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市场调查报告书
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1747795

全球身临其境型虚拟实境市场

Immersive Virtual Reality

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 217 Pages | 商品交期: 最快1-2个工作天内

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简介目录

2030年全球身临其境型虚拟实境市场规模将达780亿美元

全球身临其境型虚拟实境市场规模预计在2024年达到202亿美元,预计2030年将达到780亿美元,2024年至2030年的复合年增长率为25.2%。身临其境型VR硬体是本报告分析的细分市场之一,预计其复合年增长率将达到27.6%,到分析期结束时规模将达到496亿美元。身临其境型VR软体细分市场的复合年增长率预计在分析期间达到21.2%。

美国市场规模估计为 53 亿美元,中国市场预计复合年增长率为 23.8%

美国身临其境型虚拟实境市场规模预计在2024年达到53亿美元。作为世界第二大经济体,中国预计到2030年市场规模将达到118亿美元,在2024-2030年的分析期间内,复合年增长率为23.8%。其他值得关注的区域市场包括日本和加拿大,预计在分析期间内,这两个市场的复合年增长率分别为23.4%和21.5%。在欧洲,预计德国市场的复合年增长率约为17.2%。

全球身临其境型虚拟实境市场—主要趋势与驱动因素摘要

身临其境型虚拟实境如何重新定义各行业的数位体验?

身临其境型虚拟实境 (VR) 正在重塑使用者与数位内容的互动方式,它透过创建模拟真实世界或完全虚拟场景的全封闭、感官丰富的环境来重塑使用者与数位内容的互动方式。与基础 VR 不同,沉浸身临其境型VR 利用先进的输入和输出设备,例如头戴式显示器 (HMD)、空间音讯、触觉回馈和运动追踪,为使用者带来临场感和互动体验。这种真实感将被动的内容消费转化为主动的参与,使身临其境型VR 不仅成为娱乐领域的强大工具,也成为教育、培训、医疗保健、建筑、工业设计等领域的强大工具。

身临其境型VR的转变源自于其能够高保真地模拟真实场景,使用户能够在无风险的环境中训练、探索和决策。军事、航空和医疗专业人员已在关键模拟中部署身临其境型VR,而学校和大学则利用它在动态3D环境中教授解剖学、历史、物理等课程。在零售和行销领域,各大品牌正在打造基于VR的展示室和虚拟购物空间,让消费者在购买前体验产品,将体验式互动与数位化便利性融为一体。

哪些技术进步推动了身临其境型VR 系统的发展?

显示解析度、处理速度、感测器整合和内容渲染方面的突破正在不断突破身临其境型VR 的界限。 GPU 和专用 XR 处理器的超低延迟图形处理能力,可实现更流畅、更灵敏的虚拟环境,从而减少晕动症并提升沈浸感。薄饼透镜和眼动追踪等光学技术的进步,使更轻、更紧凑的头显 (HMD) 能够提供更宽的视野和自我调整注视点渲染。这些改进透过仅渲染眼睛聚焦的区域来优化 GPU 工作负载,从而提高效率。

触觉套装、数据手套和全身追踪系统也透过允许使用者「感受」互动并在虚拟环境中自然移动来增强触觉沉浸感。此外,人工智慧主导的虚拟形象、即时环境自适应以及用于行为预测的机器学习集成,正在增强VR体验的真实感和个人化。云端VR串流媒体和5G连接正在消除硬体限制,允许远端渲染复杂环境并将其直接传输到轻量级设备,从而使身临其境型VR在企业和消费者市场中更易于存取和扩充性。

哪些产业正在推动对完全身临其境型虚拟实境应用的需求?

游戏和娱乐产业仍然是身临其境型VR的最大应用领域,其驱动力在于逼真的叙事、多用户环境以及远超平面萤幕的互动游戏体验。但企业和机构的扩张速度甚至更快。在医疗保健领域,身临其境型VR正被用于外科手术培训、疼痛管理以及心理治疗,例如治疗创伤后压力症候群和恐惧症。教育机构正将VR实验室纳入STEM课程,博物馆和文化机构则为远距观众举办互动式历史重演活动。

在企业界,身临其境型VR正在彻底改变员工培训和协作方式。汽车、建设公司和能源公司正在使用VR进行安全培训、设备熟悉以及未建造或危险场地的虚拟漫游。房地产开发商、室内设计师和建筑师正在使用身临其境型VR向客户展示互动式3D建筑模型,从而显着缩短设计週期和决策延迟。在混合办公趋势的推动下,虚拟会议、团队建立环境和虚拟办公室的兴起也刺激了对支援身临其境型环境中即时通讯和协作的企业级VR平台的需求。

