.06円
バーチャルリアリティ市場:技術、サービス、デバイスタイプ、アプリケーション別-2025-2030年世界予測
出版日: 2024年12月01日
発行: 360iResearch
ページ情報: 英文 183 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

バーチャルリアリティ市場は、2023年に237億7,000万米ドルと評価され、2024年には284億5,000万米ドルに達すると予測され、CAGR 20.17%で成長し、2030年には860億6,000万米ドルに達すると予測されています。

バーチャルリアリティ(VR)は、様々な分野に幅広く応用される画期的な技術として登場しました。急速に成長する市場として、VRはゲーム、ヘルスケア、教育、不動産などの分野でその必要性を見出し、ユーザーとのインタラクションを高める没入体験を提供しています。VRの最終用途は、軍事や産業分野での訓練シミュレーション、メンタルヘルス治療での治療用途、観光や不動産でのバーチャルツアーなど多岐にわたる。市場成長の主な要因は、VR技術の進歩、VRハードウェアのコスト削減、没入型体験に対する需要の増加です。遠隔コラボレーションや魅力的な学習プラットフォームを提供するVRの能力は、その採用をさらに後押ししています。しかし、開発コストの高さ、健康に関連する潜在的な懸念(眼精疲労や乗り物酔いなど)、特定の地域における消費者の認知度の低さといった課題が、成長を阻害する可能性があります。最新のビジネスチャンスは、遠隔作業ソリューションへのVRの活用、AIを活用したVRコンテンツ開発の促進、多様な業界にわたる仮想トレーニング環境への応用の拡大にあります。こうした機会を捉えるための提言としては、VRハードウェアの人間工学や使い勝手を向上させるための研究開発への投資、教育やヘルスケアなどのニッチ市場をターゲットとしたコンテンツ・ライブラリの拡充、VRエコシステムを強化するためのハイテク企業との戦略的パートナーシップの形成などが挙げられます。技術革新と研究の分野には、拡張ハードウェアインターフェース、スマート環境のためのVRとIoTの統合、幅広いアクセシビリティのための直感的なユーザーインターフェースの開発などが含まれます。フェイスブック(競合)、ソニー、HTCのような大手企業が市場をリードしており、市場競争は依然激しいが、中小企業は分野別のアプリケーションやユーザーフレンドリーなソリューションに注力することで、ニッチを切り開くことができます。VR技術の絶え間ない進化と日常生活への統合は、楽観的な成長軌道を示しているが、市場のプレーヤーは持続的な成功を達成するために、運用コストとユーザー導入のハードルを慎重にナビゲートする必要があります。

主な市場の統計
基準年[2023] 237億7,000万米ドル
推定年[2024] 284億5,000万米ドル
予測年[2030] 860億6,000万米ドル
CAGR(%) 20.17%

市場力学:急速に進化するバーチャルリアリティ市場の主要市場インサイトを公開

バーチャルリアリティ市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的決定の精緻化、そして新たなビジネスチャンスの獲得に備えることができます。こうした動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができるとともに、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • オンラインゲームや競合における没入体験に対する消費者の需要
    • 処理能力とディスプレイ技術の向上
    • 航空分野や教育分野におけるシミュレーションや学習へのバーチャルリアリティの活用
  • 市場抑制要因
    • 既存システムへのVR技術の統合における複雑さ
  • 市場機会
    • バーチャルリアリティの機能属性、性能、没入感を向上させるイノベーション
    • デジタルヘルスケアに対する政府の支援と医療分野におけるVR導入の可能性
  • 市場の課題
    • バーチャルリアリティの性能問題とプライバシーに関する懸念

ポーターのファイブフォース:バーチャルリアリティ市場をナビゲートする戦略ツール

ポーターのファイブフォースフレームワークは、バーチャルリアリティ市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:バーチャルリアリティ市場における外部からの影響の把握

