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市场调查报告书
商品编码
1662177

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

到 2030 年,全球虚拟实境 (VR) 市场规模将达到 1,255 亿美元

2024 年全球虚拟实境 (VR) 市场规模估计为 470 亿美元,预计到 2030 年将达到 1,255 亿美元,2024 年至 2030 年的复合年增长率为 17.8%。报告分析的细分市场之一 VR 硬体预计将实现 17.2% 的复合年增长率,到分析期结束时达到 829 亿美元。在分析期内,VR 软体领域的复合年增长率预计为 18.9%。

美国市场预计将达到 131 亿美元,中国市场复合年增长率将达到 16.9%

预计2024年美国虚拟实境(VR)市场规模将达131亿美元。中国是世界第二大经济体,预计到 2030 年市场规模将达到 190 亿美元,2024-2030 年分析期间的复合年增长率为 16.9%。其他值得注意的区域市场包括日本和加拿大,预计在分析期间的复合年增长率分别为 15.7% 和 15.2%。在欧洲,预计德国的复合年增长率约为 13.1%。

全球虚拟实境 (VR) 市场 - 主要趋势与驱动因素摘要

虚拟实境(VR)技术已从最初的游戏应用发生了重大变化,影响了教育、医疗保健和工程等广泛的行业。 VR 提供身临其境型体验,可增强学习效果、提供创新的训练解决方案并实现深入模拟,从而显着减少通常所需的实体资源。例如,在医疗保健领域,VR 可以为医疗专业人员提供安全有效的培训环境来练习外科手术,从而无需承担真实手术带来的风险即可提高技能。这种向虚拟模式的转变代表了 VR 更广泛的应用范围,使航空和医疗保健等高风险行业能够提供具有成本效益、高影响力的培训计划。

在商业领域,VR正在帮助彻底改变传统的行销方式和营运策略。该技术能够结合运动追踪和 3D 效果,已成为数位行销的强大工具,为消费者提供身临其境的体验,显着提高参与度和品牌知名度。此外,VR可以促进远端交互,使全球企业无需受到旅行的实体限制即可进行会议和协作,从而优化资源并保持地理位置分散的团队之间的连结性。此外,VR 在培训和开发中的应用正在彻底改变传统方法,透过提供模拟真实世界场景的互动式和引人入胜的课程,使培训更加有效和适用。

多种成长动力正在推动 VR 市场的发展,包括 VR 硬体和软体的技术进步,从而提高整体用户体验和可访问性。 VR与人工智慧(AI)、物联网(IoT)等其他最尖端科技的融合,将拓宽VR的应用范围,使其更加精细化和个人化。此外,随着内容品质的提高以及 VR 应用从游戏扩展到教育和互动体验,用户参与度显着提升。全球连结性和行动科技的进步也扩大了 VR 的可及性,让更多人享受身临其境的体验。在医疗保健、房地产和建筑等领域,VR 模拟环境和场景的能力成为培训、治疗和客户参与的宝贵工具。随着虚拟实境不断融入生活和工业的各个方面,它不仅会改变专业人士的工作方式,还会改变个人与数位内容和周围世界的互动方式。

部分

产品(硬体、软体)、设备(头戴式显示器 (HMD)、手势追踪设备 (GTD)、投影机和显示墙 (PDW))、技术(半沉浸式和完全身临其境型、非身临其境型)、最终用途(商业、消费者、航太和国防、医疗保健、企业、其他)

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
  • 其他地区

第四章 竞赛

简介目录
Product Code: MCP-7969

Global Virtual Reality (VR) Market to Reach US$125.5 Billion by 2030

The global market for Virtual Reality (VR) estimated at US$47.0 Billion in the year 2024, is expected to reach US$125.5 Billion by 2030, growing at a CAGR of 17.8% over the analysis period 2024-2030. VR Hardware, one of the segments analyzed in the report, is expected to record a 17.2% CAGR and reach US$82.9 Billion by the end of the analysis period. Growth in the VR Software segment is estimated at 18.9% CAGR over the analysis period.

The U.S. Market is Estimated at US$13.1 Billion While China is Forecast to Grow at 16.9% CAGR

The Virtual Reality (VR) market in the U.S. is estimated at US$13.1 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$19.0 Billion by the year 2030 trailing a CAGR of 16.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 15.7% and 15.2% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 13.1% CAGR.

Global Virtual Reality (VR) Market - Key Trends and Drivers Summarized

Virtual Reality (VR) technology has significantly evolved beyond its original gaming applications to impact a wide array of industries, including education, healthcare, and engineering. It offers immersive experiences that enhance learning, provide innovative training solutions, and allow for detailed simulations, significantly reducing the physical resources typically required. For example, in healthcare, VR facilitates safe and effective training environments for medical professionals to practice surgical procedures, enhancing skill development without the associated risks of real-life operations. This shift towards virtual modalities represents a broader application of VR, enabling high-risk industries such as aviation and medicine to conduct cost-effective and impactful training programs.

