虛擬實境(VR)的全球市場的評估:各零件,不同設備類型,各技術,各流通管道,各最終用途產業,各地區,機會,預測(2016年~2030年)
市場調查報告書
商品編碼
1301867

虛擬實境(VR)的全球市場的評估:各零件,不同設備類型,各技術,各流通管道,各最終用途產業,各地區,機會,預測(2016年~2030年)

Virtual Reality Market Assessment, By Component, By Device Type, By Technology, By Distribution Channel, By End-use Industry, By Region, Opportunities and Forecast, 2016-2030F

出版日期: | 出版商: Market Xcel - Markets and Data | 英文 119 Pages | 商品交期: 3-5個工作天內

價格

全球虛擬現實(VR)市場規模預計將從2022年的251.2億美元增至2030年的1078.7億美元,2023-2030年預測期間複合年增長率為19.98%。在教育和培訓中越來越多地採用虛擬現實(VR)有助於市場的擴大。

本報告提供全球虛擬實境(VR)市場相關調查分析,提供市場規模與預測,市場動態,主要企業的形勢及預測等資訊。

目錄

第1章 調查手法

第2章 計劃的範圍和定義

第3章 全球虛擬實境(VR)市場上COVID-19的影響

第4章 摘要整理

第5章 客戶的迴響

  • 人口統計(年齡/群組分析 - 團塊世代和X世代,千禧新生代,Z世代,性別,所得 - 低,中,高,地區,國籍等)
  • 市場認知度與產品資訊
  • 品牌的認知度和忠誠度(權利金)
  • 在購買決策中考慮的要素
  • 購買目的(個人使用,贈答)

第6章 全球虛擬實境(VR)市場預測(2016年~2030年)

  • 市場規模與預測
    • 金額
  • 各零件
    • 硬體設備
    • 軟體
  • 不同設備類型
    • 頭戴式顯示器(HMD)
    • 手勢追?設備 (GTD)
    • 投影儀顯示牆 (PDW)
    • 其他
  • 各技術
    • 半身臨其境型
    • 完全身臨其境型
    • 非身臨其境型
  • 各流通管道
    • 線上
    • 離線
  • 各最終用途產業
    • 遊戲
    • 媒體·娛樂
    • 零售
    • 醫療
    • 汽車·運輸
    • 軍事·防衛
    • 建築
    • 教育·訓練
    • 其他
  • 各地區
    • 北美
    • 歐洲
    • 南美
    • 亞太地區
    • 中東·非洲
  • 市場佔有率:各企業(2022年)

第7章 全球虛擬實境(VR)市場預測:各地區(2016年~2030年)

  • 北美
    • 各零件
    • 軟體
    • 不同設備類型
    • 各技術
    • 各流通管道
    • 各最終用途產業
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 法國
    • 義大利
    • 英國
    • 俄羅斯
    • 荷蘭
    • 西班牙
    • 土耳其
    • 波蘭
  • 南美
    • 巴西
    • 阿根廷
  • 亞太地區
    • 印度
    • 中國
    • 日本
    • 澳洲
    • 越南
    • 韓國
    • 印尼
    • 菲律賓
  • 中東·非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第8章 市場製圖(2022年)

  • 各零件
  • 不同設備類型
  • 各技術
  • 各流通管道
  • 各最終用途產業
  • 各地區

第9章 宏觀環境和產業結構

  • 供需的分析
  • 進出口的分析 - 數量和金額
  • 支援/價值鏈分析
  • PESTEL分析
  • 波特的五力分析

第10章 市場動態

  • 成長促進因素
  • 阻礙成長的要素(課題,阻礙因素)

第11章 主要企業形勢

  • 市場領導者前五名公司的競爭矩陣
  • 市場領導者前五名公司的市場收益分析(2022年)
  • 合併和收購/合資企業(如果相符)
  • SWOT分析(市場參與企業5公司)
  • 如果專利分析(相符合)

