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バーチャルリアリティデバイスの世界市場レポート 2025年

Virtual Reality Devices Global Market Report 2025


出版日
ページ情報
英文 175 Pages
納期
2~10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=146.99円
バーチャルリアリティデバイスの世界市場レポート 2025年
出版日: 2025年04月09日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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  • 概要
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概要

バーチャルリアリティデバイス市場規模は、今後数年で急成長が見込まれます。2029年にはCAGR12.9%で283億4,000万米ドルに成長します。予測期間の成長は、企業の採用、健康とウェルネス、リモートワークとコラボレーション、複合現実(mr)、5g接続に起因しています。予測期間の主な動向には、ワイヤレスおよびスタンドアロンデバイス、ソーシャルVR、健康と快適性、手と体のトラッキング、コンテンツ作成、ユーザー生成コンテンツなどがあります。

バーチャルリアリティデバイスに対する需要の高まりは、従業員に対する従来の安全教育方法に革命をもたらし、バーチャルリアリティデバイス市場の成長を牽引しています。バーチャルリアリティは、組織内の従業員に没入型かつ安全なトレーニング環境を提供します。リアルタイムの危機シナリオを再現できないことが多い従来の訓練方法とは異なり、VR訓練ではこうした状況を再現できるため、実際の緊急事態と同じように対応することができます。このアプローチにより、スタッフに効果的で安全なトレーニングを提供し、従来のトレーニング方法と比較してミスが減り、情報の定着率が向上します。一例として、フォード社では、バーチャルリアリティ技術を利用して実際の状況をシミュレートし、従来の理論的なトレーニング方法と比較して、より魅力的で効果的なトレーニングをスタッフに提供しています。

エンターテインメントやゲーム業界におけるバーチャルリアリティデバイスの需要の高まりは、バーチャルリアリティデバイス市場の成長の原動力になると予想されます。エンターテインメントとゲームの分野には、ビデオゲーム、モバイルゲーム、コンピュータゲーム、コンソールゲーム、オンラインゲーム、バーチャルリアリティ体験、拡張現実アプリケーション、映画、テレビ番組、音楽、ライブパフォーマンス、スポーツイベント、テーマパークなど、幅広い活動が含まれます。バーチャル・リアリティ技術は、インタラクティブで没入感のある体験を提供することでユーザーとの関わりを強化し、バーチャルと現実世界の要素をシームレスに融合させて、新たな次元のエンターテインメントとゲームを提供します。ゲーム業界において、バーチャル・リアリティーは、プレーヤーを仮想環境に没入させ、リアルタイムのインタラクションを可能にすることで、ゲームプレイに革命をもたらしました。エンターテインメントやゲーム分野におけるバーチャル・リアリティの需要の高まりは、技術革新、研究開発への多額の投資、バーチャル・リアリティ技術の広範な採用を促進しています。これがバーチャルリアリティデバイス市場の拡大に拍車をかけています。例えば、2024年2月、米国のテクノロジー企業Metaによると、バーチャルリアリティ(VR)部門を含むReality Labs部門の2023年の収益は10億7,000万米ドルで、2022年と比較して25%の大幅増を記録しました。この成長は、Oculusデバイスの好調な売上がMetaのVR部門全体の売上成長を牽引しているためと考えられます。したがって、エンターテインメントやゲーム業界におけるバーチャルリアリティデバイスの需要の増加が、バーチャルリアリティデバイス市場の成長に寄与しています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場:金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界バーチャルリアリティデバイス PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のバーチャルリアリティデバイス市場:成長率分析
  • 世界のバーチャルリアリティデバイス市場の実績:規模と成長, 2019-2024
  • 世界のバーチャルリアリティデバイス市場の予測:規模と成長, 2024-2029, 2034F
  • 世界バーチャルリアリティデバイス総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のバーチャルリアリティデバイス市場:タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ハンドヘルドデバイス
  • ヘッドマウントデバイス
  • ジェスチャー制御デバイス
  • その他のタイプ
  • 世界のバーチャルリアリティデバイス市場:技術別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 半没入型と完全没入型
  • 非没入型
  • 世界のバーチャルリアリティデバイス市場:用途別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 医療とヘルスケア
  • 商業用
  • 教育
  • 広告とマーケティング
  • 商業
  • エネルギーと公益事業
  • エンターテイメントとゲーム
  • 設計とエンジニアリング
  • ロジスティクス
  • その他の用途
  • 世界のバーチャルリアリティデバイス市場、携帯機器の種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • VRコントローラー
  • モーションセンサー
  • 触覚グローブ
  • 世界のバーチャルリアリティデバイス市場ヘッドマウントデバイス(HMD)の種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • オキュラスリフト
  • HTC Vive
  • プレイステーションVR
  • オキュラスクエスト
  • 複合現実ヘッドセット
  • 世界のバーチャルリアリティデバイス市場ジェスチャー制御デバイスのタイプ別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ジェスチャー認識グローブ
  • ハンドトラッキングデバイス
  • モーションキャプチャシステム
  • 世界のバーチャルリアリティデバイス市場、その他のタイプのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • VRシミュレーター
  • トレッドミル(VR専用)
  • 全身トラッキングスーツ
  • VRポッド

