デフォルト表紙
市場調査レポート
商品コード
1469186

バーチャルリアリティ(VR)コンシューマー市場- 世界の産業規模、シェア、動向、機会、予測、セグメント:コンポーネント別、技術別、スティミュレーション別、地域別、競合別、2019年~2029年

Virtual Reality Consumer Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Component, By Technology, By Stimulations, By Region, By Competition, 2019-2029F

出版日: | 発行: TechSci Research | ページ情報: 英文 180 Pages | 納期: 2~3営業日

● お客様のご希望に応じて、既存データの加工や未掲載情報(例:国別セグメント)の追加などの対応が可能です。  詳細はお問い合わせください。

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=158.74円

こちらのレポートには、数時間(ご購入金額の10%)分のアナリストへの質問/追加調査サービスが含まれております。

バーチャルリアリティ(VR)コンシューマー市場- 世界の産業規模、シェア、動向、機会、予測、セグメント:コンポーネント別、技術別、スティミュレーション別、地域別、競合別、2019年~2029年
出版日: 2024年04月23日
発行: TechSci Research
ページ情報: 英文 180 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 目次
概要

世界のバーチャルリアリティ(VR)コンシューマー市場の2023年の市場規模は108億米ドルで、2029年までのCAGRは24.3%で、予測期間中に力強い成長が予測されています。

世界のバーチャルリアリティ(VR)コンシューマー市場は、その人気とアクセシビリティを高めた諸要因の収束によって、著しい急成長を遂げています。バーチャルリアリティ(VR)技術は、エンターテインメント、ゲーム、教育、ヘルスケアなど幅広い用途で、ニッチな用途から消費者向け製品の主流へと移行しています。COVID-19の大流行は、人々が自宅の安全な場所にいながらにして人々とつながり、没入型体験に没頭できる別の方法を求めたため、この動向を加速させました。より手頃な価格のヘッドセットやグラフィックの向上など、VRのハードウェアとソフトウェアの進歩により、この技術はより多くの人々にとって魅力的なものとなっています。さらに、没入型ビデオゲームやインタラクティブな学習体験など、魅力的なVRコンテンツの開発が普及を後押ししています。継続的な技術革新、戦略的パートナーシップ、開発者コミュニティの拡大により、世界のVRコンシューマー市場は継続的な拡大の態勢を整えており、新たな機会を模索し、没入型のデジタル体験に対する需要の高まりに対応する企業にとって有望な展望を提供しています。

市場促進要因

没入型エンターテインメント体験

教育・トレーニング用途

ヘルスケアと治療用途

社会的・共同的VR体験

ハードウェアの進歩と手頃な価格

主な市場課題

高い参入コストと設備要件

コンテンツの質と量

乗り物酔いと快適性の問題

プライバシーと倫理的懸念

主な市場動向

メタバースの開発と拡大

ワイヤレスVRデバイスとスタンドアロンVRデバイス

拡張現実(AR)と複合現実の統合

ヘルス&ウェルネス・アプリケーション

クロスプラットフォームの互換性と相互運用性

セグメント別洞察

技術別洞察

スティミュレーション別洞察

地域別洞察

目次

第1章 概要

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 COVID-19が世界のバーチャルリアリティ(VR)コンシューマー市場に与える影響

第5章 顧客の声

第6章 世界のバーチャルリアリティ(VR)コンシューマー

第7章 世界のバーチャルリアリティ(VR)コンシューマー市場展望

  • 市場規模予測
    • 金額別
  • 市場シェア予測
    • コンポーネント別(ハードウェア、ソフトウェア、サービス)
    • 技術別(3Dオーディオ、3D深度センサー、4K 8Kビデオ、コンピュータビジョン)
    • スティミュレーション別(ジェスチャーコントロール、ハンドトラッキング、オプティカルトラッキング)
    • 地域別(北米、欧州、南米、中東アフリカ、アジア太平洋)
  • 企業別(2023年)
  • 市場マップ

第8章 北米のバーチャルリアリティ(VR)コンシューマー市場展望

  • 市場規模予測
    • 金額別
  • 市場シェア予測
    • コンポーネント別
    • 技術別
    • スティミュレーション別
    • 国別
  • 北米国別分析
    • 米国
    • カナダ
    • メキシコ

第9章 欧州のバーチャルリアリティ(VR)コンシューマー市場展望

  • 市場規模予測
    • 金額別
  • 市場シェア予測
    • コンポーネント別
    • 技術別
    • スティミュレーション別
    • 国別
  • 欧州国別分析
    • ドイツ
    • フランス
    • 英国
    • イタリア
    • スペイン
    • ベルギー

第10章 南米のバーチャルリアリティ(VR)コンシューマー市場展望

  • 市場規模予測
    • 金額別
  • 市場シェア予測
    • コンポーネント別
    • 技術別
    • スティミュレーション別
    • 国別
  • 南米:国別分析
    • ブラジル
    • コロンビア
    • アルゼンチン
    • チリ
    • ペルー

第11章 中東アフリカのバーチャルリアリティ(VR)コンシューマー市場展望

  • 市場規模予測
    • 金額別
  • 市場シェア予測
    • コンポーネント別
    • 技術別
    • スティミュレーション別
    • 国別
  • 中東アフリカ:国別分析
    • サウジアラビア
    • UAE
    • 南アフリカ
    • トルコ
    • イスラエル

第12章 アジア太平洋のバーチャルリアリティ(VR)コンシューマー市場展望

  • 市場規模予測
    • コンポーネント別
    • 技術別
    • スティミュレーション別
    • 国別
  • アジア太平洋地域国別分析
    • 中国
    • インド
    • 日本
    • 韓国
    • オーストラリア
    • インドネシア
    • ベトナム

第13章 市場力学

  • 促進要因
  • 課題

第14章 市場動向と発展

第15章 企業プロファイル

  • Sony Corporation
  • HTC Corporation
  • Samsung Electronics Co., Ltd.
  • Google LLC
  • Microsoft Corporation
  • Lenovo Group Limited
  • Immersive Pte. ltd.
  • Valve Corporation
  • HP Inc.
  • Meta Platforms, Inc.

第16章 戦略的提言

第17章 免責事項

目次
Product Code: 21548

Global Virtual Reality Consumer Market was valued at USD 10.8 Billion in 2023 and is anticipated to project robust growth in the forecast period with a CAGR of 24.3% through 2029. The global virtual reality consumer market is experiencing a significant surge in growth, driven by a convergence of factors that have elevated its popularity and accessibility. Virtual reality (VR) technology has transitioned from niche applications to a mainstream consumer product, with a wide array of applications in entertainment, gaming, education, healthcare, and beyond. The COVID-19 pandemic accelerated this trend as people sought alternative ways to connect and engage in immersive experiences from the safety of their homes. Advancements in VR hardware and software, including more affordable headsets and improved graphics, have made the technology more appealing to a broader audience. Furthermore, the development of compelling VR content, such as immersive video games and interactive learning experiences, has fostered increased adoption. With ongoing innovation, strategic partnerships, and a growing developer community, the global VR consumer market is poised for continued expansion, offering a promising landscape for businesses to explore new opportunities and cater to the growing demand for immersive, digital experiences.

Key Market Drivers

Immersive Entertainment Experiences

One of the primary drivers of the global virtual reality consumer market is the growing demand for immersive entertainment experiences. Virtual reality has transformed the way people consume media and entertainment. From VR gaming that allows players to step into virtual worlds to 360-degree video content for virtual tourism or live concerts, consumers are increasingly seeking more engaging and interactive forms of entertainment. The demand for these immersive experiences has led to a proliferation of VR content and headsets, further bolstering the market's growth. This trend has also extended to other forms of content, including movies, sports events, and social gatherings, with companies investing in VR technology to create more compelling and captivating experiences for consumers.

Educational and Training Applications

Virtual reality has garnered substantial traction within the education and training domains, emerging as a pivotal catalyst for the burgeoning consumer VR consumer market. This innovative technology empowers students and professionals to immerse themselves in remarkably realistic simulations, thereby enriching the entire learning experience. Its profound impact is particularly conspicuous in fields like healthcare, where aspiring medical practitioners can conduct virtual surgeries, affording them invaluable hands-on experience without risking patient well-being. Likewise, in the corporate sphere, VR proves invaluable for training purposes, as employees can hone their skills by engaging in true-to-life scenarios within a secure virtual environment. However, it was during the throes of the COVID-19 pandemic that the true potential of VR in education and training came to the fore. As social distancing measures rendered traditional teaching and training methods impractical, the versatile nature of VR became strikingly evident. Institutions and organizations swiftly adopted this technology for remote learning and training, enabling a seamless transition to virtual educational experiences. The confluence of heightened demand for educational and training content and the increasing affordability of VR hardware has established this sector as a central driver behind the market's robust growth. This amalgamation of educational innovation and technological accessibility underscores the pivotal role that virtual reality is poised to play in shaping the future of learning and professional development, as it continues to transform and elevate the educational and training landscape.

Healthcare and Therapeutic Applications

The incorporation of virtual reality within the healthcare sector stands as a formidable catalyst for the expansion of the VRconsumermarket. Virtual reality technology has found extensive applications in realms such as pain management, physical rehabilitation, and exposure therapy for mental health conditions, thus reshaping the paradigms of patient care. Patients grappling with discomfort and pain have discovered respite through the immersive distractions offered by VR experiences. Therapists, too, have harnessed the capabilities of VR by crafting controlled virtual environments that serve as invaluable tools in the treatment of phobias and anxiety disorders. Furthermore, the elderly population is benefiting from cognitive exercises within the VR domain, promoting mental agility and well-being. This intersection of healthcare and virtual reality has not only elevated the quality of patient care but has also carved out new avenues for market expansion. Medical professionals and patients alike are increasingly recognizing the multifaceted benefits of incorporating VR into healthcare practices. This acknowledgment has precipitated a surge in the demand for consumer-grade VR headsets and applications, as the medical community and patients alike strive to harness the transformative potential of VR technology for improved health outcomes and overall well-being. The synergy between healthcare and virtual reality not only enhances the patient experience but also underscores the pivotal role VR is poised to play in reshaping the healthcare landscape and its broader integration into consumer markets.

Social and Collaborative VR Experiences

Social and collaborative virtual reality experiences are reshaping the way people connect, communicate, and work, serving as a driving force in the VRconsumermarket. Virtual social spaces enable individuals to interact with friends and colleagues in immersive environments, transcending the limitations of traditional video calls and messaging. As remote work and telecommuting become more common, collaborative VR platforms offer a compelling alternative, fostering teamwork and creativity in a virtual realm. This trend extends to virtual events, meetings, and conferences, providing a robust foundation for VR consumer market expansion. Furthermore, the metaverse concept, which envisions interconnected virtual worlds, is gaining momentum, with major tech companies investing heavily in its development.

Hardware Advancements and Affordability

The continual advancement of virtual reality (VR) hardware, alongside its increasing affordability, plays a pivotal role in propelling the growth of the global VR consumer market. With each iteration, VR headsets have grown lighter, more comfortable, and capable of delivering ever-higher resolution graphics. This relentless pursuit of technological enhancement has not only enriched the user experience but has also rendered VR technology more accessible to a broader audience. By mitigating the cost barrier, the reduction in price points for entry-level VR devices has democratized this transformative technology, making it available to a more diverse demographic of consumers. This newfound affordability, coupled with the introduction of standalone VR headsets that operate independently of high-end computers or gaming consoles, has sparked a surge in adoption among individuals who may have previously been deterred by the prohibitive expense associated with VR. These simultaneous strides in hardware quality and pricing dynamics have emerged as a driving force, significantly expanding the VR consumer market, and their continued evolution is poised to sustain and propel its growth into the foreseeable future. This harmonious fusion of technological innovation and economic accessibility underscores the profound role that VR technology is poised to play in shaping consumer markets and revolutionizing the way people engage with immersive digital experiences.

Key Market Challenges

High Entry Costs and Equipment Requirements

One of the primary hurdles obstructing the widespread embrace of virtual reality (VR) within the consumer market pertains to the considerable entry costs affiliated with VR equipment. To partake in a high-quality VR encounter, consumers often find themselves compelled to invest in top-tier VR headsets, robust gaming PCs, or gaming consoles, thereby erecting a financial barrier that impedes access for a substantial segment of potential users. While there are indeed more economical VR alternatives available, these budget-friendly options may not be capable of delivering the same level of performance and immersive engagement, consequently restricting their appeal, particularly among enthusiasts and consumers who yearn for a superlative VR experience. This financial challenge emerges as a formidable obstacle for the VR industry, hindering its ambitions of broadening the consumer base and attaining mainstream adoption, especially when juxtaposed against the affordability of alternative entertainment choices. In essence, the substantial cost of entry remains a significant impediment to the industry's quest for broader recognition and acceptance, casting a shadow over VR's potential to rival other entertainment options in terms of accessibility and consumer appeal.

Content Quality and Quantity

Although notable strides have been made in the development of immersive VR content, the industry continues to grapple with a dual challenge concerning both the quality and quantity of such content. A significant proportion of consumers now hold high expectations for a wide array of top-notch VR experiences, deeming them a prerequisite to justify their investment in VR equipment. Yet, the creation of high-quality VR content remains a resource-intensive endeavor, leading to a palpable scarcity of such content within the market. Moreover, there exists a perception among consumers that certain VR offerings lack the depth and diversity needed to sustain engagement. This challenge underscores a pressing need for content creators to allocate resources towards VR-specific projects, while concurrently necessitating developers to address the escalating demand for a rich tapestry of captivating and varied virtual reality experiences. In essence, this challenge spotlights the industry's ongoing quest to bridge the content gap and satisfy consumers' voracious appetite for high-quality, diverse, and immersive VR content that can truly harness the technology's potential.

Motion Sickness and Comfort Issues

Virtual reality can, for certain users, trigger symptoms of motion sickness or discomfort, presenting a significant challenge that impedes the widespread adoption of this immersive technology. This problem arises because the human brain interprets motion within the virtual environment differently from the body's actual physical movements, causing a perceptible dissonance that can lead to symptoms such as nausea, dizziness, or overall discomfort. Although commendable progress has been made in mitigating the prevalence of motion sickness through enhancements in both hardware and software, this issue remains a pressing concern for a segment of users, particularly during prolonged sessions within the VR realm. To surmount this challenge and extend the accessibility of VR to a broader audience, sustained efforts in research and development are indispensable, aiming to create VR experiences that are not only captivating but also comfortable for a wider spectrum of individuals, thus ensuring the technology's inclusivity and its capacity to serve as an accessible and enjoyable medium for a broad user base. In essence, addressing the complexities of motion sickness represents a paramount endeavor in optimizing the VR experience and ensuring that it remains a technology that can be embraced by a diverse and expansive audience.

Privacy and Ethical Concerns

The growing integration of virtual reality into everyday life raises important privacy and ethical concerns that must be addressed. As VR becomes more social and interconnected, issues related to data privacy, identity protection, and security vulnerabilities arise. Users may be concerned about the potential for their actions and personal data to be recorded or exploited. Additionally, ethical questions surrounding immersive experiences, such as virtual violence or the potential for addiction, require careful consideration. The industry must develop robust safeguards, regulations, and user protections to address these concerns and ensure that VR technology is used in a responsible and ethical manner. Failing to do so could hinder consumer trust and adoption.

Key Market Trends

Metaverse Development and Expansion

The notion of the metaverse, an amalgamation of a virtual shared space that collectively blurs the boundaries between the physical and digital realms, has garnered substantial momentum within the virtual reality consumer market. Notably, tech behemoths such as Facebook, now rebranded as Meta, Google, and other industry leaders are channeling significant investments into the development of this metaverse concept. This fervor signifies a broader transition towards interlinked virtual domains wherein consumers are afforded the opportunity to engage in a multifaceted spectrum of activities, including social interactions, professional pursuits, recreational endeavors, and creative expressions. The metaverse phenomenon, in its ascendancy, is prompting a transformative shift in the manner through which users engage with virtual reality, heralding the emergence of more immersive and interconnected virtual experiences. This burgeoning demand for heightened levels of immersion and interconnectedness, in turn, fuels a burgeoning market for advanced VR hardware and content, reflecting a burgeoning appetite for a metaverse that is characterized by seamless integration, robust social interactions, and multifaceted applications within the digital realm. In sum, the metaverse has galvanized the VR landscape, marking a decisive shift towards the creation of interconnected, immersive, and multifunctional virtual spaces that, in turn, act as a driving force behind the evolution of VR hardware and content.

Wireless and Standalone VR Devices

The market is witnessing a growing shift towards wireless and standalone VR devices, reducing the dependence on tethered connections and high-end gaming PCs. Standalone headsets like the Oculus Quest series offer portability and convenience, making VR more accessible to a broader audience. This trend is pivotal in broadening the appeal of VR beyond the gaming community, as consumers seek versatile devices that can be used for gaming, entertainment, productivity, and communication without the need for complex setup.

Augmented Reality (AR) and Mixed Reality Integration

The amalgamation of augmented reality (AR) and mixed reality (MR) features into the landscape of virtual reality (VR) experiences is witnessing a notable surge in popularity. This convergence represents a transformative shift, enabling users to engage with digital content in a manner that seamlessly interweaves the realms of the virtual and physical worlds. This integration of AR and MR functionalities holds significant promise across a diverse spectrum of applications, spanning from the realms of augmented reality-enhanced gaming to pragmatic and functional utilization in industrial training and educational contexts. Current market dynamics underscore an escalating consumer interest in VR devices equipped with the capacity to fluidly transition between VR and AR modes, thereby catalyzing the proliferation of flexible, real-world applications that leverage the complementary strengths of both technologies. In essence, the integration of AR and MR into VR experiences underscores a pivotal paradigm shift, offering users a holistic engagement with digital content that effortlessly bridges the divide between the physical and virtual realms, and reflects a burgeoning market enthusiasm for multifaceted, adaptable applications that harness the synergy of these technologies.

Health and Wellness Applications

Virtual reality's burgeoning potential within the health and wellness sector is evolving into a conspicuous and consequential trend. Virtual reality is now actively harnessed in a myriad of applications, including stress alleviation, pain management, physical therapy, and mental health treatment. The advent of the COVID-19 pandemic further accentuated the critical significance of telehealth and remote healthcare solutions, with VR emerging as an immersive and captivating platform for delivering therapeutic interventions and rehabilitation exercises. As an increasing awareness of the favorable impact of VR on overall health and well-being takes root, consumers are gravitating towards this technology for a more holistic approach to their wellness needs. This has, in turn, spurred a notable upswing in the market demand for health-centric applications and content, reflecting a palpable shift towards a more comprehensive and immersive paradigm of well-being that is increasingly intertwined with virtual reality. In essence, the utilization of VR as a conduit for health and wellness represents an influential trend, as it resonates with a growing awareness of the myriad benefits of incorporating virtual reality into holistic well-being practices, and underscores the substantial consumer appetite for health-related applications and content in the market.

Cross-Platform Compatibility and Interoperability

Another key trend in the VR consumer market is the push for cross-platform compatibility and interoperability. Consumers increasingly expect their VR experiences to be device-agnostic, allowing them to access content and interact with others regardless of their chosen hardware. Companies and developers are responding to this demand by creating more open ecosystems and fostering cross-platform interactions. This trend not only benefits consumers but also encourages a more robust and inclusive VR ecosystem, spurring innovation and healthy competition in the market.

Segmental Insights

TechnologyInsights

3D audio technology segment dominated the Global Virtual Reality Consumer Market and is expected to maintain its dominance during the forecast period. 3D audio technology plays a crucial role in creating an immersive virtual reality experience by providing spatial sound cues that enhance the sense of presence and realism. It enables users to perceive sound from different directions and distances, creating a more immersive and realistic audio environment. The demand for 3D audio technology in virtual reality applications has been driven by the growing popularity of virtual reality gaming, entertainment, and multimedia experiences. The ability to accurately reproduce sound in a three-dimensional space enhances the overall immersion and engagement, making it a key component for delivering a truly immersive virtual reality experience. Additionally, advancements in audio processing algorithms and hardware technologies have further improved the quality and realism of 3D audio, attracting a larger consumer base. The availability of a wide range of virtual reality headsets and audio accessories that support 3D audio has also contributed to the dominance of this technology segment. As virtual reality continues to evolve and expand into various industries, including gaming, film, and communication, the demand for high-quality audio experiences is expected to grow significantly. The 3D audio technology segment's dominance in the global virtual reality consumer market is driven by its ability to provide an immersive and realistic audio experience, making it an essential component for delivering compelling virtual reality content.

Stimulations Insights

The gesture control segment dominated the Global Virtual Reality Consumer Market and is expected to maintain its dominance during the forecast period. Gesture control technology allows users to interact with virtual reality environments using hand and body movements, providing a more intuitive and immersive experience. The ability to control and manipulate virtual objects through gestures enhances the sense of presence and engagement, making it a popular choice among consumers. The demand for gesture control in virtual reality applications has been driven by the increasing adoption of virtual reality gaming, training, and simulation experiences. Gesture control technology enables users to perform actions and interact with virtual objects in a natural and intuitive way, eliminating the need for traditional input devices such as controllers or keyboards. Additionally, advancements in sensor technologies, such as depth sensors and cameras, have improved the accuracy and responsiveness of gesture recognition systems, further enhancing the user experience. The availability of a wide range of virtual reality headsets and accessories that support gesture control has also contributed to the dominance of this technology segment. As virtual reality continues to evolve and become more mainstream, the demand for intuitive and immersive interaction methods is expected to grow significantly. The gesture control segment's dominance in the global virtual reality consumer market is driven by its ability to provide a natural and intuitive way of interacting with virtual environments, making it a key component for delivering compelling virtual reality experiences.

Regional Insights

North America dominated the Global Virtual Reality Consumer Market and is expected to maintain its dominance during the forecast period. North America has been at the forefront of technological advancements and has a strong presence of key virtual reality companies, making it a leading region in the adoption and development of virtual reality technology. The region's dominance can be attributed to several factors. Firstly, North America has a large consumer base with a high disposable income, which has contributed to the widespread adoption of virtual reality devices and applications. The region's strong gaming culture and entertainment industry have also played a significant role in driving the demand for virtual reality experiences. Additionally, North America has a well-established infrastructure for virtual reality, including a robust network connectivity, advanced hardware and software technologies, and a supportive ecosystem of developers and content creators. The region is home to major virtual reality companies, including Oculus VR (owned by Facebook), HTC, and Sony, which have introduced innovative virtual reality products and experiences to the market. Furthermore, North America has witnessed significant investments in virtual reality research and development, fostering technological advancements and driving market growth. As virtual reality continues to expand into various industries, including gaming, healthcare, education, and retail, North America is expected to maintain its dominance due to its strong market presence, technological expertise, and consumer demand. The region's dominance in the global virtual reality consumer market is driven by its favorable market conditions, technological advancements, and a supportive ecosystem, making it a key region for the growth and development of the virtual reality industry.

Key Market Players

Sony Corporation

HTC Corporation

Samsung Electronics Co., Ltd.

Google LLC

Microsoft Corporation

Lenovo Group Limited

Immersive Pte. ltd.

Valve Corporation

HP Inc.

Meta Platforms, Inc.

Report Scope:

In this report, the Global Virtual Reality Consumer Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Virtual Reality Consumer Market,By Component:

  • Hardware
  • Services
  • Software

Virtual Reality Consumer Market,By Technology:

  • 3D Audio
  • 3D Depth Sensors
  • 4K 8KVideo
  • Computer Vision

Virtual Reality Consumer Market,By Stimulations:

  • Gesture Control
  • Hand Tracking
  • Optical Tracking

Virtual Reality Consumer Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
    • Belgium
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • Indonesia
    • Vietnam
  • South America
    • Brazil
    • Argentina
    • Colombia
    • Chile
    • Peru
  • Middle East Africa
    • South Africa
    • Saudi Arabia
    • UAE
    • Turkey
    • Israel

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Virtual Reality Consumer Market.

Available Customizations:

Global Virtual Reality Consumer marketreport with the given market data, Tech Sci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1.Product Overview

  • 1.1.Market Definition
  • 1.2.Scope of the Market
    • 1.2.1.Markets Covered
    • 1.2.2.Years Considered for Study
    • 1.2.3.Key Market Segmentations

2.Research Methodology

  • 2.1.Objective of the Study
  • 2.2.Baseline Methodology
  • 2.3.Formulation of the Scope
  • 2.4.Assumptions and Limitations
  • 2.5.Sources of Research
    • 2.5.1.Secondary Research
    • 2.5.2.Primary Research
  • 2.6.Approach for the Market Study
    • 2.6.1.The Bottom-Up Approach
    • 2.6.2.The Top-Down Approach
  • 2.7.Methodology Followed for Calculation of Market Size Market Shares
  • 2.8.Forecasting Methodology
    • 2.8.1.Data Triangulation Validation

3.Executive Summary

4.Impact of COVID-19 on Global Virtual Reality Consumer Market

5.Voice of Customer

6.Global Virtual Reality Consumer

7.Global Virtual Reality Consumer Market Outlook

  • 7.1.Market Size Forecast
    • 7.1.1.By Value
  • 7.2.Market Share Forecast
    • 7.2.1.By Component (Hardware, Software, Services)
    • 7.2.2.By Technology (3D Audio, 3D Depth Sensors, 4K 8K Video, Computer Vision)
    • 7.2.3.By Stimulations (Gesture Control, Hand Tracking, Optical Tracking)
    • 7.2.4.By Region (North America, Europe, South America, Middle East Africa, Asia Pacific)
  • 7.3.By Company (2023)
  • 7.4.Market Map

8.North America Virtual Reality Consumer Market Outlook

  • 8.1.Market Size Forecast
    • 8.1.1.By Value
  • 8.2.Market Share Forecast
    • 8.2.1.By Component
    • 8.2.2.By Technology
    • 8.2.3.By Stimulations
    • 8.2.4.By Country
  • 8.3.North America: Country Analysis
    • 8.3.1.United States Virtual Reality Consumer Market Outlook
      • 8.3.1.1.Market Size Forecast
        • 8.3.1.1.1.By Value
      • 8.3.1.2.Market Share Forecast
        • 8.3.1.2.1.By Component
        • 8.3.1.2.2.By Technology
        • 8.3.1.2.3.By Stimulations
    • 8.3.2.Canada Virtual Reality Consumer Market Outlook
      • 8.3.2.1.Market Size Forecast
        • 8.3.2.1.1.By Value
      • 8.3.2.2.Market Share Forecast
        • 8.3.2.2.1.By Component
        • 8.3.2.2.2.By Technology
        • 8.3.2.2.3.By Stimulations
    • 8.3.3.Mexico Virtual Reality Consumer Market Outlook
      • 8.3.3.1.Market Size Forecast
        • 8.3.3.1.1.By Value
      • 8.3.3.2.Market Share Forecast
        • 8.3.3.2.1.By Component
        • 8.3.3.2.2.By Technology
        • 8.3.3.2.3.By Stimulations

9.Europe Virtual Reality Consumer Market Outlook

  • 9.1.Market Size Forecast
    • 9.1.1.By Value
  • 9.2.Market Share Forecast
    • 9.2.1.By Component
    • 9.2.2.By Technology
    • 9.2.3.By Stimulations
    • 9.2.4.By Country
  • 9.3.Europe: Country Analysis
    • 9.3.1.Germany Virtual Reality Consumer Market Outlook
      • 9.3.1.1.Market Size Forecast
        • 9.3.1.1.1.By Value
      • 9.3.1.2.Market Share Forecast
        • 9.3.1.2.1.By Component
        • 9.3.1.2.2.By Technology
        • 9.3.1.2.3.By Stimulations
    • 9.3.2.France Virtual Reality Consumer Market Outlook
      • 9.3.2.1.Market Size Forecast
        • 9.3.2.1.1.By Value
      • 9.3.2.2.Market Share Forecast
        • 9.3.2.2.1.By Component
        • 9.3.2.2.2.By Technology
        • 9.3.2.2.3.By Stimulations
    • 9.3.3.United Kingdom Virtual Reality Consumer Market Outlook
      • 9.3.3.1.Market Size Forecast
        • 9.3.3.1.1.By Value
      • 9.3.3.2.Market Share Forecast
        • 9.3.3.2.1.By Component
        • 9.3.3.2.2.By Technology
        • 9.3.3.2.3.By Stimulations
    • 9.3.4.Italy Virtual Reality Consumer Market Outlook
      • 9.3.4.1.Market Size Forecast
        • 9.3.4.1.1.By Value
      • 9.3.4.2.Market Share Forecast
        • 9.3.4.2.1.By Component
        • 9.3.4.2.2.By Technology
        • 9.3.4.2.3.By Stimulations
    • 9.3.5.Spain Virtual Reality Consumer Market Outlook
      • 9.3.5.1.Market Size Forecast
        • 9.3.5.1.1.By Value
      • 9.3.5.2.Market Share Forecast
        • 9.3.5.2.1.By Component
        • 9.3.5.2.2.By Technology
        • 9.3.5.2.3.By Stimulations
    • 9.3.6.Belgium Virtual Reality Consumer Market Outlook
      • 9.3.6.1.Market Size Forecast
        • 9.3.6.1.1.By Value
      • 9.3.6.2.Market Share Forecast
        • 9.3.6.2.1.By Component
        • 9.3.6.2.2.By Technology
        • 9.3.6.2.3.By Stimulations

10.South America Virtual Reality Consumer Market Outlook

  • 10.1.Market Size Forecast
    • 10.1.1.By Value
  • 10.2.Market Share Forecast
    • 10.2.1.By Component
    • 10.2.2.By Technology
    • 10.2.3.By Stimulations
    • 10.2.4.By Country
  • 10.3.South America: Country Analysis
    • 10.3.1.Brazil Virtual Reality Consumer Market Outlook
      • 10.3.1.1.Market Size Forecast
        • 10.3.1.1.1.By Value
      • 10.3.1.2.Market Share Forecast
        • 10.3.1.2.1.By Component
        • 10.3.1.2.2.By Technology
        • 10.3.1.2.3.By Stimulations
    • 10.3.2.Colombia Virtual Reality Consumer Market Outlook
      • 10.3.2.1.Market Size Forecast
        • 10.3.2.1.1.By Value
      • 10.3.2.2.Market Share Forecast
        • 10.3.2.2.1.By Component
        • 10.3.2.2.2.By Technology
        • 10.3.2.2.3.By Stimulations
    • 10.3.3.Argentina Virtual Reality Consumer Market Outlook
      • 10.3.3.1.Market Size Forecast
        • 10.3.3.1.1.By Value
      • 10.3.3.2.Market Share Forecast
        • 10.3.3.2.1.By Component
        • 10.3.3.2.2.By Technology
        • 10.3.3.2.3.By Stimulations
    • 10.3.4.Chile Virtual Reality Consumer Market Outlook
      • 10.3.4.1.Market Size Forecast
        • 10.3.4.1.1.By Value
      • 10.3.4.2.Market Share Forecast
        • 10.3.4.2.1.By Component
        • 10.3.4.2.2.By Technology
        • 10.3.4.2.3.By Stimulations
    • 10.3.5.Peru Virtual Reality Consumer Market Outlook
      • 10.3.5.1.Market Size Forecast
        • 10.3.5.1.1.By Value
      • 10.3.5.2.Market Share Forecast
        • 10.3.5.2.1.By Component
        • 10.3.5.2.2.By Technology
        • 10.3.5.2.3.By Stimulations

11.Middle East Africa Virtual Reality Consumer Market Outlook

  • 11.1.Market Size Forecast
    • 11.1.1.By Value
  • 11.2.Market Share Forecast
    • 11.2.1.By Component
    • 11.2.2.By Technology
    • 11.2.3.By Stimulations
    • 11.2.4.By Country
  • 11.3.Middle East Africa: Country Analysis
    • 11.3.1.Saudi Arabia Virtual Reality Consumer Market Outlook
      • 11.3.1.1.Market Size Forecast
        • 11.3.1.1.1.By Value
      • 11.3.1.2.Market Share Forecast
        • 11.3.1.2.1.By Component
        • 11.3.1.2.2.By Technology
        • 11.3.1.2.3.By Stimulations
    • 11.3.2.UAE Virtual Reality Consumer Market Outlook
      • 11.3.2.1.Market Size Forecast
        • 11.3.2.1.1.By Value
      • 11.3.2.2.Market Share Forecast
        • 11.3.2.2.1.By Component
        • 11.3.2.2.2.By Technology
        • 11.3.2.2.3.By Stimulations
    • 11.3.3.South Africa Virtual Reality Consumer Market Outlook
      • 11.3.3.1.Market Size Forecast
        • 11.3.3.1.1.By Value
      • 11.3.3.2.Market Share Forecast
        • 11.3.3.2.1.By Component
        • 11.3.3.2.2.By Technology
        • 11.3.3.2.3.By Stimulations
    • 11.3.4.Turkey Virtual Reality Consumer Market Outlook
      • 11.3.4.1.Market Size Forecast
        • 11.3.4.1.1.By Value
      • 11.3.4.2.Market Share Forecast
        • 11.3.4.2.1.By Component
        • 11.3.4.2.2.By Technology
        • 11.3.4.2.3.By Stimulations
    • 11.3.5.Israel Virtual Reality Consumer Market Outlook
      • 11.3.5.1.Market Size Forecast
        • 11.3.5.1.1.By Value
      • 11.3.5.2.Market Share Forecast
        • 11.3.5.2.1.By Component
        • 11.3.5.2.2.By Technology
        • 11.3.5.2.3.By Stimulations

