Product Code: 978-1-68038-675-2
Immersive Virtual Reality Market Growth & Trends:
The global immersive virtual reality market size is anticipated to reach USD 77.2 billion by 2030, registering to grow at a CAGR of 26.6% from 2024 to 2030, according to a new report by Grand View Research, Inc. The industry is expected to witness profound growth over the next five years, as more consumer devices hit the market. Immersive VR headsets came into prominence during 2013 with the arrival of the Oculus Rift Developer Kit. The device is widely credited with giving the consumer VR space a kick start and creating anticipation & hype among consumers. Over the past two years, the industry has witnessed the arrival of several consumer version VR headsets such as the VRTX One, Durovis Dive, Homido, and the low-cost Google Cardboard, thereby popularizing the technology.
Presently, immersive VR headsets are only partly commercialized and several consumer versions are anticipated to be launched in 2015-2016, including the Oculus Rift, HTC Vive, Sony PlayStation VR, and FOVE. GTDs and other motion tracking peripherals have also gained significant acceptance as an accessory to the HMD. Virtual reality PDWs have evolved in technology and resolution. The development and provision of CAVE systems and VR rooms for consumers are expected to boost demand for PDWs.
Technological development triggers a plethora of VR solutions with varied capabilities that allow users to experience the utmost immersion. Making the VR experience more real serves as a key driver towards market penetration and adoption. Most of the available solutions are limited to head tracking leaving tremendous opportunities for the development of new technologies that increase the user's sense of immersion and presence.
VR devices may pose an inconvenience to certain users owing to their ergonomics and weight. Bulky devices offer render users with a sense of fatigue and discomfort after prolonged use. Simulation sickness is one of the greatest hurdles to be overcome while designing VR experiences. Key stakeholders have been focusing on the issue aggressively and tackling it with extreme precision, keeping sensitivity, and user comfort at priority.
Immersive Virtual Reality Market Report Highlights:
- The hardware segment dominated the market and accounted for a market share of 48.4% in 2023 due to the technological improvements in VR hardware with improved performance, graphics, and display of Virtual Reality (VR) devices.
- The semi and fully immersive segment dominated the market and accounted for a share of 83.2% in 2023. This is due to the increased accessibility and technological advancements in the segment.
- The head-mounted display segment dominated the market with a share of 62.1% in 2023. This is due to the high demand for head-mounted displays in applications such as PC games, consoles, and smartphones, which fuels the HMD market.
- The gaming segment dominated the market with a share of 32.1% in 2023, attributed to the increase in investment by companies in new VR products. The market continually evolves, and the gaming community constantly seeks more realistic and engaging experiences.
- North America dominated the immersive virtual reality market with a share of 42.4% in the year 2023. It is attributable to the presence of key market players in the software and hardware industry in the region.
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation and Scope
- 1.2. Market Definitions
- 1.3. Research Methodology
- 1.3.1. Information Procurement
- 1.3.2. Information or Data Analysis
- 1.3.3. Market Formulation & Data Visualization
- 1.3.4. Data Validation & Publishing
- 1.4. Research Scope and Assumptions
- 1.4.1. List of Data Sources
Chapter 2. Executive Summary
- 2.1. Market Outlook
- 2.2. Segment Outlook
- 2.3. Competitive Insights
Chapter 3. Immersive Virtual Reality Market Variables, Trends, & Scope
- 3.1. Market Introduction/Lineage Outlook
- 3.2. Market Size and Growth Prospects (USD Million)
- 3.3. Market Dynamics
- 3.3.1. Market Drivers Analysis
- 3.3.2. Market Restraints Analysis
- 3.4. Immersive Virtual Reality Market Variables Market Analysis Tools
- 3.4.1. Porter's Analysis
- 3.4.1.1 Bargaining power of the suppliers
- 3.4.1.2. Bargaining power of the buyers
- 3.4.1.3. Threats of substitution
- 3.4.1.4. Threats from new entrants
- 3.4.1.5. Competitive rivalry
- 3.4.2. PESTEL Analysis
- 3.4.2.1. Political landscape
- 3.4.2.2. Economic and Social landscape
- 3.4.2.3. Technological landscape
- 3.4.2.4. Environmental landscape
- 3.4.2.5. Legal landscape
Chapter 4. Immersive Virtual Reality Market Variables : Component Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. Immersive Virtual Reality Market Variables Market: Component Movement Analysis, 2023 & 2030 (USD Million)
- 4.3. Hardware
- 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.4. Software
- 4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.5. Services
- 4.5.1. Services Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 5. Immersive Virtual Reality Market : Technology Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. Immersive Virtual Reality Market : Technology Movement Analysis, 2023 & 2030 (USD Million)
- 5.3. Non-Immersive
- 5.3.1. Non-Immersive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.4. Semi & Fully Immersive
- 5.4.1. Semi & Fully Immersive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 6. Immersive Virtual Reality Market : Device Estimates & Trend Analysis
- 6.1. Segment Dashboard
- 6.2. Immersive Virtual Reality Market : Device Movement Analysis, 2023 & 2030 (USD Million)
- 6.3. Head Mounted Display
- 6.3.1. Head Mounted Display Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4. Gesture Tracking Device
- 6.4.1. Gesture Tracking Device Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.5. Projectors & Display Wall
- 6.5.1. Projectors & Display Wall Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 7. Immersive Virtual Reality Market : End Use Estimates & Trend Analysis
- 7.1. Segment Dashboard
- 7.2. Immersive Virtual Reality Market : End Use Movement Analysis, 2023 & 2030 (USD Million)
- 7.3. Aerospace & Defence
- 7.3.1. Aerospace & Defence Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.4. Manufacturing
- 7.4.1. Manfacturing Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.5. Automotive
- 7.5.1. Automotive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.6. Education
- 7.6.1. Education Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.7. Media & Entertainment
- 7.7.1. Media & Entertainment Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8. Gaming
- 7.8.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.9. Healthcare
- 7.9.1. Healthcare Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.10. Retail & E-commerce
- 7.10.1. Retail & E-commerce Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.11. Others
- 7.11.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 8. Immersive Virtual Reality Market : Regional Estimates & Trend Analysis
- 8.1. Immersive Virtual Reality Market Share, By Region, 2023 & 2030 (USD Million)
- 8.2. North America
- 8.2.1. North America Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.2.2. U.S.
