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市场调查报告书
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1727840

2025年身临其境型虚拟实境全球市场报告

Immersive Virtual Reality Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10个工作天内

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简介目录

预计未来几年身临其境型虚拟实境(VR)市场将呈指数级增长。到 2029 年,这一数字将成长至 552.7 亿美元,复合年增长率为 27.0%。预测期内的成长可归因于多种因素,例如医疗保健应用的扩大、消费者对个人化体验的需求不断增长以及 VR 硬体越来越小越来越轻。此外,VR 硬体生产的永续性、标准化和法规结构的发展预计将促进这一成长。预测期内的关键趋势包括独立VR头戴装置的开发、眼动追踪技术的进步、触觉回馈的整合以获得更身临其境的体验、区块链在 VR 中的整合以及脑机介面 (BCI) 融入 VR 系统。

预计未来几年对媒体和娱乐的需求不断增长将推动身临其境型虚拟实境 (VR) 市场的扩张。媒体和娱乐产业涵盖各种形式的内容製作、发行和消费,旨在吸引、娱乐和告知观众。消费行为的转变、多样化的内容、社交媒体的影响以及内容传送的创新推动了对媒体和娱乐日益增长的需求。身临其境型虚拟实境将透过为使用者提供深度参与和互动的体验来改变媒体和娱乐领域。透过逼真的模拟、360度叙事、虚拟音乐会、游戏等,我们将被动内容消费转变为主动参与,重塑观众与数位内容连结和享受的方式。例如,2024 年 1 月,数位娱乐和零售协会 (ERA) 报告称,2023 年英国在音乐串流、唱片和 CD 上的支出增长了 9.6%,几乎是去年增幅的两倍。预计到 2023 年,英国娱乐市场也将成长 7%。因此,消费者在媒体和娱乐方面的支出增加正在推动身临其境型VR 市场的成长。

主动降噪和改进的人体工学等技术进步使 VR 更加身临其境。主动降噪 (ANC) 技术透过产生相反方向的声波来减少不必要的背景噪音。例如,2023年9月,中国VR头戴装置製造商大朋VR推出了大朋VR P2头显。此型号专为教育工作者、教育技术提供者和企业设计,具有文件加密功能以增强资料安全性,符合人体工学的设计可长时间佩戴,并采用 ANC 技术可将背景噪音降低多达 80%。此外,公司还可以针对大量订单客製化耳机品牌和软体。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场 - 宏观经济情境 宏观经济情境包括利率、通货膨胀、地缘政治以及感染疾病和復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球身临其境型虚拟实境PESTEL分析(政治、社会、科技、环境、法律因素、驱动因素与限制因素)
  • 最终用途产业分析
  • 全球身临其境型虚拟实境市场:成长率分析
  • 全球身临其境型虚拟实境市场表现:规模与成长,2019-2024
  • 全球身临其境型虚拟实境市场预测:规模与成长,2024-2029 年,2034 年
  • 全球身临其境型虚拟实境总目标市场(TAM)

第六章市场区隔

  • 全球身临其境型虚拟实境市场(按组件、效能和预测),2019-2024 年、2024-2029 年、2034 年
  • 硬体
  • 软体
  • 服务
  • 全球身临其境型虚拟实境市场(按技术、效能和预测),2019-2024 年、2024-2029 年、2034 年
  • 非身临其境型
  • 半身临其境型vs. 全身临其境型
  • 全球身临其境型虚拟实境市场(按最终用途、效能和预测),2019-2024 年、2024-2029 年、2034 年
  • 航太和国防
  • 製造业
  • 教育
  • 媒体与娱乐
  • 游戏
  • 卫生保健
  • 零售与电子商务
  • 其他的
  • 全球身临其境型虚拟实境市场,硬体细分,按类型、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 虚拟实境耳机
  • 虚拟实境控制器
  • 感应器
  • 相机
  • 触觉设备
  • 电缆
  • 全球身临其境型虚拟实境市场、软体细分、类型、效能与预测,2019-2024 年、2024-2029 年、2034 年
  • 虚拟实境内容创作软体
  • 虚拟实境软体开发套件(SDK)
  • 虚拟实境平台软体
  • 虚拟实境应用
  • 全球身临其境型虚拟实境市场、服务细分、类型、效能与预测,2019-2024 年、2024-2029 年、2034 年
  • 虚拟实境内容开发服务
  • 虚拟实境系统集成
  • 虚拟实境咨询服务
  • 虚拟实境维护与支持

