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市场调查报告书
商品编码
1231767

虚拟实境(VR)的全球市场

Virtual Reality (VR)

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 313 Pages | 商品交期: 最快1-2个工作天内

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简介目录

虚拟实境(VR)的全球市场到2030年将达到1,118亿美元

在COVID-19后改变的商务环境中,2022年估算为312亿美元的虚拟实境(VR)的全球市场,在2022年~2030年间预计将以年复合成长率17.3%增长,2030年达到1118亿美元的事。本报告所分析的市场区隔之一的硬体设备年复合成长率将记录16.7%,到分析期间结束时将达到741亿美元。考虑疫情过后的復苏,软体领域今后8年的年复合成长率修正为18.6%。

美国市场占92亿美元,中国则将以年复合成长率16.5%增长

美国的虚拟实境(VR)市场在2022年估算为92亿美元。作为世界第2大经济大国的中国,在2022年~2030年间年复合成长率预计将为16.5%,到2030年达到190亿美元的市场规模。其他热门的地区市场有日本和加拿大,在分析期间的2022年~2030年间预计将各以14.8%和14.3%的速度成长。欧洲市场中,德国将以年复合成长率11.6%成长。

调查对像企业范例

  • Advanced Micro Devices, Inc.
  • AppReal-VR
  • Barco N.V
  • Crytek GmbH
  • Cubicle Ninjas
  • EON Reality Inc.
  • Epic Games, Inc.
  • Erminesoft
  • Firsthand Technology Inc.
  • Google Inc.
  • HTC Corporation
  • Hyperlink Infosystem
  • Immersive Robotics
  • Intel Corporation
  • Jaunt, Inc.
  • Kopin Corporation, Inc.
  • Leap Motion, Inc.
  • 联想(China)
  • MindMaze Holding SA
  • NVIDIA Corporation
  • Oculus VR, LLC
  • Pimax Technology(Shanghai)Co., Ltd.
  • Pixvana, Inc.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises Inc.
  • Sony Interactive Entertainment
  • StarVR Corporation
  • Unigine Corp.
  • Unity Technologies, Inc.
  • Varjo Technologies
  • Virtalis Limited
  • VirtaMed AG
  • VRgineers, Inc.
  • WorldViz

目录

第1章 调查手法

第2章 摘要整理

  • 市场概要
  • 主要企业
  • 市场趋势与推动因素
  • 全球市场预测

第3章 市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 其他欧洲
  • 亚太地区
  • 全球其他地区

第4章 竞争

简介目录
Product Code: MCP-7969

What`s New for 2023?

»Special coverage on Russia-Ukraine war; global inflation; easing of "zero-Covid" policy in China and its `bumpy` reopening; supply chain disruptions, global trade tensions; and risk of recession.

»Global competitiveness and key competitor percentage market shares

» Market presence across multiple geographies - Strong/Active/Niche/Trivial

»Online interactive peer-to-peer collaborative bespoke updates

»Access to our digital archives and MarketGlass Research Platform

»Complimentary updates for one year

Looking Ahead to 2023

The global economy is at a critical crossroads with a number of interlocking challenges and crises running in parallel. The uncertainty around how Russia`s war on Ukraine will play out this year and the war`s role in creating global instability means that the trouble on the inflation front is not over yet. Food and fuel inflation will remain a persistent economic problem. Higher retail inflation will impact consumer confidence and spending. As governments combat inflation by raising interest rates, new job creation will slowdown and impact economic activity and growth. Lower capital expenditure is in the offing as companies go slow on investments, held back by inflation worries and weaker demand. With slower growth and high inflation, developed markets seem primed to enter into a recession. Fears of new COVID outbreaks and China's already uncertain post-pandemic path poses a real risk of the world experiencing more acute supply chain pain and manufacturing disruptions this year. Volatile financial markets, growing trade tensions, stricter regulatory environment and pressure to mainstream climate change into economic decisions will compound the complexity of challenges faced. Year 2023 is expected to be tough year for most markets, investors and consumers. Nevertheless, there is always opportunity for businesses and their leaders who can chart a path forward with resilience and adaptability.

Global Virtual Reality (VR) Market to Reach $111.8 Billion by 2030

In the changed post COVID-19 business landscape, the global market for Virtual Reality (VR) estimated at US$31.2 Billion in the year 2022, is projected to reach a revised size of US$111.8 Billion by 2030, growing at aCAGR of 17.3% over the period 2022-2030. Hardware, one of the segments analyzed in the report, is projected to record 16.7% CAGR and reach US$74.1 Billion by the end of the analysis period. Taking into account the ongoing post pandemic recovery, growth in the Software segment is readjusted to a revised 18.6% CAGR for the next 8-year period.

The U.S. Market is Estimated at $9.2 Billion, While China is Forecast to Grow at 16.5% CAGR

The Virtual Reality (VR) market in the U.S. is estimated at US$9.2 Billion in the year 2022. China, the world`s second largest economy, is forecast to reach a projected market size of US$19 Billion by the year 2030 trailing a CAGR of 16.5% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 14.8% and 14.3% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 11.6% CAGR.

Select Competitors (Total 126 Featured):

  • Advanced Micro Devices, Inc.
  • AppReal-VR
  • Barco N.V
  • Crytek GmbH
  • Cubicle Ninjas
  • EON Reality Inc.
  • Epic Games, Inc.
  • Erminesoft
  • Firsthand Technology Inc.
  • Google Inc.
  • HTC Corporation
  • Hyperlink Infosystem
  • Immersive Robotics
  • Intel Corporation
  • Jaunt, Inc.
  • Kopin Corporation, Inc.
  • Leap Motion, Inc.
  • Lenovo (China)
  • MindMaze Holding SA
  • NVIDIA Corporation
  • Oculus VR, LLC
  • Pimax Technology (Shanghai) Co., Ltd.
  • Pixvana, Inc.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises Inc.
  • Sony Interactive Entertainment
  • StarVR Corporation
  • Unigine Corp.
  • Unity Technologies, Inc.
  • Varjo Technologies
  • Virtalis Limited
  • VirtaMed AG
  • VRgineers, Inc.
  • WorldViz

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
    • The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
    • The Second Wave of VR Will Unleash VR as a Communication System/Interface
    • Recent Market Activity
    • From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking
    • Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
    • A Peek Into Active AR & VR Investors & the Companies Funded by Them
    • Crowdfunding, Emerges as the New Way Forward
    • Participants across the Value Chain Bet Big on Virtual Reality
    • VR Value Chain Participants
    • Enterprise Sector to Mobilize a Sizable Chunk of Growth in the VR Market
    • Industrial/Manufacturing Sector Hide a Goldmine of Opportunities for VR
    • Backed by the Promise of "Adding Value in Care", VR in Healthcare Poised for Rapid Growth in a Rapidly Transforming Value Based Healthcare System
    • Convergence of VR & AR Into Mixed Reality to be the Bold New Future
    • Market Outlook
    • Virtual Reality (VR) - Global Key Competitors Percentage Market Share in 2021 (E)
    • Impact of Covid-19 and a Looming Global Recession
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2021 (E)
  • 2. FOCUS ON SELECT PLAYERS
    • VR Hardware Manufacturers
    • Barco N.V (Belgium)
    • EON Reality Inc. (USA)
    • Google Inc. (USA)
    • HTC Corporation (Taiwan)
    • Immersive Robotics (Australia)
    • Intel Corporation (USA)
    • Kopin Corporation, Inc. (USA)
    • Leap Motion, Inc. (USA)
    • Lenovo (China)
    • MindMaze Holding SA (Switzerland)
    • Oculus VR, LLC (USA)
    • Pimax Technology (Shanghai) Co., LTD
    • Qualcomm Technologies, Inc. (USA)
    • Samsung Electronics Co., Ltd., (South Korea)
    • Sensics, Inc. (USA)
    • Sixense Enterprises Inc. (USA)
    • Sony Interactive Entertainment (USA)
    • StarVR Corporation (Taiwan)
    • Varjo Technologies (Finland)
    • Virtalis Limited (UK)
    • VirtaMed AG (Switzerland)
    • VRgineers, Inc (Czech Republic)
    • WorldViz (USA)
    • VR Software Developers (Includes Software Toolsfor VR Content, VR Video Capture, and VR App Developers)
    • Advanced Micro Devices, Inc. (USA)
    • AppReal-VR (Israel)
    • Cubicle Ninjas (USA)
    • Crytek GmbH (Germany)
    • Epic Games, Inc. (USA)
    • Erminesoft (USA)
    • Firsthand Technology Inc. (USA)
    • Hyperlink Infosystem (India)
    • Jaunt, Inc. (USA)
    • NVIDIA Corporation (USA)
    • Pixvana, Inc. (USA)
    • Unigine Corp. (Russia)
    • Unity Technologies, Inc. (USA)
  • 3. MARKET TRENDS & DRIVERS
    • The Rise & Fall of Mobile VR: The Insider Story of Why Consumer VR is Falling
    • The Rise of VR Arcades: The Last Ditch Attempt to Revive the Consumer Gaming Market
    • Non-Consumer Applications: The Future of VR
    • Value of VR in Advertising Rises InSync With the Importance of Immersive & Interactive Visualization in Digital Marketing
    • VR Ready for Fishing Opportunities in the US$1.5 Trillion Aerospace Industry
    • VR's Room-Scale Immersive Experience to Revolutionize Real Estate and Architecture
    • Educational VR Experiences to Complement Traditional Teaching Methods
    • VR Technology Promotes Immersive and Cost-effective Simulation Based Training
    • Future of VR Lies in the Hardware Design: A Review
    • A Peek Into the Latest Headset Innovations in the Market
    • HTC Vive Pros Features Improved Visual Fidelity and Room Scale Experience to Attract Enterprise Users
    • Upgrades Propel Affordable Oculus Rift and Sony PSVR to Compete With HTC Vive in Immersive Gameplay
    • Standalone VR Headsets Promote Untethered VR Experience: Oculus Go Stands Out Among Pricier Competitors
    • Pimax 8K VR Premium Headset Provides Widest FOV to Increase Immersive Effect
    • Increased Focus on Innovations in Mobile VR Headsets in a Bid to Battle the Threat of Standalone VR Headsets
    • Innovations in VR Accessories to Enhance Immersive Experience
    • VR Content/Apps Rise in Significance On Par With Hardware to Influence the Commercial Success of VR Technology
    • List of Leading VR Apps Classified by End Use Application
    • Issues & Challenges
    • Yet to be Resolved Technology Issues - A Major Concern
    • Low Resolution of HMDs
    • Performance Issues from Display Latency of VR Devices
    • Massive Size of HMDs
    • Non-Compatibility with Other Devices
    • Need for Systems with High End Configuration & its Cost Implications
    • Maintaining Consistent Video Quality - A Major Technology Challenge
    • Data Storage - A Critical But Often Ignored VR Function
    • Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue
    • Lack of Awareness & Penetration in Addressable Markets
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 2: World 8-Year Perspective for Virtual Reality (VR) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2023 & 2030
    • TABLE 3: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 4: World 8-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 6: World 8-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 7: World Recent Past, Current & Future Analysis for Head-Mounted Display (HMD) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 8: World 8-Year Perspective for Head-Mounted Display (HMD) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 9: World Recent Past, Current & Future Analysis for Gesture-Tracking Device (GTD) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 10: World 8-Year Perspective for Gesture-Tracking Device (GTD) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Projectors & Display Wall (PDW) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 12: World 8-Year Perspective for Projectors & Display Wall (PDW) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 13: World Recent Past, Current & Future Analysis for Semi & Fully Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 14: World 8-Year Perspective for Semi & Fully Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 15: World Recent Past, Current & Future Analysis for Non-Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 16: World 8-Year Perspective for Non-Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Commercial by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 18: World 8-Year Perspective for Commercial by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 19: World Recent Past, Current & Future Analysis for Consumer by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 20: World 8-Year Perspective for Consumer by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 21: World Recent Past, Current & Future Analysis for Aerospace & Defense by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 22: World 8-Year Perspective for Aerospace & Defense by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 23: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 24: World 8-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 25: World Recent Past, Current & Future Analysis for Enterprise by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 26: World 8-Year Perspective for Enterprise by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 27: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 28: World 8-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 29: World Virtual Reality (VR) Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2023 (E)
