デフォルト表紙
市場調査レポート
商品コード
1727840

没入型バーチャルリアリティの世界市場レポート 2025年

Immersive Virtual Reality 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=145.06円
没入型バーチャルリアリティの世界市場レポート 2025年
出版日: 2025年05月05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
  • 目次
概要

没入型バーチャルリアリティ(VR)の市場規模は、今後数年間で飛躍的な成長が見込まれています。2029年にはCAGR27.0%で552億7,000万米ドルに成長します。予測期間中の成長は、ヘルスケア用途の拡大、パーソナライズされた体験に対する消費者需要の高まり、VRハードウェアの小型軽量化など、いくつかの要因に起因すると考えられます。さらに、VRハードウェア生産の持続可能性、標準化と規制枠組みの開発が成長に寄与すると予想されます。予測期間における主要動向には、スタンドアロン型VRヘッドセットの開発、視線追跡技術の進歩、より没入感のある体験のための触覚フィードバックの統合、VRにおけるブロックチェーンの統合、VRシステムへのブレインコンピュータインターフェース(BCI)の組み込みなどがあります。

メディアとエンターテインメントに対する需要の高まりが、今後数年間の没入型バーチャルリアリティ(VR)市場の拡大を牽引すると予想されます。メディアエンターテインメント産業は、視聴者を惹きつけ、楽しませ、情報を提供することを目的とした様々な形態のコンテンツ制作、配信、消費を包含しています。メディアとエンターテインメントに対する需要の増加は、消費者行動のシフト、多様なコンテンツ、ソーシャルメディアの影響力、コンテンツ配信の革新によってもたらされています。没入型VRは、ユーザーを深く惹きつけるインタラクティブな体験を提供することで、メディアとエンターテインメントのセグメントを変革します。リアルなシミュレーション、360度のストーリーテリング、バーチャルコンサート、ゲームなどを通じて、受動的なコンテンツ消費を能動的な参加に変え、視聴者がデジタルコンテンツとつながり、楽しむ方法を再構築します。例えば、2024年1月、Digital Entertainment and Retail Association(ERA)は、2023年の英国の音楽ストリーミング配信、レコード、CDへの支出は9.6%増加し、前年の約2倍の伸びを示したと報告しました。英国のエンターテインメント市場も2023年には7%増となりました。したがって、メディアとエンターテインメントに対する消費支出の増加が、没入型VR市場の成長を促進しています。

アクティブノイズ・キャンセレーションや人間工学的改善といった技術の進歩が、VRの没入感をさらに高めています。アクティブノイズキャンセリング(ANC)技術は、反対方向の音波を発生させることで、不要な周囲の騒音を低減するために使用されます。例えば、2023年9月、中国のVRヘッドセットメーカーであるDPVRは、DPVR P2ヘッドセットを発売しました。教育者、EdTechプロバイダ、企業向けに設計されたこのモデルは、ファイル暗号化によるデータセキュリティの強化、長時間の使用でも快適な人間工学に基づいたデザイン、周囲の雑音を最大80%低減するANC技術を特徴としています。さらに、企業は大量注文のためにヘッドセットのブランドとソフトウェアをカスタマイズすることができます。

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-マクロ経済シナリオ金利、インフレ、地政学、新型コロナウイルス感染症の影響と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

  • 世界の没入型バーチャルリアリティ 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
  • 世界の没入型バーチャルリアリティ市場:成長率分析
  • 世界の没入型バーチャルリアリティ市場の実績:規模と成長、2019~2024年
  • 世界の没入型バーチャルリアリティ市場の予測:規模と成長、2024~2029年、2034年
  • 世界の没入型バーチャルリアリティ総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界の没入型バーチャルリアリティ市場:コンポーネント別、実績と予測、2019~2024年、2024~2029年、2034年
  • ハードウェア
  • ソフトウェア
  • サービス
  • 世界の没入型バーチャルリアリティ市場:技術別、実績と予測、2019~2024年、2024~2029年、2034年
  • 非没入型
  • 半没入型と完全没入型
  • 世界の没入型バーチャルリアリティ市場:最終用途別、実績と予測、2019~2024年、2024~2029年、2034年
  • 航空宇宙と防衛
  • 製造業
  • 自動車
  • 教育
  • メディアとエンターテイメント
  • ゲーム
  • ヘルスケア
  • 小売業とeコマース
  • その他
  • 世界の没入型バーチャルリアリティ市場、ハードウェアのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • バーチャルリアリティヘッドセット
  • バーチャルリアリティコントローラ
  • センサ
  • カメラ
  • 触覚デバイス
  • ケーブル
  • 世界の没入型バーチャルリアリティ市場、ソフトウェアのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • バーチャルリアリティコンテンツ作成ソフトウェア
  • バーチャルリアリティソフトウェア開発キット(SDK)
  • バーチャルリアリティプラットフォームソフトウェア
  • バーチャルリアリティアプリケーション
  • 世界の没入型バーチャルリアリティ市場、サービスのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • バーチャルリアリティコンテンツ開発サービス
  • バーチャルリアリティシステムインテグレーション
  • バーチャルリアリティコンサルティングサービス
  • バーチャルリアリティのメンテナンスとサポート

