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市場調查報告書
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1712638

2025年虛擬實境設備全球市場報告

Virtual Reality Devices Global Market Report 2025

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

價格
簡介目錄

預計未來幾年虛擬實境設備的市場規模將快速成長。到 2029 年,這一數字將成長至 283.4 億美元,複合年成長率為 12.9%。預測期內的成長歸因於企業採用、健康和保健、遠距工作和協作、混合實境(MR) 和 5G 連線。預測期內的關鍵趨勢包括無線和獨立設備、社交 VR、健康和舒適、手部和身體追蹤、內容創作和用戶生成內容。

虛擬實境設備日益成長的需求正在徹底改變員工安全培訓的傳統方法,從而推動虛擬實境設備市場的成長。虛擬實境為組織內的員工提供了身臨其境型且安全的培訓環境。與通常無法重現時危機場景的傳統訓練方法不同,VR 訓練可以重現這些情況,以便您能夠像在真正的緊急情況下一樣做出反應。與傳統培訓方法相比,這種方法為員工提供了有效、安全的培訓,減少了錯誤並提高了資訊保留率。例如,福特正在使用虛擬實境技術模擬現實生活中的情況,與傳統的理論培訓方法相比,為員工提供更具吸引力和更有效的培訓。

娛樂和遊戲產業對虛擬實境設備的需求不斷成長,預計將推動虛擬實境設備市場的成長。娛樂和遊戲領域涵蓋廣泛的活動,例如視訊遊戲、手機遊戲、電腦遊戲、主機遊戲、線上遊戲、虛擬實境體驗、擴增實境應用程式、電影、電視節目、音樂、現場表演、體育賽事和主題樂園。虛擬實境技術透過提供互動式和沈浸式體驗來增強用戶參與度,無縫融合虛擬和現實世界元素,提供娛樂和遊戲的新維度。在遊戲產業,虛擬實境透過讓玩家沉浸在虛擬環境中並實現即時互動,徹底改變了遊戲玩法。娛樂和遊戲領域對虛擬實境的需求日益成長,刺激了技術創新、研發的大量投資以及虛擬實境技術的廣泛應用。這刺激了虛擬實境設備市場的擴張。例如,2024年2月,美國科技公司Meta報告稱,其包括虛擬實境(VR)部門在內的Reality Labs部門預計2023年的收益將達到10.7億美元,較2022年大幅成長25%。這一成長很可能是由於Oculus設備的強勁銷售推動了Meta VR部門的整體銷售成長。因此,娛樂和遊戲產業對虛擬實境設備的需求不斷成長,促進了虛擬實境設備市場的成長。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場:宏觀經濟情景,包括利率、通膨、地緣政治、新冠疫情、經濟復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球虛擬實境設備PESTEL分析(政治、社會、科技、環境、法律因素、促進因素與限制因素)
  • 最終用途產業分析
  • 全球虛擬實境設備市場:成長率分析
  • 全球虛擬實境設備市場表現:規模與成長,2019-2024
  • 全球虛擬實境設備市場預測:規模與成長,2024-2029 年,2034 年
  • 全球虛擬實境設備總目標市場(TAM)

第6章市場區隔

  • 全球虛擬實境設備市場類型、效能及預測(2019-2024 年、2024-2029 年及 2034 年)
  • 手持裝置
  • 頭戴式裝置
  • 手勢控制裝置
  • 其他類型
  • 全球虛擬實境設備市場(按技術、效能和預測):2019-2024 年、2024-2029 年、2034 年
  • 半身臨其境型vs. 完全身臨其境型
  • 非身臨其境型
  • 全球虛擬實境設備市場:按應用、效能和預測,2019-2024 年、2024-2029 年、2034 年
  • 醫療保健
  • 商業的
  • 教育
  • 廣告和行銷
  • 商業
  • 能源和公共產業
  • 娛樂和遊戲
  • 設計與工程
  • 物流
  • 其他用途
  • 全球虛擬實境裝置市場,按行動裝置類型、效能和預測細分,2019-2024 年、2024-2029 年、2034 年
  • VR控制器
  • 動作感測器
  • 觸覺手套
  • 全球虛擬實境裝置市場按頭戴式裝置 (HMD) 類型細分,實際及預測,2019-2024 年、2024-2029 年、2034 年
  • Oculus Rift
  • HTC Vive
  • PlayStation VR
  • Oculus Quest
  • 混合實境耳機
  • 全球虛擬實境設備市場依手勢控制設備類型細分,實際及預測,2019-2024 年、2024-2029 年、2034 年
  • 手勢姿態辨識手套
  • 手部偵測設備
  • 動作捕捉系統
  • 全球虛擬實境設備市場及其他細分市場,依類型、實際及預測,2019-2024 年、2024-2029 年、2034 年
  • VR模擬器
  • 跑步機(限 VR)
  • 全身追蹤服
  • VR 艙