第12章 價格分析

第13章 案例研究

第14章 主要企業預測

  • Meta Platforms Inc.
  • GoerTek Inc.
  • Google LLC
  • Samsung Electronics Co., Ltd.
  • NVIDIA Corporation
  • Microsoft Corporation
  • Spectra7 Microsystems Inc
  • Unity Technologies Ltd.
  • HTC Corporation
  • Sunny Optical Technology Company Limited

第15章 策略性推薦事項

第16章 關於本公司·免責聲明

Product Code: MX10178

Global Virtual Reality Market size was valued at USD 25.12 billion in 2022 which is expected to reach USD 107.87 billion in 2030 with a CAGR of 19.98% for the forecast period between 2023 and 2030. Virtual Reality (VR) technology allows users to immerse themselves in a three-dimensional environment within the real world by utilizing devices like VR headsets, glasses, gloves and bodysuits. This technology has significantly transformed the gaming and entertainment industry by enabling users to engage in highly realistic virtual gaming experiences.

VR headsets, such as the Oculus Rift, HTC Vive, or PlayStation VR, are some of the most popular devices used to experience virtual reality. These headsets typically consist of a high-resolution display, motion sensors, and sometimes even built-in audio systems. When worn, they track the user's head movements and adjust the displayed content, accordingly, giving the illusion of being present within the virtual environment.

The growing adoption of virtual reality in instructional training has contributed to the expansion of the market. This is particularly evident in industrial sectors where field workers, engineers, mechanics, pilots, defense personnel, and technicians benefit from immersive training experiences. In addition to training and education, virtual reality has found extensive use across different industries, including automotive and healthcare, due to the advantages it offers in operations. For instance, in April 2021, Bayerische Motoren Werke AG (BMW) launched Virtual Viewer, a web browser-based Augmented Reality experience powered by 8th Wall. It provides an innovative way for customers to customize a BMW model, select, learn, and explore the organization's Plug-in Hybrid Electric Vehicles (PHEVs).

Enhanced Gaming and Entertainment Experiences

VR technology enables gamers and entertainment enthusiasts to immerse themselves in virtual worlds and experiences that feel more realistic and immersive than traditional gaming or entertainment mediums. The ability to step into a virtual environment and interact with it using VR headsets and peripherals creates a heightened sense of presence and engagement, enhancing the overall gaming and entertainment experience.

VR technology offers a higher degree of interactivity compared to traditional gaming systems. Users can physically move, gesture, and manipulate objects within the virtual environment, providing a more intuitive and engaging experience. This increased interactivity, combined with the immersive nature of VR, allows users to feel a deeper connection with the virtual world, leading to high satisfaction. Overall, enhanced gaming and entertainment experiences provided by VR technology captivate consumers by offering new levels of immersion, interactivity, and innovation. This drives the demand for VR products and experiences, leading to the growth of the VR market in the gaming and entertainment sectors. For instance, in 2023, Sony Interactive Entertainment announced the next-generation PlayStation VR 2 for the PlayStation 5 console. The new VR headset delivers enhanced visuals, improved tracking, and a redesigned controller with haptic feedback and adaptive triggers, providing a more immersive and tactile VR gaming experience.

Increasing Applications of Virtual Reality

As VR technology expands beyond gaming and entertainment industry, it attracts a broader range of users and consumers. The applications of VR in fields such as healthcare, education, architecture, engineering, tourism, and training open up new user segments and create additional market opportunities. This diversification of the user base contributes to the overall growth of the VR market.

VR provides solutions to industry-specific challenges by offering immersive and realistic simulations. In the healthcare sector, VR can be used for surgical simulations, patient rehabilitation, and therapy. For instance, in 2022, XRHealth announced the availability of virtual/augmented reality treatment to treat individuals with autism in the United States. Patients in Australia have previously used ASD VR treatment to treat interest, inhibition, memory, mobility/coordination, frustration tolerance, anxiety, and stress. The XRHealth platform can also track successful therapies using the unique data insights that closed loop VR technology can provide. By addressing these challenges, VR technology becomes a valuable tool for different industries, driving its adoption and market growth. VR technology improves efficiency and reduce costs in various industries. For instance, in the automotive industry, VR allows engineers to test and refine vehicle designs virtually, minimizing the need for costly physical prototypes and iterations.