- 8.2.2.1. U.S. Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.2.3. Canada
- 8.2.3.1. Canada Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.2.4. Mexico
- 8.2.4.1. Mexico Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.3. Europe
- 8.3.1. Europe Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.3.2. UK
- 8.3.2.1. UK Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.3.3. Germany
- 8.3.3.1. Germany Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.3.4. France
- 8.3.4.1. France Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4. Asia Pacific
- 8.4.1. Asia Pacific Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.2. China
- 8.4.2.1. China Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.3. Japan
- 8.4.3.1. Japan Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.4. India
- 8.4.4.1. India Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.5. South Korea
- 8.4.5.1. South Korea Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.6. Australia
- 8.4.6.1. Australia Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.5. Latin America
- 8.5.1. Latin America Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.5.2. Brazil
- 8.5.2.1. Brazil Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.6. Middle East and Africa
- 8.6.1. Middle East and Africa Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.6.2. Saudi Arabia
- 8.6.2.1. Saudi Arabia Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.6.3. UAE
- 8.6.3.1. UAE Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.6.4. South Africa
- 8.6.4.1. South Africa Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 9. Competitive Landscape
- 9.1. Recent Developments & Impact Analysis by Key Market Participants
- 9.2. Company Categorization
- 9.3. Company Heat Map Analysis
- 9.4. Company Profiles
- 9.4.1. Microsoft Corporation.
- 9.4.1.1. Participant's Overview
- 9.4.1.2. Financial Performance
- 9.4.1.3. Product Benchmarking
- 9.4.1.4. Recent Developments/ Strategic Initiatives
- 9.4.2. HTC Corporation
- 9.4.2.1. Participant's Overview
- 9.4.2.2. Financial Performance
- 9.4.2.3. Product Benchmarking
- 9.4.2.4. Recent Developments/ Strategic Initiatives
- 9.4.3. Google LLC
- 9.4.3.1. Participant's Overview
- 9.4.3.2. Financial Performance
- 9.4.3.3. Product Benchmarking
- 9.4.3.4. Recent Developments/ Strategic Initiatives
- 9.4.4. Magic Leap
- 9.4.4.1. Participant's Overview
- 9.4.4.2. Financial Performance
- 9.4.4.3. Product Benchmarking
- 9.4.4.4. Recent Developments/ Strategic Initiatives
- 9.4.5. Meta
- 9.4.5.1. Participant's Overview
- 9.4.5.2. Financial Performance
- 9.4.5.3. Product Benchmarking
- 9.4.5.4. Recent Developments/ Strategic Initiatives
- 9.4.6. Samsung Electronics Co., Ltd.
- 9.4.6.1. Participant's Overview
- 9.4.6.2. Financial Performance
- 9.4.6.3. Product Benchmarking
- 9.4.6.4. Recent Developments/ Strategic Initiatives
- 9.4.7. Sony Corporation
- 9.4.7.1. Participant's Overview
- 9.4.7.2. Financial Performance
- 9.4.7.3. Product Benchmarking
- 9.4.7.4. Recent Developments/ Strategic Initiatives
- 9.4.8. Unity Technologies
- 9.4.8.1. Participant's Overview
- 9.4.8.2. Financial Performance
- 9.4.8.3. Product Benchmarking
- 9.4.8.4. Recent Developments/ Strategic Initiatives
- 9.4.9. Autodesk, Inc.
- 9.4.9.1. Participant's Overview
- 9.4.9.2. Financial Performance
- 9.4.9.3. Product Benchmarking
- 9.4.9.4. Recent Developments/ Strategic Initiatives
- 9.4.10. EON Reality, Inc.
- 9.4.10.1. Participant's Overview
- 9.4.10.2. Financial Performance
- 9.4.10.3. Product Benchmarking
- 9.4.10.4. Recent Developments/ Strategic Initiatives