第7章 地域別・国別分析

  • 世界のバーチャルリアリティデバイス市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のバーチャルリアリティデバイス市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • バーチャルリアリティデバイス市場:競合情勢
  • バーチャルリアリティデバイス市場:企業プロファイル
    • Google Overview, Products and Services, Strategy and Financial Analysis
    • Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Oculus VR LLC Overview, Products and Services, Strategy and Financial Analysis
    • Marxent Labs Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Microsoft Corporation
  • HTC Corporation
  • Lenovo Group Ltd
  • AMD
  • Cyberglove Systems Inc.
  • Fove Inc
  • LG Electronics Inc
  • Eon Reality Inc
  • Leap Motion, Inc
  • Unity Technologies
  • Firsthand Technology
  • Wevr
  • Nvidia
  • Snap
  • Bricks & Goggles

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • バーチャルリアリティデバイス市場2029:新たな機会を提供する国
  • バーチャルリアリティデバイス市場2029:新たな機会を提供するセグメント
  • バーチャルリアリティデバイス市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r32848

Virtual reality (VR) devices encompass technologies that leverage advanced computing to generate immersive simulated environments. These devices, including head-mounted displays (HMD), gesture tracking devices (GTD), projectors, and display walls (PDW), enable users to engage with 3D worlds and become fully immersed in simulated realities.

The primary types of virtual reality devices consist of handheld devices, head-mounted devices, gesture-controlled devices, and various others. Handheld VR devices allow users to freely navigate and explore virtual environments. VR technologies encompass semi and fully immersive, as well as non-immersive setups, and find applications across various sectors such as medical and healthcare, commercial, education, advertising and marketing, commerce, energy and utilities, entertainment, gaming, design and engineering, logistics, and more.

The virtual reality devices market research report is one of a series of new reports from The Business Research Company that provides virtual reality devices market statistics, including virtual reality devices industry global market size, regional shares, competitors with a virtual reality devices market share, detailed virtual reality devices market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality devices industry. This virtual reality devices market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The virtual reality devices market size has grown rapidly in recent years. It will grow from $14.98 billion in 2024 to $17.42 billion in 2025 at a compound annual growth rate (CAGR) of 16.3%. The growth in the historic period can be attributed to gaming and entertainment, training and simulation, healthcare and therapy, education and training.

The virtual reality devices market size is expected to see rapid growth in the next few years. It will grow to $28.34 billion in 2029 at a compound annual growth rate (CAGR) of 12.9%. The growth in the forecast period can be attributed to enterprise adoption, health and wellness, remote work and collaboration, mixed reality (mr), 5g connectivity. Major trends in the forecast period include wireless and standalone devices, social vr, health and comfort, hand and body tracking, content creation and user-generated content.

The increasing demand for virtual reality devices is revolutionizing traditional safety training methods for employees, driving the growth of the virtual reality devices market. Virtual reality offers an immersive and secure training environment for employees within organizations. Unlike conventional training methods, which often fail to replicate real-time crisis scenarios, VR training can recreate these situations, enabling individuals to respond as they would in actual emergencies. This approach provides effective and safe training for staff, resulting in fewer errors and improved information retention compared to traditional training methods. As an example, Ford utilizes virtual reality technology to simulate real-life situations, delivering more engaging and effective training for its staff compared to traditional theoretical training methods.

The rising demand for virtual reality devices in the entertainment and gaming industry is expected to be a driving force behind the growth of the virtual reality devices market. The entertainment and gaming sector encompasses a wide range of activities, including video games, mobile games, computer games, console games, online gaming, virtual reality experiences, augmented reality applications, movies, TV shows, music, live performances, sports events, theme parks, and more. Virtual reality technology enhances user engagement by offering interactive and immersive experiences, seamlessly merging virtual and real-world elements to provide a new dimension of entertainment and gaming. In the gaming industry, virtual reality has revolutionized gameplay by immersing players in virtual environments and enabling real-time interactions. The increasing demand for virtual reality in the entertainment and gaming sector is driving innovation, substantial investment in research and development, and the widespread adoption of virtual reality technologies. This, in turn, is fueling the expansion of the virtual reality devices market. For instance, in February 2024, according to Meta, a US-based technology company, its Reality Labs segment, which includes the virtual reality (VR) division, generated $1.07 billion in revenue in 2023, marking a significant 25% increase compared to 2022. This growth can be attributed to the strong sales of Oculus devices, driving the overall revenue growth for Meta's VR segment. Therefore, the increasing demand for virtual reality devices in the entertainment and gaming industry is contributing to the growth of the virtual reality devices market.