外部マクロ環境要因は、バーチャルリアリティ市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析バーチャルリアリティ市場における競合情勢の把握

バーチャルリアリティ市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスバーチャルリアリティ市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、バーチャルリアリティ市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によってベンダーを明確かつ正確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨バーチャルリアリティ市場における成功への道筋を描く

バーチャルリアリティ市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を見直すことで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • オンラインゲームや競技会における没入型体験に対する消費者の需要
      • 処理能力と表示技術の向上
      • 航空・教育分野におけるシミュレーションと学習のためのバーチャルリアリティの活用
    • 抑制要因
      • 既存システムへのVR技術の統合の複雑さ
    • 機会
      • バーチャルリアリティの機能特性、パフォーマンス、没入感を向上させるイノベーション
      • デジタルヘルスケアに対する政府の支援と医療分野におけるVR導入の可能性
    • 課題
      • バーチャルリアリティのパフォーマンスの問題とプライバシーに関する懸念
  • 市場セグメンテーション分析
    • 提供内容:VRのソフトウェアコンポーネントの機能を強化するための革新と進歩
    • 応用:ゲームおよびエンターテインメント分野で没入型でインタラクティブな体験を生み出すVRテクノロジーの能力
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 バーチャルリアリティ市場:技術別

  • 非没入型テクノロジー
  • 半没入型および完全没入型テクノロジー

第7章 バーチャルリアリティ市場:提供別

  • ハードウェア
    • カメラ
    • ディスプレイとプロジェクター
    • 位置トラッカー
    • 半導体部品
      • コントローラーとプロセッサー
      • 集積回路
    • センサー
      • 加速度計
      • ジャイロスコープ
      • 磁力計
      • 近接センサー
  • ソフトウェア

第8章 バーチャルリアリティ市場デバイスタイプ別

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

第9章 バーチャルリアリティ市場:用途別

  • 航空宇宙および防衛
  • 自動車
  • 教育とトレーニング
  • ゲームとエンターテイメント
  • ヘルスケア
  • 小売業と電子商取引
  • 旅行と観光

第10章 南北アメリカのバーチャルリアリティ市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第11章 アジア太平洋地域のバーチャルリアリティ市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第12章 欧州・中東・アフリカのバーチャルリアリティ市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第13章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
    • アパレルグループと提携したサンドボックスVRの中東市場への戦略的拡大
    • 5thScape:エンターテインメントと教育におけるVR/ARエコシステムの先駆的進歩
    • 先駆的なパートナーシップにより、RaceRoomレーシングシミュレーションが世界中のVRアーケードに登場
  • 戦略分析と提言

企業一覧

  • Acer Inc.
  • Apple Inc.
  • ASUSTeK COMPUTER INC.
  • CyberGlove Systems, Inc.
  • Dell Technologies, Inc.
  • EON Reality, Inc.
  • Firsthand Technology Inc.
  • FOVE, Inc.
  • Google LLC
  • HTC Global Services
  • Lenovo Group Limited
  • LG Electronics Inc.
  • Merge Labs, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • MindMaze Holding SA
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Penumbra, Inc.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sandbox VR, Inc.
  • Sony Corporation
  • SpaceVR, Inc.
  • Ultraleap Limited
  • Unity Technologies
  • Varjo Technologies Oy
  • Vuzix Corporation
図表