身临其境型虚拟实境市场的成长受到多种因素的推动…

身临其境型虚拟实境市场的成长受到多种因素的推动,包括硬体小型化、软体创新、内容多样化以及跨行业应用。首先,头戴式装置在人体工学、视觉清晰度和运算能力方面的显着提升,降低了消费者和企业的准入门槛。人工智慧、空间运算和触觉技术的融合,深化了互动性和个人化,从而提高了使用者留存率和满意度。此外,设备成本的下降以及独立式、无线VR头戴装置的出现,将潜在市场从技术娴熟的早期用户拓展到主流用户。

企业数位转型也是一大驱动力,越来越多的企业开始采用身临其境型解决方案进行培训、类比、远端操作、产品开发等。医疗保健和科技领域对基于模拟的教育的监管支持也刺激了机构投资。此外,人们对元宇宙和持久虚拟环境的兴趣日益浓厚,正在加速融合娱乐、商业、社交互动和生产力的可互通虚拟实境平台的开发。最后,全球对5G、边缘运算和云端渲染内容传送的投资正在帮助消除效能瓶颈。

部分

组件(硬体、软体、服务)、设备(头戴式显示器、手势追踪设备、投影机和显示墙)、技术(半身临其境型、全身临其境型、非身临其境型)、最终用途(游戏、媒体和娱乐、医疗保健、教育、汽车、製造、零售和电子商务、航太和国防、其他最终用途)

受访公司范例(43家值得关注的公司)

  • Apple Inc.
  • Autodesk, Inc.
  • ByteDance Ltd.
  • EON Reality, Inc.
  • Google LLC
  • HTC Corporation
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • MindMaze SA
  • NVIDIA Corporation
  • Penumbra, Inc.
  • Qualcomm Incorporated
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sony Group Corporation
  • Ultraleap Ltd.
  • Unity Technologies
  • Vection Technologies Ltd.
  • XRHealth Inc.

关税影响係数

全球产业分析师根据公司总部所在国家、製造地、进出口(成品和原始OEM)来预测其竞争地位的变化。这种复杂且多面向的市场动态预计将以多种方式影响竞争对手,包括人为提高销货成本、盈利下降、供应链重组以及其他微观和宏观市场动态。

全球产业分析师密切关注来自全球顶尖首席经济学家(14,949位)、智库(62家)以及贸易和产业协会(171家)的专家的意见,以评估其对生态系统的影响并应对新的市场现实。我们追踪了来自每个主要国家的专家和经济学家对关税及其对本国影响的看法。

全球产业分析师预计,这场动盪将在未来2-3个月内逐渐平息,新的世界秩序将更加清晰地建立。全球产业分析师正在即时追踪这些事态发展。

2025年4月:谈判阶段

在4月的报告中,我们将探讨关税对全球整体市场的影响,并提供区域市场调整。我们的预测是基于历史数据和不断变化的市场影响因素。

2025年7月:最终关税调整

在各国宣布最终重置后,客户将在 7 月收到免费更新,最终更新将包含明确的关税影响分析。

相互和双边贸易及关税影响分析:

美国<>中国<>墨西哥<>加拿大<>欧盟<>日本<>印度<>其他176个国家

领先的产业经济学家:全球产业分析师知识库追踪了 14,949 位经济学家,其中包括来自民族国家、智库、贸易和产业协会、大型企业以及各领域专家的最具影响力的首席经济学家,他们共用了这场前所未有的全球经济状况模式转移的影响。我们超过 16,491 份报告大多遵循基于里程碑的两阶段发布计划。

目录

第一章调查方法

第二章执行摘要

  • 市场概览
  • 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: MCP35210

Global Immersive Virtual Reality Market to Reach US$78.0 Billion by 2030

The global market for Immersive Virtual Reality estimated at US$20.2 Billion in the year 2024, is expected to reach US$78.0 Billion by 2030, growing at a CAGR of 25.2% over the analysis period 2024-2030. Immersive VR Hardware, one of the segments analyzed in the report, is expected to record a 27.6% CAGR and reach US$49.6 Billion by the end of the analysis period. Growth in the Immersive VR Software segment is estimated at 21.2% CAGR over the analysis period.

The U.S. Market is Estimated at US$5.3 Billion While China is Forecast to Grow at 23.8% CAGR

The Immersive Virtual Reality market in the U.S. is estimated at US$5.3 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$11.8 Billion by the year 2030 trailing a CAGR of 23.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 23.4% and 21.5% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 17.2% CAGR.

Global Immersive Virtual Reality Market - Key Trends & Drivers Summarized

How Is Immersive Virtual Reality Redefining Digital Experience Across Industries?

Immersive Virtual Reality (VR) is reshaping how users interact with digital content by creating a fully enclosed, sensory-rich environment that simulates real-world or entirely imagined settings. Unlike basic VR, immersive VR leverages advanced input and output devices-such as head-mounted displays (HMDs), spatial audio, haptic feedback, and motion tracking-to provide users with a heightened sense of presence and interactivity. This realism transforms passive content consumption into active engagement, making immersive VR a powerful tool not just for entertainment but also for education, training, healthcare, architecture, and industrial design.