Virtual Collaboration and Remote Work

VR enables remote teams to collaborate and work together in a shared virtual environment, regardless of their physical locations. By donning VR headsets, team members can join virtual meeting rooms, share and manipulate 3D models or documents, and communicate with each other in real-time.

VR offers immersive and interactive training experiences, particularly for remote employees or those in specialized industries. It allows organizations to provide virtual training simulations, on-the-job simulations, or virtual tours, enabling employees to learn and practice skills in a safe and controlled environment. With the limitations on in-person conferences and events, VR provides an alternative for hosting virtual gatherings. Virtual conferences allow participants to join from anywhere in the world, interact with speakers and attendees, and experience presentations, panels, and exhibitions in a virtual space. For Instance, in 2022, Immerse announced the release of its latest product, "VR in a BOX," an all-in-one, frictionless solution for businesses eager to start their VR adventure. Each box will have a headset with pre-installed training content from the Immerse Marketplace, as well as Mobile Device Management, which will allow users to govern this content in the future. Each training app is completely linked with the Immerse Platform, allowing users to start collecting performance data immediately. SAP users will also be able to link their platform with SuccessFactors.

Technological Advancements

Advancements in hardware components such as display resolution, field of view and refresh rates have significantly enhanced the visual quality and realism of VR experiences. Higher-resolution displays minimize the screen door effect and provide sharper, more detailed images, enhancing immersion. Additionally, advancements in tracking technologies, such as inside-out and outside-in tracking systems, improve the accuracy and responsiveness of VR headsets and controllers, enhancing the overall user experience. The advancement of graphics processing units (GPUs) and rendering techniques has allowed for more detailed and realistic virtual environments. Real-time ray tracing, advanced lighting models, and improved shading techniques contribute to visually stunning and immersive VR experiences.

The introduction of wireless and standalone VR headsets has increased accessibility and convenience for users. Wireless VR systems eliminate the need for cumbersome cables, providing freedom of movement and a more immersive experience. Standalone headsets, which do not require connection to a powerful computer, have made VR more accessible to a wider audience. For Instance, in 2022, the refresh rate of Pimax's 8KX headsets has been boosted from 90Hz to 120Hz. When Pimax refers to a headset as 8K, it signifies that it has two displays, one for each eye. This indicates that the resolution of this headset is around 4k per eye, which is still quite remarkable. These Pimax headsets also have a 200-degree field of vision.

Impact of COVID-19

During the initial days the manufacturing and supply chains of VR hardware and components were impacted by the pandemic. Restrictions on manufacturing facilities, international shipping delays, and disruptions in the supply of raw materials have led to challenges in meeting demand and fulfilling orders. These disruptions have temporarily affected the availability and distribution of VR products, potentially impacting the market. But it recovered with time when the ease of restrictions and lockdowns by economies were taking place.

With lockdowns and social distancing measures in place, businesses and individuals have turned to remote work and communication solutions. VR technology has provided a means for remote collaboration, virtual meetings, and immersive communication, offering an alternative to in-person interactions. This increased demand for remote collaboration tools has driven the adoption of VR solutions in various industries, contributing to the growth of the VR market. During the pandemic, people turned to home entertainment to overcome boredom and maintain social connections. The immersive and engaging nature of VR gaming experiences has attracted a larger audience, leading to increased demand for VR gaming devices and content. This surge in gaming and entertainment has positively impacted the VR market. Also, the limitations on in-person training and education have prompted the adoption of virtual training and educational platforms. VR technology offers immersive and interactive training simulations, allowing organizations and educational institutions to continue providing valuable learning experiences remotely.