LIST OF FIGURES

  • FIGURE 1. VIRTUAL REALITY MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL REALITY MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 17. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 23. VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL REALITY MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VIRTUAL REALITY MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VIRTUAL REALITY MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VIRTUAL REALITY MARKET SIZE, BY NONIMMERSIVE TECHNOLOGY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SEMI-IMMERSIVE & FULLY IMMERSIVE TECHNOLOGY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VIRTUAL REALITY MARKET SIZE, BY CAMERAS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DISPLAYS & PROJECTORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VIRTUAL REALITY MARKET SIZE, BY POSITION TRACKERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VIRTUAL REALITY MARKET SIZE, BY CONTROLLER & PROCESSOR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VIRTUAL REALITY MARKET SIZE, BY INTEGRATED CIRCUITS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SENSORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL VIRTUAL REALITY MARKET SIZE, BY ACCELEROMETER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL VIRTUAL REALITY MARKET SIZE, BY GYROSCOPE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL VIRTUAL REALITY MARKET SIZE, BY MAGNETOMETER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL VIRTUAL REALITY MARKET SIZE, BY PROXIMITY SENSOR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL VIRTUAL REALITY MARKET SIZE, BY GESTURE-TRACKING DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HEAD-MOUNTED DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. GLOBAL VIRTUAL REALITY MARKET SIZE, BY PROJECTORS & DISPLAY WALLS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 31. GLOBAL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 32. GLOBAL VIRTUAL REALITY MARKET SIZE, BY AEROSPACE & DEFENSE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 33. GLOBAL VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 34. GLOBAL VIRTUAL REALITY MARKET SIZE, BY EDUCATION & TRAINING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 35. GLOBAL VIRTUAL REALITY MARKET SIZE, BY GAMING & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 36. GLOBAL VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 37. GLOBAL VIRTUAL REALITY MARKET SIZE, BY RETAIL & ECOMMERCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 38. GLOBAL VIRTUAL REALITY MARKET SIZE, BY TRAVEL & TOURISM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 39. AMERICAS VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 40. AMERICAS VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 41. AMERICAS VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 42. AMERICAS VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 43. AMERICAS VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 44. AMERICAS VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. AMERICAS VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 46. AMERICAS VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 47. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 48. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 49. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 50. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 51. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 52. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 53. ARGENTINA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 54. BRAZIL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 55. BRAZIL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 56. BRAZIL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 57. BRAZIL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 58. BRAZIL VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 59. BRAZIL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. BRAZIL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 61. CANADA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 62. CANADA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 63. CANADA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 64. CANADA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 65. CANADA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 66. CANADA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. CANADA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 68. MEXICO VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 69. MEXICO VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 70. MEXICO VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 71. MEXICO VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 72. MEXICO VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 73. MEXICO VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. MEXICO VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 75. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 76. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 77. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 78. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 79. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 80. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 82. UNITED STATES VIRTUAL REALITY MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 83. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 84. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 85. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 86. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 87. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 88. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 89. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 90. ASIA-PACIFIC VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 91. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 92. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 93. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 94. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 95. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 96. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. AUSTRALIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 98. CHINA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 99. CHINA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 100. CHINA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 101. CHINA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 102. CHINA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 103. CHINA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. CHINA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 105. INDIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 106. INDIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 107. INDIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 108. INDIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 109. INDIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 110. INDIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. INDIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 112. INDONESIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 113. INDONESIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 114. INDONESIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 115. INDONESIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 116. INDONESIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 117. INDONESIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. INDONESIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 119. JAPAN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 120. JAPAN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 121. JAPAN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 122. JAPAN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 123. JAPAN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 124. JAPAN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 125. JAPAN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 126. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 127. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 128. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 129. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 130. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 131. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 132. MALAYSIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 133. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 134. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 135. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 136. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 137. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 138. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. PHILIPPINES VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 140. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 141. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 142. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 143. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 144. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 145. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 146. SINGAPORE VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 147. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 148. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 149. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 150. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 151. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 152. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 153. SOUTH KOREA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 154. TAIWAN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 155. TAIWAN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 156. TAIWAN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 157. TAIWAN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 158. TAIWAN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 159. TAIWAN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. TAIWAN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 161. THAILAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 162. THAILAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 163. THAILAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 164. THAILAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 165. THAILAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 166. THAILAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 167. THAILAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 168. VIETNAM VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 169. VIETNAM VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 170. VIETNAM VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 171. VIETNAM VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 172. VIETNAM VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 173. VIETNAM VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 174. VIETNAM VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 175. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 176. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 177. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 178. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 179. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 180. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 181. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 182. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 183. DENMARK VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 184. DENMARK VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 185. DENMARK VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 186. DENMARK VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 187. DENMARK VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 188. DENMARK VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 189. DENMARK VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 190. EGYPT VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 191. EGYPT VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 192. EGYPT VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 193. EGYPT VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 194. EGYPT VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 195. EGYPT VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 196. EGYPT VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 197. FINLAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 198. FINLAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 199. FINLAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 200. FINLAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 201. FINLAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 202. FINLAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 203. FINLAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 204. FRANCE VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 205. FRANCE VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 206. FRANCE VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 207. FRANCE VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 208. FRANCE VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 209. FRANCE VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 210. FRANCE VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 211. GERMANY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 212. GERMANY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 213. GERMANY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 214. GERMANY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 215. GERMANY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 216. GERMANY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 217. GERMANY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 218. ISRAEL VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 219. ISRAEL VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 220. ISRAEL VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 221. ISRAEL VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 222. ISRAEL VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 223. ISRAEL VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 224. ISRAEL VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 225. ITALY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 226. ITALY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 227. ITALY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 228. ITALY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 229. ITALY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 230. ITALY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 231. ITALY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 232. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 233. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 234. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 235. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 236. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 237. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 238. NETHERLANDS VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 239. NIGERIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 240. NIGERIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 241. NIGERIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 242. NIGERIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 243. NIGERIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 244. NIGERIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 245. NIGERIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 246. NORWAY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 247. NORWAY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 248. NORWAY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 249. NORWAY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 250. NORWAY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 251. NORWAY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 252. NORWAY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 253. POLAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 254. POLAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 255. POLAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 256. POLAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 257. POLAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 258. POLAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 259. POLAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 260. QATAR VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 261. QATAR VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 262. QATAR VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 263. QATAR VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 264. QATAR VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 265. QATAR VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 266. QATAR VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 267. RUSSIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 268. RUSSIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 269. RUSSIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 270. RUSSIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 271. RUSSIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 272. RUSSIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 273. RUSSIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 274. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 275. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 276. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 277. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 278. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 279. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 280. SAUDI ARABIA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 281. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 282. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 283. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 284. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 285. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 286. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 287. SOUTH AFRICA VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 288. SPAIN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 289. SPAIN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 290. SPAIN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 291. SPAIN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 292. SPAIN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 293. SPAIN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 294. SPAIN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 295. SWEDEN VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 296. SWEDEN VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 297. SWEDEN VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 298. SWEDEN VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 299. SWEDEN VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 300. SWEDEN VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 301. SWEDEN VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 302. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 303. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 304. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 305. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 306. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 307. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 308. SWITZERLAND VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 309. TURKEY VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 310. TURKEY VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 311. TURKEY VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 312. TURKEY VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 313. TURKEY VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 314. TURKEY VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 315. TURKEY VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 316. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 317. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 318. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 319. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 320. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 321. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 322. UNITED ARAB EMIRATES VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 323. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 324. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 325. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 326. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 327. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY SENSORS, 2018-2030 (USD MILLION)
  • TABLE 328. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 329. UNITED KINGDOM VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 330. VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 331. VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-430BB5DABBAD