第7章 區域和國家分析

  • 全球虛擬實境設備市場:按地區、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 全球虛擬實境設備市場:依國家、績效及預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章競爭格局與公司概況

  • 虛擬實境設備市場:競爭格局
  • 虛擬實境設備市場:公司簡介
    • Google Overview, Products and Services, Strategy and Financial Analysis
    • Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Oculus VR LLC Overview, Products and Services, Strategy and Financial Analysis
    • Marxent Labs Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型創新企業

  • Microsoft Corporation
  • HTC Corporation
  • Lenovo Group Ltd
  • AMD
  • Cyberglove Systems Inc.
  • Fove Inc
  • LG Electronics Inc
  • Eon Reality Inc
  • Leap Motion, Inc
  • Unity Technologies
  • Firsthand Technology
  • Wevr
  • Nvidia
  • Snap
  • Bricks & Goggles

第 32 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第 35 章 高市場潛力國家、細分市場與策略

  • 2029年虛擬實境設備市場:哪些國家將提供新機會
  • 2029年虛擬實境設備市場:細分市場將帶來新機會
  • 2029年虛擬實境設備市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手的策略

第36章 附錄

簡介目錄
Product Code: r32848

Virtual reality (VR) devices encompass technologies that leverage advanced computing to generate immersive simulated environments. These devices, including head-mounted displays (HMD), gesture tracking devices (GTD), projectors, and display walls (PDW), enable users to engage with 3D worlds and become fully immersed in simulated realities.

The primary types of virtual reality devices consist of handheld devices, head-mounted devices, gesture-controlled devices, and various others. Handheld VR devices allow users to freely navigate and explore virtual environments. VR technologies encompass semi and fully immersive, as well as non-immersive setups, and find applications across various sectors such as medical and healthcare, commercial, education, advertising and marketing, commerce, energy and utilities, entertainment, gaming, design and engineering, logistics, and more.

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

The virtual reality devices market size has grown rapidly in recent years. It will grow from $14.98 billion in 2024 to $17.42 billion in 2025 at a compound annual growth rate (CAGR) of 16.3%. The growth in the historic period can be attributed to gaming and entertainment, training and simulation, healthcare and therapy, education and training.

The virtual reality devices market size is expected to see rapid growth in the next few years. It will grow to $28.34 billion in 2029 at a compound annual growth rate (CAGR) of 12.9%. The growth in the forecast period can be attributed to enterprise adoption, health and wellness, remote work and collaboration, mixed reality (mr), 5g connectivity. Major trends in the forecast period include wireless and standalone devices, social vr, health and comfort, hand and body tracking, content creation and user-generated content.

The increasing demand for virtual reality devices is revolutionizing traditional safety training methods for employees, driving the growth of the virtual reality devices market. Virtual reality offers an immersive and secure training environment for employees within organizations. Unlike conventional training methods, which often fail to replicate real-time crisis scenarios, VR training can recreate these situations, enabling individuals to respond as they would in actual emergencies. This approach provides effective and safe training for staff, resulting in fewer errors and improved information retention compared to traditional training methods. As an example, Ford utilizes virtual reality technology to simulate real-life situations, delivering more engaging and effective training for its staff compared to traditional theoretical training methods.

The rising demand for virtual reality devices in the entertainment and gaming industry is expected to be a driving force behind the growth of the virtual reality devices market. The entertainment and gaming sector encompasses a wide range of activities, including video games, mobile games, computer games, console games, online gaming, virtual reality experiences, augmented reality applications, movies, TV shows, music, live performances, sports events, theme parks, and more. Virtual reality technology enhances user engagement by offering interactive and immersive experiences, seamlessly merging virtual and real-world elements to provide a new dimension of entertainment and gaming. In the gaming industry, virtual reality has revolutionized gameplay by immersing players in virtual environments and enabling real-time interactions. The increasing demand for virtual reality in the entertainment and gaming sector is driving innovation, substantial investment in research and development, and the widespread adoption of virtual reality technologies. This, in turn, is fueling the expansion of the virtual reality devices market. For instance, in February 2024, according to Meta, a US-based technology company, its Reality Labs segment, which includes the virtual reality (VR) division, generated $1.07 billion in revenue in 2023, marking a significant 25% increase compared to 2022. This growth can be attributed to the strong sales of Oculus devices, driving the overall revenue growth for Meta's VR segment. Therefore, the increasing demand for virtual reality devices in the entertainment and gaming industry is contributing to the growth of the virtual reality devices market.