第7章 地域別・国別分析

  • 世界の没入型バーチャルリアリティ市場:地域別、実績と予測、2019~2024年、2024~2029年、2034年
  • 世界の没入型バーチャルリアリティ市場:国別、実績と予測、2019~2024年、2024~2029年、2034年

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

  • 没入型バーチャルリアリティ市場:競合情勢
  • 没入型バーチャルリアリティ市場:企業プロファイル
    • Apple Inc.
    • Google LLC
    • Microsoft Corporation
    • Samsung Electronics Co. Ltd.
    • Meta Platforms Inc.

第31章 その他の大手企業と革新的企業

  • Lenovo Group Limited
  • Panasonic Corporation
  • Qualcomm Technologies Inc.
  • Nvidia Corporation
  • Carl Zeiss AG
  • Autodesk Inc.
  • Sony Interactive Entertainment
  • Unity Technologies
  • Magic Leap Inc.
  • HTC Corporation
  • Varjo Technologies Oy
  • EON Reality Inc.
  • Pico Interactive(Bytedance)
  • Immersion Corporation
  • Ultraleap Ltd.

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、戦略

  • 没入型バーチャルリアリティ市場、2029年:新たな機会を提供する国
  • 没入型バーチャルリアリティ市場、2029年:新たな機会を提供するセグメント
  • 没入型バーチャルリアリティ市場、2029年:成長戦略
    • 市場動向による戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r34310

Immersive virtual reality (VR) is a technology that creates a simulated three-dimensional environment where users can interact with a digital world as though they were physically there. This is typically achieved through devices such as VR headsets, gloves, or motion sensors. Immersive VR enables the creation of highly interactive and realistic environments, allowing users to fully engage with and experience the digital world as if it were real.

The primary components of immersive VR include hardware, software, and services. Hardware refers to the physical elements of a computer or electronic system, which support various technologies, including non-immersive, semi-immersive, and fully immersive VR. These components are utilized by a wide range of industries such as aerospace and defense, manufacturing, automotive, education, media and entertainment, gaming, healthcare, retail, e-commerce, and other sectors.

The immersive virtual reality (VR) market research report is one of a series of new reports from The Business Research Company that provides immersive virtual reality (VR) market statistics, including immersive virtual reality (VR) industry global market size, regional shares, competitors with immersive virtual reality (VR) market share, detailed immersive virtual reality (VR) market segments, market trends and opportunities, and any further data you may need to thrive in the immersive virtual reality (VR) industry. This immersive virtual reality (VR) 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 immersive virtual reality (VR) market size has grown exponentially in recent years. It will grow from $16.71 billion in 2024 to $21.28 billion in 2025 at a compound annual growth rate (CAGR) of 27.3%. The growth during the historic period can be attributed to several key factors, including increased consumer awareness, government funding for research and development (R&D), and the use of training simulations in industries such as military and aerospace. Additionally, the growth was driven by the expansion of the film and entertainment sectors, as well as the rise of e-commerce and virtual retail, which created new opportunities for technology adoption and innovation.

The immersive virtual reality (VR) market size is expected to see exponential growth in the next few years. It will grow to $55.27 billion in 2029 at a compound annual growth rate (CAGR) of 27.0%. The growth during the forecast period can be attributed to several factors, including the expansion of healthcare applications, rising consumer demand for personalized experiences, and the reduction in VR hardware size and weight. Additionally, sustainability in VR hardware production and the development of standardization and regulatory frameworks are expected to contribute to growth. Major trends in the forecast period include the development of standalone VR headsets, advancements in eye-tracking technology, integration of haptic feedback for a more immersive experience, blockchain integration in VR, and the incorporation of brain-computer interfaces (BCI) in VR systems.