第七章 区域和国家分析

  • 全球身临其境型虚拟实境市场(按地区、绩效及预测),2019-2024 年、2024-2029 年、2034 年
  • 全球身临其境型虚拟实境市场(依国家/地区、绩效及预测),2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章竞争格局与公司概况

  • 身临其境型虚拟实境市场:竞争格局
  • 身临其境型虚拟实境市场:公司简介
    • Apple Inc.
    • Google LLC
    • Microsoft Corporation
    • Samsung Electronics Co. Ltd.
    • Meta Platforms Inc.

第31章 其他大型创新企业

  • Lenovo Group Limited
  • Panasonic Corporation
  • Qualcomm Technologies Inc.
  • Nvidia Corporation
  • Carl Zeiss AG
  • Autodesk Inc.
  • Sony Interactive Entertainment
  • Unity Technologies
  • Magic Leap Inc.
  • HTC Corporation
  • Varjo Technologies Oy
  • EON Reality Inc.
  • Pico Interactive(Bytedance)
  • Immersion Corporation
  • Ultraleap Ltd.

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第35章:市场潜力大的国家与策略

  • 2029年身临其境型虚拟实境市场:提供新机会的国家
  • 身临其境型虚拟实境市场 2029:细分领域带来新机会
  • 身临其境型虚拟实境市场 2029:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r34310

Immersive virtual reality (VR) is a technology that creates a simulated three-dimensional environment where users can interact with a digital world as though they were physically there. This is typically achieved through devices such as VR headsets, gloves, or motion sensors. Immersive VR enables the creation of highly interactive and realistic environments, allowing users to fully engage with and experience the digital world as if it were real.

The primary components of immersive VR include hardware, software, and services. Hardware refers to the physical elements of a computer or electronic system, which support various technologies, including non-immersive, semi-immersive, and fully immersive VR. These components are utilized by a wide range of industries such as aerospace and defense, manufacturing, automotive, education, media and entertainment, gaming, healthcare, retail, e-commerce, and other sectors.

The immersive virtual reality (VR) market research report is one of a series of new reports from The Business Research Company that provides immersive virtual reality (VR) market statistics, including immersive virtual reality (VR) industry global market size, regional shares, competitors with immersive virtual reality (VR) market share, detailed immersive virtual reality (VR) market segments, market trends and opportunities, and any further data you may need to thrive in the immersive virtual reality (VR) industry. This immersive virtual reality (VR) market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The immersive virtual reality (VR) market size has grown exponentially in recent years. It will grow from $16.71 billion in 2024 to $21.28 billion in 2025 at a compound annual growth rate (CAGR) of 27.3%. The growth during the historic period can be attributed to several key factors, including increased consumer awareness, government funding for research and development (R&D), and the use of training simulations in industries such as military and aerospace. Additionally, the growth was driven by the expansion of the film and entertainment sectors, as well as the rise of e-commerce and virtual retail, which created new opportunities for technology adoption and innovation.

The immersive virtual reality (VR) market size is expected to see exponential growth in the next few years. It will grow to $55.27 billion in 2029 at a compound annual growth rate (CAGR) of 27.0%. The growth during the forecast period can be attributed to several factors, including the expansion of healthcare applications, rising consumer demand for personalized experiences, and the reduction in VR hardware size and weight. Additionally, sustainability in VR hardware production and the development of standardization and regulatory frameworks are expected to contribute to growth. Major trends in the forecast period include the development of standalone VR headsets, advancements in eye-tracking technology, integration of haptic feedback for a more immersive experience, blockchain integration in VR, and the incorporation of brain-computer interfaces (BCI) in VR systems.