The integration of 5K stereoscopic video into VR devices represents a prominent trend reshaping the virtual reality device market. This technology, offering 5K-resolution video, supersedes the earlier use of low-resolution 360 video technology in VR headsets. The incorporation of 5K stereoscopic video promises to deliver a comprehensive and highly detailed immersive experience for VR users. For example, Oculus VR, a US-based technology company, has developed the 'Guided Meditation VR' app, a virtual reality relaxation application that incorporates 5K stereoscopic video content in the version designed for the Oculus Go, a mobile VR headset.

Prominent companies in the virtual reality devices market are introducing innovative products, such as ultra-high-resolution displays, to maintain their competitive positions. Ultra-high-resolution displays, commonly referred to as 4K resolution, provide a higher pixel density and sharper image quality compared to standard high-definition (HD) displays. For example, in June 2023, Apple Inc., a US-based technology company, launched Apple Vision Pro. This spatial computer seamlessly integrates digital content with the physical world, featuring an ultra-high-resolution display system that responds to user input through their eyes, hands, and voice. The device operates on visionOS, a spatial operating system that supports multitasking and offers extensive screen real estate. Vision Pro delivers captivating entertainment experiences, spatial photography, immersive FaceTime communication, and industry-leading privacy and security features.

In April 2022, Snap Inc., a US-based camera and social media company, acquired Compound Photonics for an undisclosed amount. The acquisition was aimed at helping Snap enhance its micro LED/LCOS (liquid crystal on silicon) solutions, likely to be utilized in the production of augmented reality (AR) glasses. Compound Photonics is a US-based company specializing in the manufacturing of virtual reality devices, which aligns with Snap's push to expand its presence in the AR market.

Major companies operating in the virtual reality devices market include Google, Sony Corporation, Samsung Electronics Co.Ltd, Oculus VR LLC, Marxent Labs, Microsoft Corporation, HTC Corporation, Lenovo Group Ltd, AMD, Cyberglove Systems Inc., Fove Inc., LG Electronics Inc., Eon Reality Inc., Leap Motion, Inc., Unity Technologiesn, Firsthand Technology, Wevr, Nvidia, Snap, Bricks & Goggles, Prenav, Virtuix, Apple, Qualcomm, Magic Leap, Unity Technologies, Vuzix, Pimax, Varjo, Ultraleap, Manus VR, WorldViz, Sixense, StarVR, Sensics, OSVR, InContext Solutions, Eonite Perception, Survios, Jaunt, NextVR, The Void, Dreamscape Immersive, Zero Latency

Asia-Pacific was the largest region in the virtual reality devices market in 2024. Western Europe was the second-largest region in the virtual reality devices market analysis. The regions covered in the virtual reality devices market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

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

The virtual reality devices market consists of sales of head mounted display (HMD) devices, gesture tracking devices (GTD), projectors and display walls (PDW), and other virtual reality devices. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

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

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

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

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

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

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

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

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

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

Scope

  • Markets Covered:1) By Type: Hand Held Devices; Head Mounted Devices; Gesture Controlled Devices; Other Types
  • 2) By Technology: Semi And Fully Immersive; Non-immersive
  • 3) By Application: Medical And Healthcare; Commercial; Education; Advertising And Marketing; Commerce; Energy And Utilities; Entertainment And Gaming; Designing And Engineering; Logistics; Other Applications
  • Subsegments:
  • 1) By Hand Held Devices: VR Controllers; Motion Sensors; Haptic Gloves
  • 2) By Head Mounted Devices (HMDs): Oculus Rift; HTC Vive; PlayStation VR; Oculus Quest; Mixed Reality Headsets
  • 3) By Gesture Controlled Devices: Gesture Recognition Gloves; Hand Tracking Devices; Motion Capture Systems
  • 4) By Other Types: VR Simulators; Treadmills (VR-specific); Full-body Tracking Suits; VR Pods
  • Companies Mentioned: Google; Sony Corporation; Samsung Electronics Co.Ltd; Oculus VR LLC; Marxent Labs
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Reality Devices Market Characteristics

3. Virtual Reality Devices Market Trends And Strategies

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

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

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

6. Virtual Reality Devices Market Segmentation

  • 6.1. Global Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hand Held Devices
  • Head Mounted Devices
  • Gesture Controlled Devices
  • Other Types
  • 6.2. Global Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Semi And Fully Immersive
  • Non-immersive
  • 6.3. Global Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Medical And Healthcare
  • Commercial
  • Education
  • Advertising And Marketing
  • Commerce
  • Energy And Utilities
  • Entertainment And Gaming
  • Designing And Engineering
  • Logistics
  • Other Applications
  • 6.4. Global Virtual Reality Devices Market, Sub-Segmentation Of Hand Held Devices, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Controllers
  • Motion Sensors
  • Haptic Gloves
  • 6.5. Global Virtual Reality Devices Market, Sub-Segmentation Of Head Mounted Devices (HMDs), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Oculus Rift
  • HTC Vive
  • PlayStation VR
  • Oculus Quest
  • Mixed Reality Headsets
  • 6.6. Global Virtual Reality Devices Market, Sub-Segmentation Of Gesture Controlled Devices, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gesture Recognition Gloves
  • Hand Tracking Devices
  • Motion Capture Systems
  • 6.7. Global Virtual Reality Devices Market, Sub-Segmentation Of Other Types, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Simulators
  • Treadmills (VR-specific)
  • Full-body Tracking Suits
  • VR Pods

7. Virtual Reality Devices Market Regional And Country Analysis

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

8. Asia-Pacific Virtual Reality Devices Market

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

9. China Virtual Reality Devices Market

  • 9.1. China Virtual Reality Devices Market Overview
  • 9.2. China Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Reality Devices Market

  • 10.1. India Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Reality Devices Market

  • 11.1. Japan Virtual Reality Devices Market Overview
  • 11.2. Japan Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Reality Devices Market

  • 12.1. Australia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Reality Devices Market

  • 13.1. Indonesia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Reality Devices Market

  • 14.1. South Korea Virtual Reality Devices Market Overview
  • 14.2. South Korea Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Reality Devices Market

  • 15.1. Western Europe Virtual Reality Devices Market Overview
  • 15.2. Western Europe Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Reality Devices Market

  • 16.1. UK Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Reality Devices Market

  • 17.1. Germany Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Reality Devices Market

  • 18.1. France Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Reality Devices Market

  • 19.1. Italy Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Reality Devices Market

  • 20.1. Spain Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Reality Devices Market

  • 21.1. Eastern Europe Virtual Reality Devices Market Overview
  • 21.2. Eastern Europe Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Reality Devices Market

  • 22.1. Russia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Reality Devices Market

  • 23.1. North America Virtual Reality Devices Market Overview
  • 23.2. North America Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Reality Devices Market

  • 24.1. USA Virtual Reality Devices Market Overview
  • 24.2. USA Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Reality Devices Market

  • 25.1. Canada Virtual Reality Devices Market Overview
  • 25.2. Canada Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Reality Devices Market

  • 26.1. South America Virtual Reality Devices Market Overview
  • 26.2. South America Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Reality Devices Market

  • 27.1. Brazil Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Reality Devices Market

  • 28.1. Middle East Virtual Reality Devices Market Overview
  • 28.2. Middle East Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Reality Devices Market

  • 29.1. Africa Virtual Reality Devices Market Overview
  • 29.2. Africa Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Reality Devices Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality Devices Market Competitive Landscape
  • 30.2. Virtual Reality Devices Market Company Profiles
    • 30.2.1. Google Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Oculus VR LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Marxent Labs Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Reality Devices Market Other Major And Innovative Companies

  • 31.1. Microsoft Corporation
  • 31.2. HTC Corporation
  • 31.3. Lenovo Group Ltd
  • 31.4. AMD
  • 31.5. Cyberglove Systems Inc.
  • 31.6. Fove Inc
  • 31.7. LG Electronics Inc
  • 31.8. Eon Reality Inc
  • 31.9. Leap Motion, Inc
  • 31.10. Unity Technologies
  • 31.11. Firsthand Technology
  • 31.12. Wevr
  • 31.13. Nvidia
  • 31.14. Snap
  • 31.15. Bricks & Goggles

32. Global Virtual Reality Devices Market Competitive Benchmarking And Dashboard

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

34. Recent Developments In The Virtual Reality Devices Market

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

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

36. Appendix

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