The growing demand for media and entertainment is expected to drive the expansion of the immersive virtual reality (VR) market in the coming years. The media and entertainment industry encompasses various forms of content creation, distribution, and consumption aimed at engaging, entertaining, and informing audiences. The increasing demand for media and entertainment is driven by shifts in consumer behavior, diverse content, social media influence, and innovations in content delivery. Immersive VR transforms the media and entertainment sectors by offering users deeply engaging and interactive experiences. It turns passive content consumption into active participation through realistic simulations, 360-degree storytelling, virtual concerts, and gaming, reshaping how audiences connect with and enjoy digital content. For instance, in January 2024, the Digital Entertainment and Retail Association (ERA) reported that UK spending on music streaming subscriptions, vinyl, and CDs grew by 9.6% in 2023, nearly double the previous year's growth. The UK entertainment market also saw a 7% increase in 2023. Therefore, the increasing consumer spending on media and entertainment is driving the growth of the immersive VR market.

Technological advancements, such as active noise cancellation and ergonomic improvements, are further enhancing VR immersion. Active noise cancellation (ANC) technology is used to reduce unwanted ambient noise by producing opposing sound waves. For example, in September 2023, DPVR, a China-based VR headset manufacturer, launched the DPVR P2 headset. This model, designed for educators, EdTech providers, and enterprises, features enhanced data security with file encryption, ergonomic design for comfort during extended use, and ANC technology that reduces ambient noise by up to 80%. Additionally, businesses can customize the headset's branding and software for bulk orders.

In October 2024, Infinite Reality, a US-based company developing AI-powered immersive experiences, acquired Zappar Ltd. for $45 million. This acquisition aims to strengthen Infinite Reality's capabilities in AI, spatial computing, and immersive technologies, enhancing its ability to reshape digital commerce and media experiences worldwide. Zappar Ltd., based in the UK, specializes in immersive VR experiences.

Major players in the immersive virtual reality market are Apple Inc., Google LLC, Microsoft Corporation, Samsung Electronics Co. Ltd., Meta Platforms Inc., Lenovo Group Limited, Panasonic Corporation, Qualcomm Technologies Inc., Nvidia Corporation, Carl Zeiss AG, Autodesk Inc., Sony Interactive Entertainment, Unity Technologies, Magic Leap Inc., HTC Corporation, Varjo Technologies Oy, EON Reality Inc., Pico Interactive (Bytedance), Immersion Corporation, Ultraleap Ltd., MindMaze SA, Virtuix Inc., Vuzix Corporation

Asia-Pacific was the largest region in the immersive virtual reality (VR) market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in immersive virtual reality (VR) report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

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

The immersive virtual reality (VR) market consists of revenues earned by entities by providing services such as virtual reality content creation, software development, training and simulation programs, and gaming and entertainment experiences. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive virtual reality (VR) market also includes sales of motion tracking devices, haptic feedback equipment, 3D audio systems, and VR-enabled controllers. 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.

Immersive Virtual Reality 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 immersive virtual reality 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 immersive virtual reality ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The immersive virtual reality 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 Component: Hardware; Software; Services
  • 2) By Technology: Non-Immersive; Semi And Fully Immersive
  • 3) By End User: Aerospace And Defense; Manufacturing; Automotive; Education; Media And Entertainment; Gaming; Healthcare; Retail And E-commerce; Other End Uses
  • Subsegments:
  • 1) By Hardware: Virtual Reality Headsets; Virtual Reality Controllers; Sensors; Cameras; Haptic Devices; Cables
  • 2) By Software: Virtual Reality Content Creation Software; Virtual Reality Software Development Kits (SDKs); Virtual Reality Platform Software; Virtual Reality Applications
  • 3) By Services: Virtual Reality Content Development Services; Virtual Reality System Integration; Virtual Reality Consulting Services; Virtual Reality Maintenance And Support
  • Companies Mentioned: Apple Inc.; Google LLC; Microsoft Corporation; Samsung Electronics Co. Ltd.; Meta Platforms Inc.
  • 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. Immersive Virtual Reality Market Characteristics