Key Players Landscape and Outlook

Key players are heavily investing in R&D and launching a significant number of products. All companies are trying to increase their production capabilities, and many are working on optimization of their distribution channels.

For instance, in 2023, Sony Interactive Entertainment revealed the next-generation PlayStation VR 2 for the PlayStation 5 console. The new VR headset is designed to deliver enhanced visuals, better tracking, and a reformed controller with haptic feedback and adaptive triggers, providing a more immersive and tactile VR gaming experience.

Furthermore, in 2023, Meta Platforms Inc. officially announced its Quest 3 VR which is a lighter and more comfortable version of its predecessor, the Quest 2. With a "40 percent slimmer optic profile" (without taking its foam facial interface into account), a new Snapdragon chip inside has twice the graphics performance, it has 37% more pixels than Meta Quest 2 and improved peripherals and colors.

Optimized for virtual reality, the new Qualcomm Snapdragon XR2+ platform will run at 50% more power than Meta Quest 2.

The VR market is still in its early stages, but it is growing rapidly. As the market grows, we can expect to see more new players entering the market, and we can expect to see even more innovation in VR technology. In addition to the companies listed above, there are a few other smaller companies that are also active in the VR market. These companies are developing VR hardware, software, and content. As the VR market continues to grow, we can expect to see these smaller companies become more prominent.

Table of Contents

1. Research Methodology

2. Project Scope & Definitions

3. Impact of COVID-19 on the Global Virtual Reality Market

4. Executive Summary

5. Voice of Customer

  • 5.1. Demographics (Age/Cohort Analysis - Baby Boomers and GenX, Millenials, Gen Z; Gender; Income - Low, Mid and High; Geography; Nationality; etc.)
  • 5.2. Market Awareness and Product Information
  • 5.3. Brand Awareness and Loyalty
  • 5.4. Factors Considered in Purchase Decision
    • 5.4.1. Supportive System Requirements
    • 5.4.2. Pricing
    • 5.4.3. Specifications and Features
    • 5.4.4. Speed
  • 5.5. Purpose of Purchase (Personal Use, Gifting)

6. Global Virtual Reality Market Outlook, 2016-2030F

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
    • 6.1.2. By
  • 6.2. By Component
    • 6.2.1. Hardware
      • 6.2.1.1. Sensors
      • 6.2.1.2. Displays & Projectors
      • 6.2.1.3. Semiconductors
      • 6.2.1.4. Cameras
      • 6.2.1.5. Others
    • 6.2.2. Software
  • 6.3. By Device Type
    • 6.3.1. Head-mounted Display (HMD)
    • 6.3.2. Gesture-tracking Device (GTD)
    • 6.3.3. Projectors & Display Wall (PDW)
    • 6.3.4. Others
  • 6.4. By Technology
    • 6.4.1. Semi Immersive
    • 6.4.2. Fully Immersive
    • 6.4.3. Non-immersive
  • 6.5. By Distribution Channel
    • 6.5.1. Online
    • 6.5.2. Offline
  • 6.6. By End-user Industry
    • 6.6.1. Gaming
    • 6.6.2. Media and Entertainment
    • 6.6.3. Retail
    • 6.6.4. Healthcare
    • 6.6.5. Automotive & Transportation
    • 6.6.6. Military and Defence
    • 6.6.7. Architecture
    • 6.6.8. Education & Training
    • 6.6.9. Others
  • 6.7. By Region
    • 6.7.1. North America
    • 6.7.2. Europe
    • 6.7.3. South America
    • 6.7.4. Asia-Pacific
    • 6.7.5. Middle East and Africa
  • 6.8. By Company Market Share (%), 2022