The integration of 5K stereoscopic video into VR devices represents a prominent trend reshaping the virtual reality device market. This technology, offering 5K-resolution video, supersedes the earlier use of low-resolution 360 video technology in VR headsets. The incorporation of 5K stereoscopic video promises to deliver a comprehensive and highly detailed immersive experience for VR users. For example, Oculus VR, a US-based technology company, has developed the 'Guided Meditation VR' app, a virtual reality relaxation application that incorporates 5K stereoscopic video content in the version designed for the Oculus Go, a mobile VR headset.

Prominent companies in the virtual reality devices market are introducing innovative products, such as ultra-high-resolution displays, to maintain their competitive positions. Ultra-high-resolution displays, commonly referred to as 4K resolution, provide a higher pixel density and sharper image quality compared to standard high-definition (HD) displays. For example, in June 2023, Apple Inc., a US-based technology company, launched Apple Vision Pro. This spatial computer seamlessly integrates digital content with the physical world, featuring an ultra-high-resolution display system that responds to user input through their eyes, hands, and voice. The device operates on visionOS, a spatial operating system that supports multitasking and offers extensive screen real estate. Vision Pro delivers captivating entertainment experiences, spatial photography, immersive FaceTime communication, and industry-leading privacy and security features.

In April 2022, Snap Inc., a US-based camera and social media company, acquired Compound Photonics for an undisclosed amount. The acquisition was aimed at helping Snap enhance its micro LED/LCOS (liquid crystal on silicon) solutions, likely to be utilized in the production of augmented reality (AR) glasses. Compound Photonics is a US-based company specializing in the manufacturing of virtual reality devices, which aligns with Snap's push to expand its presence in the AR market.

Major companies operating in the virtual reality devices market include Google, Sony Corporation, Samsung Electronics Co.Ltd, Oculus VR LLC, Marxent Labs, Microsoft Corporation, HTC Corporation, Lenovo Group Ltd, AMD, Cyberglove Systems Inc., Fove Inc., LG Electronics Inc., Eon Reality Inc., Leap Motion, Inc., Unity Technologiesn, Firsthand Technology, Wevr, Nvidia, Snap, Bricks & Goggles, Prenav, Virtuix, Apple, Qualcomm, Magic Leap, Unity Technologies, Vuzix, Pimax, Varjo, Ultraleap, Manus VR, WorldViz, Sixense, StarVR, Sensics, OSVR, InContext Solutions, Eonite Perception, Survios, Jaunt, NextVR, The Void, Dreamscape Immersive, Zero Latency

Asia-Pacific was the largest region in the virtual reality devices market in 2024. Western Europe was the second-largest region in the virtual reality devices market analysis. The regions covered in the virtual reality devices market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the virtual reality devices market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The virtual reality devices market consists of sales of head mounted display (HMD) devices, gesture tracking devices (GTD), projectors and display walls (PDW), and other virtual reality devices. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Reality Devices Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual reality devices market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for virtual reality devices ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual reality devices market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Hand Held Devices; Head Mounted Devices; Gesture Controlled Devices; Other Types
  • 2) By Technology: Semi And Fully Immersive; Non-immersive
  • 3) By Application: Medical And Healthcare; Commercial; Education; Advertising And Marketing; Commerce; Energy And Utilities; Entertainment And Gaming; Designing And Engineering; Logistics; Other Applications
  • Subsegments:
  • 1) By Hand Held Devices: VR Controllers; Motion Sensors; Haptic Gloves
  • 2) By Head Mounted Devices (HMDs): Oculus Rift; HTC Vive; PlayStation VR; Oculus Quest; Mixed Reality Headsets
  • 3) By Gesture Controlled Devices: Gesture Recognition Gloves; Hand Tracking Devices; Motion Capture Systems
  • 4) By Other Types: VR Simulators; Treadmills (VR-specific); Full-body Tracking Suits; VR Pods
  • Companies Mentioned: Google; Sony Corporation; Samsung Electronics Co.Ltd; Oculus VR LLC; Marxent Labs
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Reality Devices Market Characteristics