The growing demand for media and entertainment is expected to drive the expansion of the immersive virtual reality (VR) market in the coming years. The media and entertainment industry encompasses various forms of content creation, distribution, and consumption aimed at engaging, entertaining, and informing audiences. The increasing demand for media and entertainment is driven by shifts in consumer behavior, diverse content, social media influence, and innovations in content delivery. Immersive VR transforms the media and entertainment sectors by offering users deeply engaging and interactive experiences. It turns passive content consumption into active participation through realistic simulations, 360-degree storytelling, virtual concerts, and gaming, reshaping how audiences connect with and enjoy digital content. For instance, in January 2024, the Digital Entertainment and Retail Association (ERA) reported that UK spending on music streaming subscriptions, vinyl, and CDs grew by 9.6% in 2023, nearly double the previous year's growth. The UK entertainment market also saw a 7% increase in 2023. Therefore, the increasing consumer spending on media and entertainment is driving the growth of the immersive VR market.

Technological advancements, such as active noise cancellation and ergonomic improvements, are further enhancing VR immersion. Active noise cancellation (ANC) technology is used to reduce unwanted ambient noise by producing opposing sound waves. For example, in September 2023, DPVR, a China-based VR headset manufacturer, launched the DPVR P2 headset. This model, designed for educators, EdTech providers, and enterprises, features enhanced data security with file encryption, ergonomic design for comfort during extended use, and ANC technology that reduces ambient noise by up to 80%. Additionally, businesses can customize the headset's branding and software for bulk orders.

In October 2024, Infinite Reality, a US-based company developing AI-powered immersive experiences, acquired Zappar Ltd. for $45 million. This acquisition aims to strengthen Infinite Reality's capabilities in AI, spatial computing, and immersive technologies, enhancing its ability to reshape digital commerce and media experiences worldwide. Zappar Ltd., based in the UK, specializes in immersive VR experiences.

Major players in the immersive virtual reality market are Apple Inc., Google LLC, Microsoft Corporation, Samsung Electronics Co. Ltd., Meta Platforms Inc., Lenovo Group Limited, Panasonic Corporation, Qualcomm Technologies Inc., Nvidia Corporation, Carl Zeiss AG, Autodesk Inc., Sony Interactive Entertainment, Unity Technologies, Magic Leap Inc., HTC Corporation, Varjo Technologies Oy, EON Reality Inc., Pico Interactive (Bytedance), Immersion Corporation, Ultraleap Ltd., MindMaze SA, Virtuix Inc., Vuzix Corporation

Asia-Pacific was the largest region in the immersive virtual reality (VR) market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in immersive virtual reality (VR) report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the immersive virtual reality (VR) market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The immersive virtual reality (VR) market consists of revenues earned by entities by providing services such as virtual reality content creation, software development, training and simulation programs, and gaming and entertainment experiences. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive virtual reality (VR) market also includes sales of motion tracking devices, haptic feedback equipment, 3D audio systems, and VR-enabled controllers. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Immersive Virtual Reality Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on immersive virtual reality market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for immersive virtual reality ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The immersive virtual reality market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Software; Services
  • 2) By Technology: Non-Immersive; Semi And Fully Immersive
  • 3) By End User: Aerospace And Defense; Manufacturing; Automotive; Education; Media And Entertainment; Gaming; Healthcare; Retail And E-commerce; Other End Uses
  • Subsegments:
  • 1) By Hardware: Virtual Reality Headsets; Virtual Reality Controllers; Sensors; Cameras; Haptic Devices; Cables
  • 2) By Software: Virtual Reality Content Creation Software; Virtual Reality Software Development Kits (SDKs); Virtual Reality Platform Software; Virtual Reality Applications
  • 3) By Services: Virtual Reality Content Development Services; Virtual Reality System Integration; Virtual Reality Consulting Services; Virtual Reality Maintenance And Support
  • Companies Mentioned: Apple Inc.; Google LLC; Microsoft Corporation; Samsung Electronics Co. Ltd.; Meta Platforms Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Immersive Virtual Reality Market Characteristics

3. Immersive Virtual Reality Market Trends And Strategies

4. Immersive Virtual Reality Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Immersive Virtual Reality Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Immersive Virtual Reality PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Immersive Virtual Reality Market Growth Rate Analysis
  • 5.4. Global Immersive Virtual Reality Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Immersive Virtual Reality Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Immersive Virtual Reality Total Addressable Market (TAM)