7. Global Virtual Reality Market Outlook, By Region, 2016-2030F

  • 7.1. North America*
    • 7.1.1. By Component
      • 7.1.1.1. Hardware
      • 7.1.1.2. Sensors
      • 7.1.1.3. Displays & Projectors
      • 7.1.1.4. Semiconductors
      • 7.1.1.5. Cameras
      • 7.1.1.6. Others
    • 7.1.2. Software
    • 7.1.3. By Device Type
      • 7.1.3.1. Head-mounted Display (HMD)
      • 7.1.3.2. Gesture-tracking Device (GTD)
      • 7.1.3.3. Projectors & Display Wall (PDW)
      • 7.1.3.4. Others
    • 7.1.4. By Technology
      • 7.1.4.1. Semi Immersive
      • 7.1.4.2. Fully Immersive
      • 7.1.4.3. Non-immersive
    • 7.1.5. By Distribution Channel
      • 7.1.5.1. Online
      • 7.1.5.2. Offline
    • 7.1.6. By End-user Industry
      • 7.1.6.1. Gaming
      • 7.1.6.2. Media and Entertainment
      • 7.1.6.3. Retail
      • 7.1.6.4. Healthcare
      • 7.1.6.5. Automotive & Transportation
      • 7.1.6.6. Military and Defence
      • 7.1.6.7. Architecture
      • 7.1.6.8. Education & Training
      • 7.1.6.9. Others
    • 7.1.7. United States*
      • 7.1.7.1. By Component
      • 7.1.7.1.1. Hardware
      • 7.1.7.1.1.1. Sensors
      • 7.1.7.1.1.2. Displays & Projectors
      • 7.1.7.1.1.3. Semiconductors
      • 7.1.7.1.1.4. Cameras
      • 7.1.7.1.1.5. Others
      • 7.1.7.1.2. Software
      • 7.1.7.2. By Device Type
      • 7.1.7.2.1. Head-mounted Display (HMD)
      • 7.1.7.2.2. Gesture-tracking Device (GTD)
      • 7.1.7.2.3. Projectors & Display Wall (PDW)
      • 7.1.7.2.4. Others
      • 7.1.7.3. By Technology
      • 7.1.7.3.1. Semi Immersive
      • 7.1.7.3.2. Fully Immersive
      • 7.1.7.3.3. Non-immersive
      • 7.1.7.4. By Distribution Channel
      • 7.1.7.4.1. Online
      • 7.1.7.4.2. Offline
      • 7.1.7.5. By End-user Industry
      • 7.1.7.5.1. Gaming
      • 7.1.7.5.2. Media and Entertainment
      • 7.1.7.5.3. Retail
      • 7.1.7.5.4. Healthcare
      • 7.1.7.5.5. Automotive & Transportation
      • 7.1.7.5.6. Military and Defence
      • 7.1.7.5.7. Architecture
      • 7.1.7.5.8. Education & Training
      • 7.1.7.5.9. Others
    • 7.1.8. Canada
    • 7.1.9. Mexico

All segments will be provided for all regions and countries covered

  • 7.2. Europe
    • 7.2.1. Germany
    • 7.2.2. France
    • 7.2.3. Italy
    • 7.2.4. United Kingdom
    • 7.2.5. Russia
    • 7.2.6. Netherlands
    • 7.2.7. Spain
    • 7.2.8. Turkey
    • 7.2.9. Poland
  • 7.3. South America
    • 7.3.1. Brazil
    • 7.3.2. Argentina
  • 7.4. Asia Pacific
    • 7.4.1. India
    • 7.4.2. China
    • 7.4.3. Japan
    • 7.4.4. Australia
    • 7.4.5. Vietnam
    • 7.4.6. South Korea
    • 7.4.7. Indonesia
    • 7.4.8. Philippines
  • 7.5. Middle East & Africa
    • 7.5.1. Saudi Arabia
    • 7.5.2. UAE
    • 7.5.3. South Africa

8. Market Mapping, 2022

  • 8.1. By Component
  • 8.2. By Device Type
  • 8.3. By Technology
  • 8.4. By Distribution Channel
  • 8.5. By End-use Industry
  • 8.6. By Region

9. Macro Environment and Industry Structure

  • 9.1. Supply Demand Analysis
  • 9.2. Import Export Analysis - Volume and Value
  • 9.3. Supply/Value Chain Analysis
  • 9.4. PESTEL Analysis
    • 9.4.1. Political Factors
    • 9.4.2. Economic System
    • 9.4.3. Social Implications
    • 9.4.4. Technological Advancements
    • 9.4.5. Environmental Impacts
    • 9.4.6. Legal Compliances and Regulatory Policies (Statutory Bodies Included)
  • 9.5. Porter's Five Forces Analysis
    • 9.5.1. Supplier Power
    • 9.5.2. Buyer Power
    • 9.5.3. Substitution Threat
    • 9.5.4. Threat from New Entrant
    • 9.5.5. Competitive Rivalry

10. Market Dynamics

  • 10.1. Growth Drivers
  • 10.2. Growth Inhibitors (Challenges, Restraints)

11. Key Players Landscape

  • 11.1. Competition Matrix of Top Five Market Leaders
  • 11.2. Market Revenue Analysis of Top Five Market Leaders (in %, 2022)
  • 11.3. Mergers and Acquisitions/Joint Ventures (If Applicable)
  • 11.4. SWOT Analysis (For Five Market Players)
  • 11.5. Patent Analysis (If Applicable)

12. Pricing Analysis

13. Case Studies

14. Key Players Outlook

  • 14.1. Meta Platforms Inc.
    • 14.1.1. Company Details
    • 14.1.2. Key Management Personnel
    • 14.1.3. Products & Services
    • 14.1.4. Financials (As reported)
    • 14.1.5. Key Market Focus & Geographical Presence
    • 14.1.6. Recent Developments
  • 14.2. GoerTek Inc.
  • 14.3. Google LLC
  • 14.4. Samsung Electronics Co., Ltd.
  • 14.5. NVIDIA Corporation
  • 14.6. Microsoft Corporation
  • 14.7. Spectra7 Microsystems Inc
  • 14.8. Unity Technologies Ltd.
  • 14.9. HTC Corporation
  • 14.10. Sunny Optical Technology Company Limited

Companies mentioned above DO NOT hold any order as per market share and can be changed as per information available during research work

15. Strategic Recommendations

16. About Us & Disclaimer

List of Tables

  • Table 1. Pricing Analysis of Products from Key Players
  • Table 2. Competition Matrix of Top 5 Market Leaders
  • Table 3. Mergers & Acquisitions/ Joint Ventures (If Applicable)
  • Table 4. About Us - Regions and Countries Where We Have Executed Client Projects

List of Figures

  • Figure 1. Global Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 2. Global Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 3. Global Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 4. Global Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 5. Global Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 6. Global Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 7. Global Virtual Reality Market Share, By Region, In USD Billion, 2016-2030F
  • Figure 8. North America Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 9. North America Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 10. North America Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 11. North America Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 12. North America Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 13. North America Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 14. North America Virtual Reality Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 15. United States Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 16. United States Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 17. United States Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 18. United States Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 19. United States Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 20. United States Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 21. Canada Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 22. Canada Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 23. Canada Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 24. Canada Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 25. Canada Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 26. Canada Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 27. Mexico Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 28. Mexico Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 29. Mexico Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 30. Mexico Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 31. Mexico Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 32. Mexico Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 33. Europe Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 34. Europe Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 35. Europe Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 36. Europe Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 37. Europe Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 38. Europe Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 39. Europe Virtual Reality Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 40. Germany Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 41. Germany Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 42. Germany Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 43. Germany Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 44. Germany Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 45. Germany Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 46. France Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 47. France Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 48. France Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 49. France Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 50. France Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 51. France Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 52. Italy Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 53. Italy Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 54. Italy Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 55. Italy Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 56. Italy Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 57. Italy Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 58. United Kingdom Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 59. United Kingdom Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 60. United Kingdom Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 61. United Kingdom Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 62. United Kingdom Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 63. United Kingdom Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 64. Russia Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 65. Russia Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 66. Russia Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 67. Russia Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 68. Russia Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 69. Russia Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 70. Netherlands Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 71. Netherlands Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 72. Netherlands Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 73. Netherlands Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 74. Netherlands Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 75. Netherlands Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 76. Spain Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 77. Spain Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 78. Spain Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 79. Spain Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 80. Spain Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 81. Spain Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 82. Turkey Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 83. Turkey Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 84. Turkey Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 85. Turkey Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 86. Turkey Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 87. Turkey Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 88. Poland Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 89. Poland Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 90. Poland Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 91. Poland Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 92. Poland Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 93. Poland Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 94. South America Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 95. South America Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 96. South America Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 97. South America Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 98. South America Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 99. South America Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 100. South America Virtual Reality Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 101. Brazil Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 102. Brazil Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 103. Brazil Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 104. Brazil Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 105. Brazil Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 106. Brazil Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 107. Argentina Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 108. Argentina Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 109. Argentina Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 110. Argentina Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 111. Argentina Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 112. Argentina Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 113. Asia-Pacific Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 114. Asia-Pacific Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 115. Asia-Pacific Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 116. Asia-Pacific Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 117. Asia-Pacific Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 118. Asia- Pacific Cream Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 119. Asia-Pacific Virtual Reality Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 120. India Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 121. India Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 122. India Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 123. India Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 124. India Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 125. India Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 126. China Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 127. China Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 128. China Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 129. China Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 130. China Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 131. China Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 132. Japan Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 133. Japan Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 134. Japan Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 135. Japan Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 136. Japan Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 137. Japan Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 138. Australia Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 139. Australia Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 140. Australia Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 141. Australia Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 142. Australia Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 143. Australia Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 144. Vietnam Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 145. Vietnam Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 146. Vietnam Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 147. Vietnam Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 148. Vietnam Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 149. Vietnam Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 150. South Korea Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 151. South Korea Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 152. South Korea Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 153. South Korea Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 154. South Korea Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 155. South Korea Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 156. Indonesia Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 157. Indonesia Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 158. Indonesia Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 159. Indonesia Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 160. Indonesia Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 161. Indonesia Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 162. Philippines Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 163. Philippines Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 164. Philippines Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 165. Philippines Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 166. Philippines Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 167. Philippines Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 168. Middle East & Africa Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 169. Middle East & Africa Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 170. Middle East & Africa Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 171. Middle East & Africa Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 172. Middle East & Africa Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 173. Middle East & Africa Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 174. Middle East & Africa Virtual Reality Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 175. Saudi Arabia Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 176. Saudi Arabia Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 177. Saudi Arabia Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 178. Saudi Arabia Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 179. Saudi Arabia Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 180. Saudi Arabia Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 181. UAE Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 182. UAE Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 183. UAE Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 184. UAE Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 185. UAE Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 186. UAE Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 187. South Africa Virtual Reality Market, By Value, In USD Billion, 2016-2030F
  • Figure 188. South Africa Virtual Reality Market Share, By Component, In USD Billion, 2016-2030F
  • Figure 189. South Africa Virtual Reality Market Share, By Technology, In USD Billion, 2016-2030F
  • Figure 190. South Africa Virtual Reality Market Share, By Device Type, In USD Billion, 2016-2030F
  • Figure 191. South Africa Virtual Reality Market Share, By Distribution Channel, In USD Billion, 2016-2030F
  • Figure 192. South Africa Virtual Reality Market Share, By End-use Industry, In USD Billion, 2016-2030F
  • Figure 193. By Component Map-Market Size (USD Billion) & Growth Rate (%), 2022
  • Figure 194. By Technology Map-Market Size (USD Billion) & Growth Rate (%), 2022
  • Figure 195. By Device Type Map-Market Size (USD Billion) & Growth Rate (%), 2022
  • Figure 196. By Distribution Channel Map-Market Size (USD Billion) & Growth Rate (%), 2022
  • Figure 197. By End-use Industry Map-Market Size (USD Billion) & Growth Rate (%), 2022
  • Figure 198. By Region Map-Market Size (USD Billion) & Growth Rate (%), 2022