In the business sector, VR has been instrumental in transforming traditional marketing approaches and operational strategies. The technology's ability to integrate motion tracking and 3D effects has made it a powerful tool in digital marketing, providing consumers with immersive experiences that significantly enhance engagement and brand awareness. Furthermore, VR facilitates remote interactions, allowing global companies to conduct meetings and collaborative sessions without the physical constraints of travel, thereby optimizing resources and maintaining connectivity among geographically dispersed teams. Additionally, VR's application in training and development has revolutionized traditional methods by offering interactive, engaging sessions that simulate real-world scenarios, thereby enhancing the training's effectiveness and applicability.

Several growth drivers are propelling the VR market, including technological advancements in VR hardware and software, which enhance the overall user experience and accessibility. The integration of VR with other cutting-edge technologies like artificial intelligence (AI) and the Internet of Things (IoT) broadens its applications, making it more sophisticated and personalized. Moreover, improvements in content quality and the expansion of VR applications beyond gaming into educational and interactive experiences have significantly boosted user engagement. Global connectivity and advancements in mobile technology have also expanded VR's accessibility, allowing a broader audience to enjoy immersive experiences. In sectors like healthcare, real estate, and architecture, VR's ability to simulate environments and scenarios serves as a valuable tool for training, therapy, and client engagement. As VR continues to integrate into various facets of life and industries, it is poised to transform not only how professionals work but also how individuals interact with digital content and the world around them.

SCOPE OF STUDY:

The report analyzes the Virtual Reality (VR) market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Offering (Hardware, Software); Device (Head-Mounted Display (HMD), Gesture-Tracking Device (GTD), Projectors & Display Wall (PDW)); Technology (Semi & Fully Immersive, Non-Immersive); End-Use (Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise , Other Applications)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

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
    • Global Economic Update
    • Virtual Reality (VR) - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Advancements in VR Hardware Technology Propels Market Growth
    • Increasing Adoption in Gaming and Entertainment Drives Demand
    • Integration with AI and Machine Learning Expands Addressable Market Opportunity
    • Growth of Immersive Training and Education Solutions Strengthens Business Case for VR
    • Rising Investment in VR Content Creation Spurs Innovation
    • Development of 5G Networks Accelerates Demand for High-Quality VR Experiences
    • VR's Role in Remote Collaboration and Virtual Meetings Here's How It Drives Adoption
    • Growing Popularity of VR in Real Estate and Virtual Tours Sustains Growth
    • Expansion of VR Applications in Retail and E-commerce throws the Spotlight on Market Potential
    • Increasing Use of VR in Therapy and Rehabilitation
    • Innovations in VR Software and Development Tools Generates Demand
    • Here's How VR's Role in Social Media and Virtual Communities Expands Engagement
    • Integration of VR with Augmented Reality (AR) Technologies Spreads Market Influence
    • Growing Applications in Military and Defense Training Drives Adoption
    • Adoption of VR in Architecture, Engineering, and Construction Impact Market
    • Evolution of Consumer Preferences towards Immersive Experiences Propels Market Growth
    • Data Analytics and User Behavior Insights Enhances VR Content Personalization
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Reality (VR) Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: 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 2024 through 2030 and % CAGR
    • TABLE 3: World 6-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 2025 & 2030
    • TABLE 4: 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 2024 through 2030 and % CAGR
    • TABLE 5: World 6-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 2025 & 2030
    • TABLE 6: 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 2024 through 2030 and % CAGR
    • TABLE 7: World 6-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 2025 & 2030
    • TABLE 8: 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 2024 through 2030 and % CAGR
    • TABLE 9: World 6-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 2025 & 2030
    • TABLE 10: 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 2024 through 2030 and % CAGR
    • TABLE 11: World 6-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 2025 & 2030
    • TABLE 12: 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 2024 through 2030 and % CAGR
    • TABLE 13: World 6-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 2025 & 2030
    • TABLE 14: 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 2024 through 2030 and % CAGR
    • TABLE 15: World 6-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 2025 & 2030
    • TABLE 16: 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 2024 through 2030 and % CAGR
    • TABLE 17: World 6-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 2025 & 2030
    • TABLE 18: 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 2024 through 2030 and % CAGR
    • TABLE 19: World 6-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 2025 & 2030
    • TABLE 20: 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 2024 through 2030 and % CAGR
    • TABLE 21: World 6-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 2025 & 2030
    • TABLE 22: 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 2024 through 2030 and % CAGR
    • TABLE 23: World 6-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 2025 & 2030
    • TABLE 24: 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 2024 through 2030 and % CAGR
    • TABLE 25: World 6-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 2025 & 2030
    • TABLE 26: 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 2024 through 2030 and % CAGR
    • TABLE 27: World 6-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 2025 & 2030
    • TABLE 28: 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 2024 through 2030 and % CAGR
    • TABLE 29: World 6-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 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 30: 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 2024 through 2030 and % CAGR
    • TABLE 31: USA 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 32: 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 2024 through 2030 and % CAGR
    • TABLE 33: USA 6-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 2025 & 2030
    • TABLE 34: 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 2024 through 2030 and % CAGR
    • TABLE 35: USA 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 36: 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 2024 through 2030 and % CAGR
    • TABLE 37: USA 6-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 2025 & 2030
  • CANADA
    • TABLE 38: 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 2024 through 2030 and % CAGR
    • TABLE 39: Canada 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 40: 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 2024 through 2030 and % CAGR
    • TABLE 41: Canada 6-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 2025 & 2030
    • TABLE 42: 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 2024 through 2030 and % CAGR
    • TABLE 43: Canada 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 44: 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 2024 through 2030 and % CAGR
    • TABLE 45: Canada 6-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 2025 & 2030
  • JAPAN
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 46: 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 2024 through 2030 and % CAGR
    • TABLE 47: Japan 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 48: 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 2024 through 2030 and % CAGR
    • TABLE 49: Japan 6-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 2025 & 2030
    • TABLE 50: 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 2024 through 2030 and % CAGR
    • TABLE 51: Japan 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 52: 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 2024 through 2030 and % CAGR
    • TABLE 53: Japan 6-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 2025 & 2030
  • CHINA
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 54: 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 2024 through 2030 and % CAGR
    • TABLE 55: China 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 56: 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 2024 through 2030 and % CAGR
    • TABLE 57: China 6-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 2025 & 2030
    • TABLE 58: 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 2024 through 2030 and % CAGR
    • TABLE 59: China 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 60: 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 2024 through 2030 and % CAGR
    • TABLE 61: China 6-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 2025 & 2030
  • EUROPE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 62: 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 2024 through 2030 and % CAGR
    • TABLE 63: Europe 6-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 2025 & 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 2024 through 2030 and % CAGR
    • TABLE 65: Europe 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 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 2024 through 2030 and % CAGR
    • TABLE 67: Europe 6-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 2025 & 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 2024 through 2030 and % CAGR
    • TABLE 69: Europe 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 70: 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 2024 through 2030 and % CAGR
    • TABLE 71: Europe 6-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 2025 & 2030
  • FRANCE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 72: 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 2024 through 2030 and % CAGR
    • TABLE 73: France 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 74: 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 2024 through 2030 and % CAGR
    • TABLE 75: France 6-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 2025 & 2030
    • TABLE 76: 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 2024 through 2030 and % CAGR
    • TABLE 77: France 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 78: 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 2024 through 2030 and % CAGR
    • TABLE 79: France 6-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 2025 & 2030
  • GERMANY
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 80: 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 2024 through 2030 and % CAGR
    • TABLE 81: Germany 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 82: 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 2024 through 2030 and % CAGR
    • TABLE 83: Germany 6-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 2025 & 2030
    • TABLE 84: 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 2024 through 2030 and % CAGR
    • TABLE 85: Germany 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 86: 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 2024 through 2030 and % CAGR
    • TABLE 87: Germany 6-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 2025 & 2030
  • ITALY
    • TABLE 88: 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 2024 through 2030 and % CAGR
    • TABLE 89: Italy 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 90: 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 2024 through 2030 and % CAGR
    • TABLE 91: Italy 6-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 2025 & 2030
    • TABLE 92: 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 2024 through 2030 and % CAGR
    • TABLE 93: Italy 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 94: 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 2024 through 2030 and % CAGR
    • TABLE 95: Italy 6-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 2025 & 2030
  • UNITED KINGDOM
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 96: 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 2024 through 2030 and % CAGR
    • TABLE 97: UK 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 98: 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 2024 through 2030 and % CAGR
    • TABLE 99: UK 6-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 2025 & 2030
    • TABLE 100: 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 2024 through 2030 and % CAGR
    • TABLE 101: UK 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 102: 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 2024 through 2030 and % CAGR
    • TABLE 103: UK 6-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 2025 & 2030
  • REST OF EUROPE
    • TABLE 104: 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 2024 through 2030 and % CAGR
    • TABLE 105: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 106: 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 2024 through 2030 and % CAGR
    • TABLE 107: Rest of Europe 6-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 2025 & 2030
    • TABLE 108: 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 2024 through 2030 and % CAGR
    • TABLE 109: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 110: 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 2024 through 2030 and % CAGR
    • TABLE 111: Rest of Europe 6-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 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 112: 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 2024 through 2030 and % CAGR
    • TABLE 113: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 114: 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 2024 through 2030 and % CAGR
    • TABLE 115: Asia-Pacific 6-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 2025 & 2030
    • TABLE 116: 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 2024 through 2030 and % CAGR
    • TABLE 117: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 118: 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 2024 through 2030 and % CAGR
    • TABLE 119: Asia-Pacific 6-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 2025 & 2030
  • REST OF WORLD
    • TABLE 120: 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 2024 through 2030 and % CAGR
    • TABLE 121: Rest of World 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 122: 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 2024 through 2030 and % CAGR
    • TABLE 123: Rest of World 6-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 2025 & 2030
    • TABLE 124: 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 2024 through 2030 and % CAGR
    • TABLE 125: Rest of World 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 126: 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 2024 through 2030 and % CAGR
    • TABLE 127: Rest of World 6-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 2025 & 2030

IV. COMPETITION