6. Immersive Virtual Reality Market Segmentation

  • 6.1. Global Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.2. Global Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Non-Immersive
  • Semi And Fully Immersive
  • 6.3. Global Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Aerospace And Defense
  • Manufacturing
  • Automotive
  • Education
  • Media And Entertainment
  • Gaming
  • Healthcare
  • Retail And E-commerce
  • Other End Uses
  • 6.4. Global Immersive Virtual Reality Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Headsets
  • Virtual Reality Controllers
  • Sensors
  • Cameras
  • Haptic Devices
  • Cables
  • 6.5. Global Immersive Virtual Reality Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Content Creation Software
  • Virtual Reality Software Development Kits (SDKs)
  • Virtual Reality Platform Software
  • Virtual Reality Applications
  • 6.6. Global Immersive Virtual Reality Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Content Development Services
  • Virtual Reality System Integration
  • Virtual Reality Consulting Services
  • Virtual Reality Maintenance And Support

7. Immersive Virtual Reality Market Regional And Country Analysis

  • 7.1. Global Immersive Virtual Reality Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Immersive Virtual Reality Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Immersive Virtual Reality Market

  • 8.1. Asia-Pacific Immersive Virtual Reality Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Immersive Virtual Reality Market

  • 9.1. China Immersive Virtual Reality Market Overview
  • 9.2. China Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Immersive Virtual Reality Market

  • 10.1. India Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Immersive Virtual Reality Market

  • 11.1. Japan Immersive Virtual Reality Market Overview
  • 11.2. Japan Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Immersive Virtual Reality Market

  • 12.1. Australia Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Immersive Virtual Reality Market

  • 13.1. Indonesia Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Immersive Virtual Reality Market

  • 14.1. South Korea Immersive Virtual Reality Market Overview
  • 14.2. South Korea Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Immersive Virtual Reality Market

  • 15.1. Western Europe Immersive Virtual Reality Market Overview
  • 15.2. Western Europe Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Immersive Virtual Reality Market

  • 16.1. UK Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Immersive Virtual Reality Market

  • 17.1. Germany Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Immersive Virtual Reality Market

  • 18.1. France Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Immersive Virtual Reality Market

  • 19.1. Italy Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Immersive Virtual Reality Market

  • 20.1. Spain Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Immersive Virtual Reality Market

  • 21.1. Eastern Europe Immersive Virtual Reality Market Overview
  • 21.2. Eastern Europe Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Immersive Virtual Reality Market

  • 22.1. Russia Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Immersive Virtual Reality Market

  • 23.1. North America Immersive Virtual Reality Market Overview
  • 23.2. North America Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Immersive Virtual Reality Market

  • 24.1. USA Immersive Virtual Reality Market Overview
  • 24.2. USA Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Immersive Virtual Reality Market

  • 25.1. Canada Immersive Virtual Reality Market Overview
  • 25.2. Canada Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Immersive Virtual Reality Market

  • 26.1. South America Immersive Virtual Reality Market Overview
  • 26.2. South America Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Immersive Virtual Reality Market

  • 27.1. Brazil Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Immersive Virtual Reality Market

  • 28.1. Middle East Immersive Virtual Reality Market Overview
  • 28.2. Middle East Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Immersive Virtual Reality Market

  • 29.1. Africa Immersive Virtual Reality Market Overview
  • 29.2. Africa Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Immersive Virtual Reality Market Competitive Landscape And Company Profiles

  • 30.1. Immersive Virtual Reality Market Competitive Landscape
  • 30.2. Immersive Virtual Reality Market Company Profiles
    • 30.2.1. Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Immersive Virtual Reality Market Other Major And Innovative Companies

  • 31.1. Lenovo Group Limited
  • 31.2. Panasonic Corporation
  • 31.3. Qualcomm Technologies Inc.
  • 31.4. Nvidia Corporation
  • 31.5. Carl Zeiss AG
  • 31.6. Autodesk Inc.
  • 31.7. Sony Interactive Entertainment
  • 31.8. Unity Technologies
  • 31.9. Magic Leap Inc.
  • 31.10. HTC Corporation
  • 31.11. Varjo Technologies Oy
  • 31.12. EON Reality Inc.
  • 31.13. Pico Interactive (Bytedance)
  • 31.14. Immersion Corporation
  • 31.15. Ultraleap Ltd.

32. Global Immersive Virtual Reality Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Immersive Virtual Reality Market

34. Recent Developments In The Immersive Virtual Reality Market

35. Immersive Virtual Reality Market High Potential Countries, Segments and Strategies

  • 35.1 Immersive Virtual Reality Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Immersive Virtual Reality Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Immersive Virtual Reality Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer