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市場調查報告書
商品編碼
1747795

全球身臨其境型虛擬實境市場

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個工作天內

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簡介目錄

2030年全球身臨其境型虛擬實境市場規模將達780億美元

全球身臨其境型虛擬實境市場規模預計在2024年達到202億美元,預計2030年將達到780億美元,2024年至2030年的複合年成長率為25.2%。身臨其境型VR硬體是本報告分析的細分市場之一,預計其複合年成長率將達到27.6%,到分析期結束時規模將達到496億美元。身臨其境型VR軟體細分市場的複合年成長率預計在分析期間達到21.2%。

美國市場規模估計為 53 億美元,中國市場預計複合年成長率為 23.8%

美國身臨其境型虛擬實境市場規模預計在2024年達到53億美元。作為世界第二大經濟體,中國預計到2030年市場規模將達到118億美元,在2024-2030年的分析期間內,複合年成長率為23.8%。其他值得關注的區域市場包括日本和加拿大,預計在分析期間內,這兩個市場的複合年成長率分別為23.4%和21.5%。在歐洲,預計德國市場的複合年成長率約為17.2%。

全球身臨其境型虛擬實境市場—主要趨勢與促進因素摘要

身臨其境型虛擬實境如何重新定義各行業的數位體驗?

身臨其境型虛擬實境 (VR) 正在重塑使用者與數位內容的互動方式,它透過創建模擬真實世界或完全虛擬場景的全封閉、感官豐富的環境來重塑使用者與數位內容的互動方式。與基礎 VR 不同,沉浸身臨其境型VR 利用先進的輸入和輸出設備,例如頭戴式顯示器 (HMD)、空間音訊、觸覺回饋和運動追蹤,為使用者帶來臨場感和互動體驗。這種真實感將被動的內容消費轉化為主動的參與,使身臨其境型VR 不僅成為娛樂領域的強大工具,也成為教育、培訓、醫療保健、建築、工業設計等領域的強大工具。

身臨其境型VR的轉變源自於其能夠高保真地模擬真實場景,使用戶能夠在無風險的環境中訓練、探索和決策。軍事、航空和醫療專業人員已在關鍵模擬中部署身臨其境型VR,而學校和大學則利用它在動態3D環境中教授解剖學、歷史、物理等課程。在零售和行銷領域,各大品牌正在打造基於VR的展示室和虛擬購物空間,讓消費者在購買前體驗產品,將體驗式互動與數位化便利性融為一體。

哪些技術進步推動了身臨其境型VR 系統的發展?

顯示解析度、處理速度、感測器整合和內容渲染方面的突破正在不斷突破身臨其境型VR 的界限。 GPU 和專用 XR 處理器的超低延遲圖形處理能力,可實現更流暢、更靈敏的虛擬環境,從而減少暈動症並提升沈浸感。薄餅透鏡和眼動追蹤等光學技術的進步,使更輕、更緊湊的頭顯 (HMD) 能夠提供更寬的視野和自我調整注視點渲染。這些改進透過僅渲染眼睛聚焦的區域來最佳化 GPU 工作負載,從而提高效率。

觸覺套裝、數據手套和全身追蹤系統也透過允許使用者「感受」互動並在虛擬環境中自然移動來增強觸覺沉浸感。此外,人工智慧主導的虛擬形象、即時環境自適應以及用於行為預測的機器學習整合,正在增強VR體驗的真實感和個人化。雲端VR串流媒體和5G連接正在消除硬體限制,允許遠端渲染複雜環境並將其直接傳輸到輕量級設備,從而使身臨其境型VR在企業和消費者市場中更易於存取和擴充性。

哪些產業正在推動對完全身臨其境型虛擬實境應用的需求?

遊戲和娛樂產業仍然是身臨其境型VR的最大應用領域,其驅動力在於逼真的敘事、多用戶環境以及遠超平面螢幕的互動遊戲體驗。但企業和機構的擴張速度甚至更快。在醫療保健領域,身臨其境型VR正被用於外科手術培訓、疼痛管理以及心理治療,例如治療創傷後壓力症候群和恐懼症。教育機構正將VR實驗室納入STEM課程,博物館和文化機構則為遠距觀眾舉辦互動式歷史重演活動。

在企業界,身臨其境型VR正在徹底改變員工培訓和協作方式。汽車、建設公司和能源公司正在使用VR進行安全培訓、設備熟悉以及未建造或危險場地的虛擬漫遊。房地產開發商、室內設計師和建築師正在使用身臨其境型VR向客戶展示互動式3D建築模型,從而顯著縮短設計週期和決策延遲。在混合辦公趨勢的推動下,虛擬會議、團隊建立環境和虛擬辦公室的興起也刺激了對支援身臨其境型環境中即時通訊和協作的企業級VR平台的需求。

身臨其境型虛擬實境市場的成長受到多種因素的推動…

身臨其境型虛擬實境市場的成長受到多種因素的推動,包括硬體小型化、軟體創新、內容多樣化以及跨行業應用。首先,頭戴式裝置在人體工學、視覺清晰度和運算能力方面的顯著提升,降低了消費者和企業的准入門檻。人工智慧、空間運算和觸覺技術的融合,深化了互動性和個人化,從而提高了使用者留存率和滿意度。此外,設備成本的下降以及獨立式、無線VR頭戴裝置的出現,將潛在市場從技術嫻熟的早期用戶拓展到主流用戶。

企業數位轉型也是一大驅動力,越來越多的企業開始採用身臨其境型解決方案進行培訓、類比、遠端操作、產品開發等。醫療保健和科技領域對基於模擬的教育的監管支持也刺激了機構投資。此外,人們對元宇宙和持久虛擬環境的興趣日益濃厚,正在加速融合娛樂、商業、社交互動和生產力的可互通虛擬實境平台的開發。最後,全球對5G、邊緣運算和雲端渲染內容傳送的投資正在幫助消除效能瓶頸。

部分

組件(硬體、軟體、服務)、設備(頭戴式顯示器、手勢追蹤設備、投影機和顯示牆)、技術(半身臨其境型、全身臨其境型、非身臨其境型)、最終用途(遊戲、媒體和娛樂、醫療保健、教育、汽車、製造、零售和電子商務、航太和國防、其他最終用途)

受訪公司範例(43家值得關注的公司)

  • 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.

關稅影響係數

全球產業分析師根據公司總部所在國家、製造地、進出口(成品和原始OEM)來預測其競爭地位的變化。這種複雜且多面向的市場動態預計將以多種方式影響競爭對手,包括人為提高銷貨成本、盈利下降、供應鏈重組以及其他微觀和宏觀市場動態。

全球產業分析師密切關注來自全球頂尖首席經濟學家(14,949位)、智庫(62家)以及貿易和產業協會(171家)的專家的意見,以評估其對生態系統的影響並應對新的市場現實。我們追蹤了來自每個主要國家的專家和經濟學家對關稅及其對本國影響的看法。

全球產業分析師預計,這場動盪將在未來2-3個月內逐漸平息,新的世界秩序將更加清晰地建立。全球產業分析師正在即時追蹤這些事態發展。

2025年4月:談判階段

在4月的報告中,我們將探討關稅對全球整體市場的影響,並提供區域市場調整。我們的預測是基於歷史數據和不斷變化的市場影響因素。

2025年7月:最終關稅調整

在各國宣布最終重置後,客戶將在 7 月收到免費更新,最終更新將包含明確的關稅影響分析。

相互和雙邊貿易及關稅影響分析:

美國<>中國<>墨西哥<>加拿大<>歐盟<>日本<>印度<>其他176個國家

領先的產業經濟學家:全球產業分析師知識庫追蹤了 14,949 位經濟學家,其中包括來自民族國家、智庫、貿易和產業協會、大型企業以及各領域專家的最具影響力的首席經濟學家,他們共用了這場前所未有的全球經濟狀況模式轉移的影響。我們超過 16,491 份報告大多遵循基於里程碑的兩階段發布計劃。

目錄

第1章調查方法

第2章執行摘要

  • 市場概覽
  • 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: 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