The shift toward immersive VR is being driven by its ability to simulate real-world scenarios with high precision, allowing users to train, explore, and make decisions in a risk-free environment. Military, aviation, and medical professionals are already deploying immersive VR for high-stakes simulations, while schools and universities are using it to teach anatomy, history, or physics in dynamic 3D contexts. In retail and marketing, brands are building VR-based showrooms and virtual shopping spaces that allow consumers to experience products before purchase, blending experiential engagement with digital convenience.

What Technological Advancements Are Powering the Evolution of Immersive VR Systems?

Breakthroughs in display resolution, processing speed, sensor integration, and content rendering are pushing the boundaries of immersive VR. Ultra-low-latency graphics powered by GPUs and dedicated XR processors now allow for smoother, more responsive virtual environments that reduce motion sickness and increase realism. Advancements in optics, such as pancake lenses and eye-tracking, are enabling lighter and more compact HMDs with wider fields of view and adaptive foveated rendering. These improvements optimize GPU workload by rendering only where the eye is focused in high resolution, significantly improving efficiency.

Haptic suits, data gloves, and full-body tracking systems are also elevating tactile immersion by allowing users to "feel" interactions and move naturally in virtual environments. Moreover, the integration of AI-driven avatars, real-time environment adaptation, and machine learning for behavior prediction is enhancing the realism and personalization of VR experiences. Cloud VR streaming and 5G connectivity are eliminating hardware limitations by allowing complex environments to be rendered remotely and streamed directly to lightweight devices-making immersive VR more accessible and scalable across enterprise and consumer markets.

Which Sectors Are Driving Demand for Fully Immersive Virtual Reality Applications?

The gaming and entertainment industry remains the largest adopter of immersive VR, with demand fueled by lifelike storytelling, multi-user environments, and interactive gameplay that far exceeds the capabilities of flat-screen formats. However, enterprise and institutional use is expanding even faster. In the healthcare sector, immersive VR is being deployed for surgical training, pain management, and psychological therapy, including treatments for PTSD and phobias. Educational institutions are integrating VR labs into STEM curricula, while museums and cultural institutions are creating interactive historical reconstructions for remote audiences.

In the corporate world, immersive VR is revolutionizing workforce training and collaboration. Automotive, construction, and energy companies are using VR to conduct safety drills, equipment familiarization, and virtual walkthroughs of unbuilt or hazardous sites. Real estate developers, interior designers, and architects are leveraging immersive VR to present interactive 3D building models to clients, drastically reducing design cycle times and decision-making delays. The rise of virtual meetings, team-building environments, and virtual offices-driven by hybrid work trends-is also fueling demand for enterprise-grade VR platforms that support real-time communication and collaboration in immersive settings.

The Growth in the Immersive Virtual Reality Market Is Driven by Several Factors…

The growth in the immersive virtual reality market is driven by several factors related to hardware miniaturization, software innovation, content diversification, and cross-industry adoption. First and foremost is the dramatic improvement in headset ergonomics, visual clarity, and computing power, which has lowered the barrier to entry for both consumers and enterprises. The integration of AI, spatial computing, and haptics has deepened interactivity and personalization, leading to higher user retention and satisfaction. Additionally, declining device costs and the emergence of standalone, untethered VR headsets have expanded the addressable market beyond tech-savvy early adopters to mainstream users.

Enterprise digital transformation is another major driver, with businesses seeking immersive solutions for training, simulation, remote operations, and product development. Regulatory support for simulation-based education in healthcare and technical fields is also catalyzing institutional investment. Furthermore, growing interest in the metaverse and persistent virtual environments is accelerating the development of interoperable VR platforms that blend entertainment, commerce, social interaction, and productivity. Finally, global investments in 5G, edge computing, and cloud-rendered content delivery are removing performance bottlenecks-ensuring immersive virtual reality evolves from niche technology to a foundational pillar of digital interaction across industries.

SCOPE OF STUDY:

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

Segments:

Component (Hardware, Software, Services); Device (Head Mounted Display, Gesture Tracking Device, Projectors & Display Wall); Technology (Semi & Fully Immersive, Non-Immersive); End-Use (Gaming, Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses)

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 43 Featured) -

  • Apple Inc.
  • Autodesk, Inc.
  • ByteDance Ltd.
  • EON Reality, Inc.
  • Google LLC
  • HTC Corporation
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • MindMaze SA
  • NVIDIA Corporation
  • Penumbra, Inc.
  • Qualcomm Incorporated
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sony Group Corporation
  • Ultraleap Ltd.
  • Unity Technologies
  • Vection Technologies Ltd.
  • XRHealth Inc.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.