3. Immersive Virtual Reality Market Trends And Strategies

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

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

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

6. Immersive Virtual Reality Market Segmentation

  • 6.1. Global Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.2. Global Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Non-Immersive
  • Semi And Fully Immersive
  • 6.3. Global Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Aerospace And Defense
  • Manufacturing
  • Automotive
  • Education
  • Media And Entertainment
  • Gaming
  • Healthcare
  • Retail And E-commerce
  • Other End Uses
  • 6.4. Global Immersive Virtual Reality Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Headsets
  • Virtual Reality Controllers
  • Sensors
  • Cameras
  • Haptic Devices
  • Cables
  • 6.5. Global Immersive Virtual Reality Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Content Creation Software
  • Virtual Reality Software Development Kits (SDKs)
  • Virtual Reality Platform Software
  • Virtual Reality Applications
  • 6.6. Global Immersive Virtual Reality Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Content Development Services
  • Virtual Reality System Integration
  • Virtual Reality Consulting Services
  • Virtual Reality Maintenance And Support

7. Immersive Virtual Reality Market Regional And Country Analysis

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

8. Asia-Pacific Immersive Virtual Reality Market

  • 8.1. Asia-Pacific Immersive Virtual Reality 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 Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Immersive Virtual Reality Market

  • 9.1. China Immersive Virtual Reality Market Overview
  • 9.2. China Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Immersive Virtual Reality Market

  • 10.1. India Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Immersive Virtual Reality Market

  • 11.1. Japan Immersive Virtual Reality Market Overview
  • 11.2. Japan Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Immersive Virtual Reality Market

  • 12.1. Australia Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Immersive Virtual Reality Market

  • 13.1. Indonesia Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Immersive Virtual Reality Market

  • 14.1. South Korea Immersive Virtual Reality Market Overview
  • 14.2. South Korea Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Immersive Virtual Reality Market

  • 15.1. Western Europe Immersive Virtual Reality Market Overview
  • 15.2. Western Europe Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Immersive Virtual Reality Market

  • 16.1. UK Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Immersive Virtual Reality Market

  • 17.1. Germany Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Immersive Virtual Reality Market

  • 18.1. France Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Immersive Virtual Reality Market

  • 19.1. Italy Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Immersive Virtual Reality Market

  • 20.1. Spain Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Immersive Virtual Reality Market

  • 21.1. Eastern Europe Immersive Virtual Reality Market Overview
  • 21.2. Eastern Europe Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Immersive Virtual Reality Market

  • 22.1. Russia Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Immersive Virtual Reality Market

  • 23.1. North America Immersive Virtual Reality Market Overview
  • 23.2. North America Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Immersive Virtual Reality Market

  • 24.1. USA Immersive Virtual Reality Market Overview
  • 24.2. USA Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Immersive Virtual Reality Market

  • 25.1. Canada Immersive Virtual Reality Market Overview
  • 25.2. Canada Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Immersive Virtual Reality Market

  • 26.1. South America Immersive Virtual Reality Market Overview
  • 26.2. South America Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Immersive Virtual Reality Market

  • 27.1. Brazil Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Immersive Virtual Reality Market

  • 28.1. Middle East Immersive Virtual Reality Market Overview
  • 28.2. Middle East Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Immersive Virtual Reality Market

  • 29.1. Africa Immersive Virtual Reality Market Overview
  • 29.2. Africa Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Immersive Virtual Reality Market Competitive Landscape And Company Profiles

  • 30.1. Immersive Virtual Reality Market Competitive Landscape
  • 30.2. Immersive Virtual Reality Market Company Profiles
    • 30.2.1. Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Immersive Virtual Reality Market Other Major And Innovative Companies

  • 31.1. Lenovo Group Limited
  • 31.2. Panasonic Corporation
  • 31.3. Qualcomm Technologies Inc.
  • 31.4. Nvidia Corporation
  • 31.5. Carl Zeiss AG
  • 31.6. Autodesk Inc.
  • 31.7. Sony Interactive Entertainment
  • 31.8. Unity Technologies
  • 31.9. Magic Leap Inc.
  • 31.10. HTC Corporation
  • 31.11. Varjo Technologies Oy
  • 31.12. EON Reality Inc.
  • 31.13. Pico Interactive (Bytedance)
  • 31.14. Immersion Corporation
  • 31.15. Ultraleap Ltd.

32. Global Immersive Virtual Reality Market Competitive Benchmarking And Dashboard

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

34. Recent Developments In The Immersive Virtual Reality Market

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

  • 35.1 Immersive Virtual Reality Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Immersive Virtual Reality Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Immersive Virtual Reality 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