The Virtual Reality Market was valued at USD 23.77 billion in 2023, expected to reach USD 28.45 billion in 2024, and is projected to grow at a CAGR of 20.17%, to USD 86.06 billion by 2030.

Virtual reality (VR) has emerged as a groundbreaking technology with expansive applications across various sectors. As a rapidly growing market, VR finds its necessity in fields such as gaming, healthcare, education, and real estate, offering immersive experiences that enhance user interaction. The end-use scope of VR extends to training simulations in military and industrial sectors, therapeutic uses in mental health treatment, and virtual tours in tourism and real estate. The market growth is primarily driven by advancements in VR technology, reduced costs of VR hardware, and an increasing demand for immersive experiences. VR's capability to provide remote collaboration and an engaging learning platform has further propelled its adoption. However, challenges such as high development costs, potential health-related concerns (e.g., eye strain and motion sickness), and limited consumer awareness in certain regions can impede growth. The latest opportunities lie in leveraging VR for remote work solutions, advancing VR content development through AI, and expanding its application in virtual training environments across diverse industries. Recommendations to capture these opportunities include investing in R&D to improve VR hardware ergonomics and user-friendliness, expanding content libraries to target niche markets like education and healthcare, and forming strategic partnerships with tech firms to enhance VR ecosystems. Areas for innovation and research include augmented hardware interfaces, integrating VR with IoT for smart environments, and developing intuitive user interfaces for broader accessibility. While the market remains competitive, with major players like Facebook (Meta), Sony, and HTC leading, smaller enterprises can carve niches by focusing on sector-specific applications and user-friendly solutions. The continual evolution of VR technology and its integration into everyday life indicate an optimistic growth trajectory, although market players must navigate operational costs and user adoption hurdles carefully to achieve sustainable success.

KEY MARKET STATISTICS
Base Year [2023] USD 23.77 billion
Estimated Year [2024] USD 28.45 billion
Forecast Year [2030] USD 86.06 billion
CAGR (%) 20.17%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Virtual Reality Market

The Virtual Reality Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Consumer demand for immersive experiences in online games and competitions
    • Improvements in processing power and display technology
    • Utilization of virtual reality for simulation and learning in the aviation and education sector
  • Market Restraints
    • Complexities in the integration of VR technology in the existing system
  • Market Opportunities
    • Innovations to improve the functional attributes, performance, and immersion potential of virtual reality
    • Government support for digital healthcare and the potential for adoption of VR in the medical sector
  • Market Challenges
    • Performance issues and privacy concerns of virtual reality

Porter's Five Forces: A Strategic Tool for Navigating the Virtual Reality Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Virtual Reality Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Virtual Reality Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Virtual Reality Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Virtual Reality Market

A detailed market share analysis in the Virtual Reality Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Virtual Reality Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Virtual Reality Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Virtual Reality Market

A strategic analysis of the Virtual Reality Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Apple Inc., ASUSTeK COMPUTER INC., CyberGlove Systems, Inc., Dell Technologies, Inc., EON Reality, Inc., Firsthand Technology Inc., FOVE, Inc., Google LLC, HTC Global Services, Lenovo Group Limited, LG Electronics Inc., Merge Labs, Inc., Meta Platforms, Inc., Microsoft Corporation, MindMaze Holding SA, Nintendo Co., Ltd., NVIDIA Corporation, Penumbra, Inc., Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Sandbox VR, Inc., Sony Corporation, SpaceVR, Inc., Ultraleap Limited, Unity Technologies, Varjo Technologies Oy, and Vuzix Corporation.