We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.

As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.

To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!

APRIL 2025: NEGOTIATION PHASE

Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.

JULY 2025 FINAL TARIFF RESET

Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

USA <> CHINA <> MEXICO <> CANADA <> EU <> JAPAN <> INDIA <> 176 OTHER COUNTRIES.

Leading Economists - Our knowledge base tracks 14,949 economists including a select group of most influential Chief Economists of nations, think tanks, trade and industry bodies, big enterprises, and domain experts who are sharing views on the fallout of this unprecedented paradigm shift in the global econometric landscape. Most of our 16,491+ reports have incorporated this two-stage release schedule based on milestones.

COMPLIMENTARY PREVIEW

Contact your sales agent to request an online 300+ page complimentary preview of this research project. Our preview will present full stack sources, and validated domain expert data transcripts. Deep dive into our interactive data-driven online platform.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Immersive Virtual Reality - 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
    • Rising Demand for Realistic Digital Experiences Drives Adoption of Immersive Virtual Reality Across Multiple Industries
    • Expansion of Metaverse and Virtual Social Platforms Accelerates Consumer and Enterprise VR Engagement
    • Growth in VR Gaming and E-Sports Ecosystems Fuels Development of High-Fidelity Immersive Hardware and Content
    • Increased Adoption of VR in Healthcare for Therapy, Training, and Pain Management Expands Clinical Application Scope
    • Advancements in Haptic Feedback, Spatial Audio, and Eye Tracking Enhance Sensory Depth in Immersive VR Systems
    • OEM Focus on Lightweight, Wireless Headsets Supports Broader Consumer Accessibility and Comfort
    • Integration of AI and Machine Learning Into VR Platforms Improves Real-Time Interaction and Adaptive Content Delivery
    • Enterprise Use of VR for Remote Collaboration, Simulation, and Workforce Training Strengthens ROI Across Sectors
    • Rising Investment in VR-Enabled Education and Virtual Classrooms Promotes Engagement and Personalized Learning
    • Immersive VR Adoption in Real Estate, Retail, and Architecture Enhances Client Visualization and Decision-Making
    • Growing Demand for Virtual Tourism and Cultural Experiences Expands Entertainment and Hospitality Use Cases
    • Development of Open-Source VR Platforms and Cross-Device Compatibility Accelerates Developer Ecosystem Growth
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Immersive Virtual Reality Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 Immersive Virtual Reality 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 Services 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 Services 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 Media & Entertainment 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 Media & Entertainment 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 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 13: 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 14: World Recent Past, Current & Future Analysis for Education 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 Education 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 Automotive 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 Automotive 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 Manufacturing 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 Manufacturing 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 Retail & E-Commerce 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 Retail & E-Commerce 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 Other End-Uses 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 Other End-Uses 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 Gaming 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 Gaming 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 Head Mounted Display 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 Head Mounted Display 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 30: World Recent Past, Current & Future Analysis for Gesture Tracking Device 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 31: World 6-Year Perspective for Gesture Tracking Device 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 32: World Recent Past, Current & Future Analysis for Projectors & Display Wall 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 33: World 6-Year Perspective for Projectors & Display Wall 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 34: 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 35: 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 36: 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 37: 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

III. MARKET ANALYSIS

  • UNITED STATES
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 38: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: USA 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 40: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: USA 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 42: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: USA 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 44: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 45: USA 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • CANADA
    • TABLE 46: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: Canada 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 48: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Canada 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 50: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Canada 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 52: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 53: Canada 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • JAPAN
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 54: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Japan 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 56: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Japan 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 58: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: Japan 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 60: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 61: Japan 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • CHINA
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 62: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: China 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 64: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: China 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 66: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: China 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 68: China Recent Past, Current & Future Analysis for Immersive Virtual Reality 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: China 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • EUROPE
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 70: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 71: Europe 6-Year Perspective for Immersive Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 72: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Europe 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 74: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Europe 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 76: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: Europe 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 78: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 79: Europe 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • FRANCE
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 80: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: France 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 82: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: France 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 84: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: France 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 86: France Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 87: France 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • GERMANY
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 88: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: Germany 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 90: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Germany 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 92: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Germany 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 94: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 95: Germany 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • ITALY
    • TABLE 96: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: Italy 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 98: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Italy 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 100: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: Italy 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 102: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 103: Italy 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • UNITED KINGDOM
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 104: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: UK 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 106: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 107: UK 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 108: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 109: UK 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 110: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 111: UK 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 112: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 113: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 114: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 115: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 116: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 118: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 119: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 120: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 121: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 122: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 124: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 125: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 126: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 127: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 128: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Rest of World 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
    • TABLE 130: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 131: Rest of World 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
    • TABLE 132: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 133: Rest of World 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
    • TABLE 134: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality 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 135: Rest of World 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030

IV. COMPETITION