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市場調查報告書
商品編碼
1662177

全球虛擬實境(VR)市場

Virtual Reality (VR)

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 313 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

到 2030 年,全球虛擬實境 (VR) 市場規模將達到 1,255 億美元

2024 年全球虛擬實境 (VR) 市場規模估計為 470 億美元,預計到 2030 年將達到 1,255 億美元,2024 年至 2030 年的複合年成長率為 17.8%。報告分析的細分市場之一 VR 硬體預計將實現 17.2% 的複合年成長率,到分析期結束時達到 829 億美元。在分析期內,VR 軟體領域的複合年成長率預計為 18.9%。

美國市場預計將達到 131 億美元,中國市場複合年成長率將達到 16.9%

預計2024年美國虛擬實境(VR)市場規模將達131億美元。中國是世界第二大經濟體,預計到 2030 年市場規模將達到 190 億美元,2024-2030 年分析期間的複合年成長率為 16.9%。其他值得注意的區域市場包括日本和加拿大,預計在分析期間的複合年成長率分別為 15.7% 和 15.2%。在歐洲,預計德國的複合年成長率約為 13.1%。

全球虛擬實境 (VR) 市場 - 主要趨勢與促進因素摘要

虛擬實境(VR)技術已從最初的遊戲應用發生了重大變化,影響了教育、醫療保健和工程等廣泛的行業。 VR 提供身臨其境型體驗,可增強學習效果、提供創新的訓練解決方案並實現深入模擬,從而顯著減少通常所需的實體資源。例如,在醫療保健領域,VR 可以為醫療專業人員提供安全有效的培訓環境來練習外科手術,從而無需承擔真實手術帶來的風險即可提高技能。這種向虛擬模式的轉變代表了 VR 更廣泛的應用範圍,使航空和醫療保健等高風險行業能夠提供具有成本效益、高影響力的培訓計劃。

在商業領域,VR正在幫助徹底改變傳統的行銷方式和營運策略。該技術能夠結合運動追蹤和 3D 效果,已成為數位行銷的強大工具,為消費者提供身臨其境的體驗,顯著提高參與度和品牌知名度。此外,VR可以促進遠端交互,使全球企業無需受到旅行的實體限制即可進行會議和協作,從而最佳化資源並保持地理位置分散的團隊之間的連結性。此外,VR 在培訓和開發中的應用正在徹底改變傳統方法,透過提供模擬真實世界場景的互動式和引人入勝的課程,使培訓更加有效和適用。

多種成長動力正在推動 VR 市場的發展,包括 VR 硬體和軟體的技術進步,從而提高整體用戶體驗和可訪問性。 VR與人工智慧(AI)、物聯網(IoT)等其他最尖端科技的融合,將拓寬VR的應用範圍,使其更加精細化和個人化。此外,隨著內容品質的提高以及 VR 應用從遊戲擴展到教育和互動體驗,用戶參與度顯著提升。全球連結性和行動科技的進步也擴大了 VR 的可及性,讓更多人享受身臨其境的體驗。在醫療保健、房地產和建築等領域,VR 模擬環境和場景的能力成為培訓、治療和客戶參與的寶貴工具。隨著虛擬實境不斷融入生活和工業的各個方面,它不僅會改變專業人士的工作方式,還會改變個人與數位內容和周圍世界的互動方式。

部分

產品(硬體、軟體)、設備(頭戴式顯示器 (HMD)、手勢追蹤設備 (GTD)、投影機和顯示牆 (PDW))、技術(半沉浸式和完全身臨其境型、非身臨其境型)、最終用途(商業、消費者、航太和國防、醫療保健、企業、其他)

受訪企業範例(共126家)

  • Advanced Micro Devices, Inc.
  • AppReal-VR
  • Barco NV
  • Crytek GmbH
  • Cubicle Ninjas
  • EON Reality Inc.
  • Epic Games, Inc.
  • Erminesoft
  • Firsthand Technology Inc.
  • Google Inc.
  • HTC Corporation
  • Hyperlink Infosystem
  • Immersive Robotics
  • Intel Corporation
  • Jaunt, Inc.
  • Kopin Corporation, Inc.
  • Leap Motion, Inc.
  • Lenovo(China)
  • MindMaze Holding SA
  • NVIDIA Corporation
  • Oculus VR, LLC
  • Pimax Technology(Shanghai)Co., Ltd.
  • Pixvana, Inc.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises Inc.
  • Sony Interactive Entertainment
  • StarVR Corporation
  • Unigine Corp.
  • Unity Technologies, Inc.
  • Varjo Technologies
  • Virtalis Limited
  • VirtaMed AG
  • VRgineers, Inc.
  • WorldViz

目錄

第1章調查方法

第 2 章執行摘要

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章 市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 其他歐洲國家
  • 亞太地區
  • 其他地區

第4章 競賽

簡介目錄
Product Code: MCP-7969

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

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

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

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

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

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

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

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

SCOPE OF STUDY:

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

Segments:

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

Geographic Regions/Countries:

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

Select Competitors (Total 126 Featured) -

  • Advanced Micro Devices, Inc.
  • AppReal-VR
  • Barco N.V
  • Crytek GmbH
  • Cubicle Ninjas
  • EON Reality Inc.
  • Epic Games, Inc.
  • Erminesoft
  • Firsthand Technology Inc.
  • Google Inc.
  • HTC Corporation
  • Hyperlink Infosystem
  • Immersive Robotics
  • Intel Corporation
  • Jaunt, Inc.
  • Kopin Corporation, Inc.
  • Leap Motion, Inc.
  • Lenovo (China)
  • MindMaze Holding SA
  • NVIDIA Corporation
  • Oculus VR, LLC
  • Pimax Technology (Shanghai) Co., Ltd.
  • Pixvana, Inc.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises Inc.
  • Sony Interactive Entertainment
  • StarVR Corporation
  • Unigine Corp.
  • Unity Technologies, Inc.
  • Varjo Technologies
  • Virtalis Limited
  • VirtaMed AG
  • VRgineers, Inc.
  • WorldViz

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

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

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 30: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: USA 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 32: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: USA 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: USA 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 36: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: USA 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • CANADA
    • TABLE 38: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Canada 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Canada 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 42: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Canada 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 44: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Canada 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • JAPAN
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: Japan 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 48: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Japan 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 50: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Japan 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 52: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Japan 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • CHINA
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 54: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: China 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 56: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: China 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 58: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: China 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 60: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: China 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • EUROPE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 62: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 63: Europe 6-Year Perspective for Virtual Reality (VR) by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 64: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Europe 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 66: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Europe 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 68: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Europe 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 70: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Europe 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • FRANCE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 72: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: France 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 74: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: France 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 76: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: France 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 78: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: France 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • GERMANY
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 80: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Germany 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 82: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: Germany 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 84: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: Germany 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 86: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Germany 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • ITALY
    • TABLE 88: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: Italy 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 90: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Italy 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 92: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Italy 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 94: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Italy 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 96: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: UK 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 98: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: UK 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 100: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: UK 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 102: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: UK 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 104: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 106: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 107: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 108: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 109: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 110: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 112: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 113: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 114: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 115: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 116: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 118: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 119: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 120: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 121: Rest of World 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 122: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Rest of World 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 124: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 125: Rest of World 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 126: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 127: Rest of World 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030

IV. COMPETITION