12.Asia Pacific Virtual Reality Consumer Market Outlook

  • 12.1.Market Size Forecast
    • 12.1.1.By Component
    • 12.1.2.By Technology
    • 12.1.3.By Stimulations
    • 12.1.4.By Country
  • 12.2.Asia-Pacific: Country Analysis
    • 12.2.1.China Virtual Reality Consumer Market Outlook
      • 12.2.1.1.Market Size Forecast
        • 12.2.1.1.1.By Value
      • 12.2.1.2.Market Share Forecast
        • 12.2.1.2.1.By Component
        • 12.2.1.2.2.By Technology
        • 12.2.1.2.3.By Stimulations
    • 12.2.2.India Virtual Reality Consumer Market Outlook
      • 12.2.2.1.Market Size Forecast
        • 12.2.2.1.1.By Value
      • 12.2.2.2.Market Share Forecast
        • 12.2.2.2.1.By Component
        • 12.2.2.2.2.By Technology
        • 12.2.2.2.3.By Stimulations
    • 12.2.3.Japan Virtual Reality Consumer Market Outlook
      • 12.2.3.1.Market Size Forecast
        • 12.2.3.1.1.By Value
      • 12.2.3.2.Market Share Forecast
        • 12.2.3.2.1.By Component
        • 12.2.3.2.2.By Technology
        • 12.2.3.2.3.By Stimulations
    • 12.2.4.South Korea Virtual Reality Consumer Market Outlook
      • 12.2.4.1.Market Size Forecast
        • 12.2.4.1.1.By Value
      • 12.2.4.2.Market Share Forecast
        • 12.2.4.2.1.By Component
        • 12.2.4.2.2.By Technology
        • 12.2.4.2.3.By Stimulations
    • 12.2.5.Australia Virtual Reality Consumer Market Outlook
      • 12.2.5.1.Market Size Forecast
        • 12.2.5.1.1.By Value
      • 12.2.5.2.Market Share Forecast
        • 12.2.5.2.1.By Component
        • 12.2.5.2.2.By Technology
        • 12.2.5.2.3.By Stimulations
    • 12.2.6.Indonesia Virtual Reality Consumer Market Outlook
      • 12.2.6.1.Market Size Forecast
        • 12.2.6.1.1.By Value
      • 12.2.6.2.Market Share Forecast
        • 12.2.6.2.1.By Component
        • 12.2.6.2.2.By Technology
        • 12.2.6.2.3.By Stimulations
    • 12.2.7.Vietnam Virtual Reality Consumer Market Outlook
      • 12.2.7.1.Market Size Forecast
        • 12.2.7.1.1.By Value
      • 12.2.7.2.Market Share Forecast
        • 12.2.7.2.1.By Component
        • 12.2.7.2.2.By Technology
        • 12.2.7.2.3.By Stimulations

13.Market Dynamics

  • 13.1.Drivers
  • 13.2.Challenges

14.Market Trends and Developments

15.Company Profiles

  • 15.1.Sony Corporation
    • 15.1.1.Business Overview
    • 15.1.2.Key Revenue and Financials
    • 15.1.3.Recent Developments
    • 15.1.4.Key Personnel/Key Contact Person
    • 15.1.5.Key Product/Services Offered
  • 15.2.HTC Corporation
    • 15.2.1.Business Overview
    • 15.2.2.Key Revenue and Financials
    • 15.2.3.Recent Developments
    • 15.2.4.Key Personnel/Key Contact Person
    • 15.2.5.Key Product/Services Offered
  • 15.3.Samsung Electronics Co., Ltd.
    • 15.3.1.Business Overview
    • 15.3.2.Key Revenue and Financials
    • 15.3.3.Recent Developments
    • 15.3.4.Key Personnel/Key Contact Person
    • 15.3.5.Key Product/Services Offered
  • 15.4.Google LLC
    • 15.4.1.Business Overview
    • 15.4.2.Key Revenue and Financials
    • 15.4.3.Recent Developments
    • 15.4.4.Key Personnel/Key Contact Person
    • 15.4.5.Key Product/Services Offered
  • 15.5.Microsoft Corporation
    • 15.5.1.Business Overview
    • 15.5.2.Key Revenue and Financials
    • 15.5.3.Recent Developments
    • 15.5.4.Key Personnel/Key Contact Person
    • 15.5.5.Key Product/Services Offered
  • 15.6.Lenovo Group Limited
    • 15.6.1.Business Overview
    • 15.6.2.Key Revenue and Financials
    • 15.6.3.Recent Developments
    • 15.6.4.Key Personnel/Key Contact Person
    • 15.6.5.Key Product/Services Offered
  • 15.7.Immersive Pte. ltd.
    • 15.7.1.Business Overview
    • 15.7.2.Key Revenue and Financials
    • 15.7.3.Recent Developments
    • 15.7.4.Key Personnel/Key Contact Person
    • 15.7.5.Key Product/Services Offered
  • 15.8.Valve Corporation
    • 15.8.1.Business Overview
    • 15.8.2.Key Revenue and Financials
    • 15.8.3.Recent Developments
    • 15.8.4.Key Personnel/Key Contact Person
    • 15.8.5.Key Product/Services Offered
  • 15.9.HP Inc.
    • 15.9.1.Business Overview
    • 15.9.2.Key Revenue and Financials
    • 15.9.3.Recent Developments
    • 15.9.4.Key Personnel/Key Contact Person
    • 15.9.5.Key Product/Services Offered
  • 15.10.Meta Platforms, Inc.
    • 15.10.1.Business Overview
    • 15.10.2.Key Revenue and Financials
    • 15.10.3.Recent Developments
    • 15.10.4.Key Personnel/Key Contact Person
    • 15.10.5.Key Product/Services Offered

16.Strategic Recommendations

17.About Us Disclaimer