封面
市场调查报告书
商品编码
1495760

全球虚拟实境 (VR) 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

预计到2030年全球虚拟实境(VR)市场将达到1,118亿美元

全球虚拟实境(VR)市场预计2023年为357亿美元,预计到2030年将达到1,118亿美元,2023年至2030年复合年增长率为17.7%。虚拟实境 (VR) 硬体是本报告分析的细分市场之一,预计复合年增长率为 17.2%,到分析期结束时将达到 741 亿美元。虚拟实境 (VR) 软体产业预计未来 7 年复合年增长率为 18.8%。

美国市场预计110亿美元,中国预计复合年增长率16.9%

到 2023 年,美国虚拟实境 (VR) 市场预计将达到 110 亿美元。中国作为全球第二大经济体,预计2023年至2030年将维持16.9%的复合年增长率,2030年市场规模将达到190亿美元。其他值得注意的区域市场包括日本和加拿大,预计 2023 年至 2030 年将分别成长 15.7% 和 15.2%。在欧洲,德国的复合年增长率预计约为 13%。

2024 年推出令人兴奋的新报告功能

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竞争覆盖范围,包括主要参与者的全球市场占有率

多个地区参与者的市场影响分析(强/活跃/利基/次要)

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2024 年世界经济有何预期

货币紧缩和相关利率上升导致的地缘政治和经济不稳定将在 2024 年造成动盪的局面。一些因素将继续给復苏之路带来压力,包括中东的敌对行动和日益频繁的气候灾害。儘管存在风险,但一些积极因素正在显现,包括通膨放缓的征兆更加明显、对顽固通膨的担忧有所缓解、供应链正常化以及儘管能源成本出现波动但价格仍有所回落。印度和美国等二十一国集团国家的选举可能会影响资本流动和投资策略。儘管印度作为全球投资目的地的地位日益突出,但在充满活力的人才和资本生态系统的推动下,美国科技公司将继续占据主导地位。儘管该国经济放缓,但由于国内经济富有弹性和有利的法规环境,高科技机会(尤其是硅谷)仍然对寻求高成长潜力的投资者俱有吸引力。欧洲持续应对紧缩的货币政策和景气衰退风险,但英国的前景最严峻,2024 年景气衰退的风险最高。中国仍然是通用凭证,其成长预计将受到政府支出和消费者支出改善的支持。动盪的环境可能为投资者和公司带来机会和挑战。投资决策的灵活性和策略远见,以及将波动性作为成长的催化剂,将继续对生存至关重要。

受访企业范例(共126家)

  • Advanced Micro Devices, Inc.
  • AppReal-VR
  • Barco NV
  • 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

目录

第一章调查方法

第 2 章执行摘要

  • 市场概况
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 其他欧洲国家
  • 亚太地区
  • 世界其他地区

第四章 比赛

简介目录
Product Code: MCP-7969

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

The global market for Virtual Reality (VR) estimated at US$35.7 Billion in the year 2023, is expected to reach US$111.8 Billion by 2030, growing at a CAGR of 17.7% over the period 2023-2030. Virtual Reality (VR) Hardware, one of the segments analyzed in the report, is expected to record 17.2% CAGR and reach US$74.1 Billion by the end of the analysis period. Growth in the Virtual Reality (VR) Software segment is estimated at 18.8% CAGR for the next 7-year period.

The U.S. Market is Estimated at $11 Billion, While China is Forecast to Grow at 16.9% CAGR

The Virtual Reality (VR) market in the U.S. is estimated at US$11 Billion in the year 2023. 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 16.9% over the analysis period 2023 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 15.7% and 15.2% respectively over the 2023-2030 period. Within Europe, Germany is forecast to grow at approximately 13% CAGR.

Introducing Our Exciting New Report Features for 2024

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Free access to our digital archives & "MarketGlass" research platform. Our proprietary MarketGlass platform is fully enabled to unlock creativity and market knowledge of domain experts worldwide in a cohesive and collaborative manner. Our state-of-art tools bring world class market perspectives while protecting participants' privacy and identity. Numbers, statistics and market narrative in the report are based on fully curated insights shared by domain experts and influencers in this space.

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Player market presence analysis (Strong/Active/Niche/Trivial) across multiple geographies

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What to Expect from the Global Economy in 2024

Edgy geopolitics, and economic instability caused by monetary policy tightening and ensuing higher interest rates will create a tumultuous landscape for 2024. Several factors will continue to exert pressure on the path to recovery including hostilities in the Middle East and increasingly common climate disasters. Among the risks, several positives are also taking shape such as growing signs of disinflation and easing of anxiety over stubborn inflation, supply chain normalization and price moderation despite volatility in energy costs. Elections across several G21 jurisdictions, notably in India and the United States, will have potential ramifications for capital flows and investment strategies. While India emerges as a compelling destination in the global investment landscape, U.S, based tech firms will continue to dominate, fueled by a dynamic ecosystem of talent and capital. Tech opportunities in Silicon Valley and beyond remain attractive for investors seeking high-growth prospects supported largely by a resilient albeit slowing domestic economy and conducive regulatory environment. Europe will continue to battle tight monetary policy and recession risks with U.K. having the most challenging outlook and running the greatest risk of recession in 2024. China remains a wild card with hope for growth in the country underpinned by government spending and improvements in consumer spending. The volatile environment will offer both opportunities and challenges for investors and businesses alike. Embracing volatility as a catalyst for growth together with agility and strategic foresight in navigating investment decisions will remain important for survival.

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 2024 (E)
    • Global Economic Update
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (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 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 2023 through 2030 and % CAGR
    • TABLE 2: World 7-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 2024 & 2030
    • TABLE 3: 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 2023 through 2030 and % CAGR
    • TABLE 4: World 7-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 2024 & 2030
    • TABLE 5: 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 2023 through 2030 and % CAGR
    • TABLE 6: World 7-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 2024 & 2030
    • TABLE 7: 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 2023 through 2030 and % CAGR
    • TABLE 8: World 7-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 2024 & 2030
    • TABLE 9: 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 2023 through 2030 and % CAGR
    • TABLE 10: World 7-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 2024 & 2030
    • TABLE 11: 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 2023 through 2030 and % CAGR
    • TABLE 12: World 7-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 2024 & 2030
    • TABLE 13: 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 2023 through 2030 and % CAGR
    • TABLE 14: World 7-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 2024 & 2030
    • TABLE 15: 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 2023 through 2030 and % CAGR
    • TABLE 16: World 7-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 2024 & 2030
    • TABLE 17: 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 2023 through 2030 and % CAGR
    • TABLE 18: World 7-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 2024 & 2030
    • TABLE 19: 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 2023 through 2030 and % CAGR
    • TABLE 20: World 7-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 2024 & 2030
    • TABLE 21: 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 2023 through 2030 and % CAGR
    • TABLE 22: World 7-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 2024 & 2030
    • TABLE 23: 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 2023 through 2030 and % CAGR
    • TABLE 24: World 7-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 2024 & 2030
    • TABLE 25: 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 2023 through 2030 and % CAGR
    • TABLE 26: World 7-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 2024 & 2030
    • TABLE 27: World Virtual Reality (VR) Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 28: 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 2023 through 2030 and % CAGR
    • TABLE 29: World 7-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 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (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 2023 through 2030 and % CAGR
    • TABLE 31: USA 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 33: USA 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 35: USA 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 37: USA 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 39: Canada 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 41: Canada 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 43: Canada 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 45: Canada 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 2030
  • JAPAN
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (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 2023 through 2030 and % CAGR
    • TABLE 47: Japan 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 49: Japan 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 51: Japan 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 53: Japan 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 2030
  • CHINA
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (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 2023 through 2030 and % CAGR
    • TABLE 55: China 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 57: China 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 59: China 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 61: China 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 2030
  • EUROPE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (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 2023 through 2030 and % CAGR
    • TABLE 63: Europe 7-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 2024 & 2030
    • TABLE 64: 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 2023 through 2030 and % CAGR
    • TABLE 65: Europe 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 2030
    • TABLE 66: 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 2023 through 2030 and % CAGR
    • TABLE 67: Europe 7-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 2024 & 2030
    • TABLE 68: 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 2023 through 2030 and % CAGR
    • TABLE 69: Europe 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 2030
    • TABLE 70: 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 2023 through 2030 and % CAGR
    • TABLE 71: Europe 7-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 2024 & 2030
  • FRANCE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (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 2023 through 2030 and % CAGR
    • TABLE 73: France 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 75: France 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 77: France 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 79: France 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 2030
  • GERMANY
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (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 2023 through 2030 and % CAGR
    • TABLE 81: Germany 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 83: Germany 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 85: Germany 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 87: Germany 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 89: Italy 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 91: Italy 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 93: Italy 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 95: Italy 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 2030
  • UNITED KINGDOM
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (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 2023 through 2030 and % CAGR
    • TABLE 97: UK 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 99: UK 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 101: UK 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 103: UK 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 105: Rest of Europe 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 107: Rest of Europe 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 109: Rest of Europe 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 111: Rest of Europe 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 2030
  • ASIA-PACIFIC
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (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 2023 through 2030 and % CAGR
    • TABLE 113: Asia-Pacific 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 115: Asia-Pacific 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 117: Asia-Pacific 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 119: Asia-Pacific 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 121: Rest of World 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 123: Rest of World 7-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 125: Rest of World 7-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 2024 & 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 2023 through 2030 and % CAGR
    • TABLE 127: Rest of World 7-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2024 & 2030

IV. COMPETITION