    • TABLE 30: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 31: USA 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 32: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 33: USA 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 35: USA 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 36: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 37: USA 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • CANADA
    • TABLE 38: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 39: Canada 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 41: Canada 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 42: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 43: Canada 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 44: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 45: Canada 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • JAPAN
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (E)
    • TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 47: Japan 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 48: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 49: Japan 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 50: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 51: Japan 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 52: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 53: Japan 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • CHINA
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (E)
    • TABLE 54: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 55: China 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 56: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 57: China 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 58: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 59: China 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 60: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 61: China 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • EUROPE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (E)
    • TABLE 62: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 63: Europe 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 64: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 65: Europe 8-Year Perspective for Virtual Reality (VR) by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2023 & 2030
    • TABLE 66: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 67: Europe 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 68: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 69: Europe 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 70: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 71: Europe 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • FRANCE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (E)
    • TABLE 72: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 73: France 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 74: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 75: France 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 76: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 77: France 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 78: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 79: France 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • GERMANY
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (E)
    • TABLE 80: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 81: Germany 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 82: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 83: Germany 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 84: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 85: Germany 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 86: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 87: Germany 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • ITALY
    • TABLE 88: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 89: Italy 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 90: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 91: Italy 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 92: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 93: Italy 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 94: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 95: Italy 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • UNITED KINGDOM
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (E)
    • TABLE 96: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 97: UK 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 98: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 99: UK 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 100: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 101: UK 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 102: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 103: UK 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • REST OF EUROPE
    • TABLE 104: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 105: Rest of Europe 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 106: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 107: Rest of Europe 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 108: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 109: Rest of Europe 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 110: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 111: Rest of Europe 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • ASIA-PACIFIC
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (E)
    • TABLE 112: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 113: Asia-Pacific 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 114: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 115: Asia-Pacific 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 116: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 117: Asia-Pacific 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 118: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 119: Asia-Pacific 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030
  • REST OF WORLD
    • TABLE 120: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 121: Rest of World 8-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2023 & 2030
    • TABLE 122: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 123: Rest of World 8-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2023 & 2030
    • TABLE 124: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 125: Rest of World 8-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2023 & 2030
    • TABLE 126: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 127: Rest of World 8-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2023 & 2030

IV. COMPETITION