Market Segmentation & Coverage

This research report categorizes the Virtual Reality Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Technology, market is studied across Nonimmersive Technology and Semi-Immersive & Fully Immersive Technology.
  • Based on Offering, market is studied across Hardware and Software. The Hardware is further studied across Cameras, Displays & Projectors, Position Trackers, Semiconductor Components, and Sensors. The Semiconductor Components is further studied across Controller & Processor and Integrated Circuits. The Sensors is further studied across Accelerometer, Gyroscope, Magnetometer, and Proximity Sensor.
  • Based on Device Type, market is studied across Gesture-Tracking Devices, Head-Mounted Displays, and Projectors & Display Walls.
  • Based on Application, market is studied across Aerospace & Defense, Automotive, Education & Training, Gaming & Entertainment, Healthcare, Retail & Ecommerce, and Travel & Tourism.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Consumer demand for immersive experiences in online games and competitions
      • 5.1.1.2. Improvements in processing power and display technology
      • 5.1.1.3. Utilization of virtual reality for simulation and learning in the aviation and education sector
    • 5.1.2. Restraints
      • 5.1.2.1. Complexities in the integration of VR technology in the existing system
    • 5.1.3. Opportunities
      • 5.1.3.1. Innovations to improve the functional attributes, performance, and immersion potential of virtual reality
      • 5.1.3.2. Government support for digital healthcare and the potential for adoption of VR in the medical sector
    • 5.1.4. Challenges
      • 5.1.4.1. Performance issues and privacy concerns of virtual reality
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Offering: Innovations and advancements to enhance the capabilities of the software component of VR
    • 5.2.2. Application: Ability of VR technology to create immersive and interactive experiences in the gaming & entertainment sector
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Virtual Reality Market, by Technology

  • 6.1. Introduction
  • 6.2. Nonimmersive Technology
  • 6.3. Semi-Immersive & Fully Immersive Technology

7. Virtual Reality Market, by Offering

  • 7.1. Introduction
  • 7.2. Hardware
    • 7.2.1. Cameras
    • 7.2.2. Displays & Projectors
    • 7.2.3. Position Trackers
    • 7.2.4. Semiconductor Components
      • 7.2.4.1. Controller & Processor
      • 7.2.4.2. Integrated Circuits
    • 7.2.5. Sensors
      • 7.2.5.1. Accelerometer
      • 7.2.5.2. Gyroscope
      • 7.2.5.3. Magnetometer
      • 7.2.5.4. Proximity Sensor
  • 7.3. Software

8. Virtual Reality Market, by Device Type

  • 8.1. Introduction
  • 8.2. Gesture-Tracking Devices
  • 8.3. Head-Mounted Displays
  • 8.4. Projectors & Display Walls

9. Virtual Reality Market, by Application

  • 9.1. Introduction
  • 9.2. Aerospace & Defense
  • 9.3. Automotive
  • 9.4. Education & Training
  • 9.5. Gaming & Entertainment
  • 9.6. Healthcare
  • 9.7. Retail & Ecommerce
  • 9.8. Travel & Tourism

10. Americas Virtual Reality Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific Virtual Reality Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa Virtual Reality Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2023
  • 13.2. FPNV Positioning Matrix, 2023
  • 13.3. Competitive Scenario Analysis
    • 13.3.1. Strategic Expansion of Sandbox VR with Apparel Group Into Middle Eastern Markets
    • 13.3.2. 5thScape: Pioneering Advancement of VR/AR Ecosystems in Entertainment and Education
    • 13.3.3. Pioneering Partnership Brings RaceRoom Racing Simulations to Global VR Arcades
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Acer Inc.
  • 2. Apple Inc.
  • 3. ASUSTeK COMPUTER INC.
  • 4. CyberGlove Systems, Inc.
  • 5. Dell Technologies, Inc.
  • 6. EON Reality, Inc.
  • 7. Firsthand Technology Inc.
  • 8. FOVE, Inc.
  • 9. Google LLC
  • 10. HTC Global Services
  • 11. Lenovo Group Limited
  • 12. LG Electronics Inc.
  • 13. Merge Labs, Inc.
  • 14. Meta Platforms, Inc.
  • 15. Microsoft Corporation
  • 16. MindMaze Holding SA
  • 17. Nintendo Co., Ltd.
  • 18. NVIDIA Corporation
  • 19. Penumbra, Inc.
  • 20. Qualcomm Technologies, Inc.
  • 21. Samsung Electronics Co., Ltd.
  • 22. Sandbox VR, Inc.
  • 23. Sony Corporation
  • 24. SpaceVR, Inc.
  • 25. Ultraleap Limited
  • 26. Unity Technologies
  • 27. Varjo Technologies Oy
  • 28. Vuzix Corporation