3. Virtual Reality Devices Market Trends And Strategies

4. Virtual Reality Devices Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Virtual Reality Devices Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Reality Devices PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Reality Devices Market Growth Rate Analysis
  • 5.4. Global Virtual Reality Devices Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Reality Devices Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Reality Devices Total Addressable Market (TAM)

6. Virtual Reality Devices Market Segmentation

  • 6.1. Global Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hand Held Devices
  • Head Mounted Devices
  • Gesture Controlled Devices
  • Other Types
  • 6.2. Global Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Semi And Fully Immersive
  • Non-immersive
  • 6.3. Global Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Medical And Healthcare
  • Commercial
  • Education
  • Advertising And Marketing
  • Commerce
  • Energy And Utilities
  • Entertainment And Gaming
  • Designing And Engineering
  • Logistics
  • Other Applications
  • 6.4. Global Virtual Reality Devices Market, Sub-Segmentation Of Hand Held Devices, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Controllers
  • Motion Sensors
  • Haptic Gloves
  • 6.5. Global Virtual Reality Devices Market, Sub-Segmentation Of Head Mounted Devices (HMDs), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Oculus Rift
  • HTC Vive
  • PlayStation VR
  • Oculus Quest
  • Mixed Reality Headsets
  • 6.6. Global Virtual Reality Devices Market, Sub-Segmentation Of Gesture Controlled Devices, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gesture Recognition Gloves
  • Hand Tracking Devices
  • Motion Capture Systems
  • 6.7. Global Virtual Reality Devices Market, Sub-Segmentation Of Other Types, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Simulators
  • Treadmills (VR-specific)
  • Full-body Tracking Suits
  • VR Pods

7. Virtual Reality Devices Market Regional And Country Analysis

  • 7.1. Global Virtual Reality Devices Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Reality Devices Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Reality Devices Market

  • 8.1. Asia-Pacific Virtual Reality Devices Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Reality Devices Market

  • 9.1. China Virtual Reality Devices Market Overview
  • 9.2. China Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Reality Devices Market

  • 10.1. India Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Reality Devices Market

  • 11.1. Japan Virtual Reality Devices Market Overview
  • 11.2. Japan Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Reality Devices Market

  • 12.1. Australia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Reality Devices Market

  • 13.1. Indonesia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Reality Devices Market

  • 14.1. South Korea Virtual Reality Devices Market Overview
  • 14.2. South Korea Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Reality Devices Market

  • 15.1. Western Europe Virtual Reality Devices Market Overview
  • 15.2. Western Europe Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Reality Devices Market

  • 16.1. UK Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Reality Devices Market

  • 17.1. Germany Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Reality Devices Market

  • 18.1. France Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Reality Devices Market

  • 19.1. Italy Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Reality Devices Market

  • 20.1. Spain Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Reality Devices Market

  • 21.1. Eastern Europe Virtual Reality Devices Market Overview
  • 21.2. Eastern Europe Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Reality Devices Market

  • 22.1. Russia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Reality Devices Market

  • 23.1. North America Virtual Reality Devices Market Overview
  • 23.2. North America Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Reality Devices Market

  • 24.1. USA Virtual Reality Devices Market Overview
  • 24.2. USA Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Reality Devices Market

  • 25.1. Canada Virtual Reality Devices Market Overview
  • 25.2. Canada Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Reality Devices Market

  • 26.1. South America Virtual Reality Devices Market Overview
  • 26.2. South America Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Reality Devices Market

  • 27.1. Brazil Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Reality Devices Market

  • 28.1. Middle East Virtual Reality Devices Market Overview
  • 28.2. Middle East Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Reality Devices Market

  • 29.1. Africa Virtual Reality Devices Market Overview
  • 29.2. Africa Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Reality Devices Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality Devices Market Competitive Landscape
  • 30.2. Virtual Reality Devices Market Company Profiles
    • 30.2.1. Google Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Oculus VR LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Marxent Labs Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Reality Devices Market Other Major And Innovative Companies

  • 31.1. Microsoft Corporation
  • 31.2. HTC Corporation
  • 31.3. Lenovo Group Ltd
  • 31.4. AMD
  • 31.5. Cyberglove Systems Inc.
  • 31.6. Fove Inc
  • 31.7. LG Electronics Inc
  • 31.8. Eon Reality Inc
  • 31.9. Leap Motion, Inc
  • 31.10. Unity Technologies
  • 31.11. Firsthand Technology
  • 31.12. Wevr
  • 31.13. Nvidia
  • 31.14. Snap
  • 31.15. Bricks & Goggles

32. Global Virtual Reality Devices Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality Devices Market

34. Recent Developments In The Virtual Reality Devices Market

35. Virtual Reality Devices Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Reality Devices Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Reality Devices Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Reality Devices Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer