封面
市場調查報告書
商品編碼
1727840

2025年身臨其境型虛擬實境全球市場報告

Immersive Virtual Reality Global Market Report 2025

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

價格
簡介目錄

預計未來幾年身臨其境型虛擬實境(VR)市場將呈指數級成長。到 2029 年,這一數字將成長至 552.7 億美元,複合年成長率為 27.0%。預測期內的成長可歸因於多種因素,例如醫療保健應用的擴大、消費者對個人化體驗的需求不斷成長以及 VR 硬體越來越小越來越輕。此外,VR 硬體生產的永續性、標準化和法規結構的發展預計將促進這一成長。預測期內的關鍵趨勢包括獨立VR頭戴裝置的開發、眼動追蹤技術的進步、觸覺回饋的整合以獲得更身臨其境的體驗、區塊鏈在 VR 中的整合以及腦機介面 (BCI) 融入 VR 系統。

預計未來幾年對媒體和娛樂的需求不斷成長將推動身臨其境型虛擬實境 (VR) 市場的擴張。媒體和娛樂產業涵蓋各種形式的內容製作、發行和消費,旨在吸引、娛樂和告知觀眾。消費行為的轉變、多樣化的內容、社交媒體的影響以及內容傳送的創新推動了對媒體和娛樂日益成長的需求。身臨其境型虛擬實境將透過為使用者提供深度參與和互動的體驗來改變媒體和娛樂領域。透過逼真的模擬、360度敘事、虛擬音樂會、遊戲等,我們將被動內容消費轉變為主動參與,重塑觀眾與數位內容連結和享受的方式。例如,2024 年 1 月,數位娛樂和零售協會 (ERA) 報告稱,2023 年英國在音樂串流、唱片和 CD 上的支出成長了 9.6%,幾乎是去年增幅的兩倍。預計到 2023 年,英國娛樂市場也將成長 7%。因此,消費者在媒體和娛樂方面的支出增加正在推動身臨其境型VR 市場的成長。

主動降噪和改進的人體工學等技術進步使 VR 更加身臨其境。主動降噪 (ANC) 技術透過產生相反方向的聲波來減少不必要的背景噪音。例如,2023年9月,中國VR頭戴裝置製造商大朋VR推出了大朋VR P2頭顯。此型號專為教育工作者、教育技術提供者和企業設計,具有文件加密功能以增強資料安全性,符合人體工學的設計可長時間佩戴,並採用 ANC 技術可將背景噪音降低多達 80%。此外,公司還可以針對大量訂單客製化耳機品牌和軟體。

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 - 宏觀經濟情境 宏觀經濟情境包括利率、通貨膨脹、地緣政治以及感染疾病和復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球身臨其境型虛擬實境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
  • 全球身臨其境型虛擬實境市場:成長率分析
  • 全球身臨其境型虛擬實境市場表現:規模與成長,2019-2024
  • 全球身臨其境型虛擬實境市場預測:規模與成長,2024-2029 年,2034 年
  • 全球身臨其境型虛擬實境總目標市場(TAM)

第6章市場區隔

  • 全球身臨其境型虛擬實境市場(按組件、效能和預測),2019-2024 年、2024-2029 年、2034 年
  • 硬體
  • 軟體
  • 服務
  • 全球身臨其境型虛擬實境市場(按技術、效能和預測),2019-2024 年、2024-2029 年、2034 年
  • 非身臨其境型
  • 半身臨其境型vs. 全身臨其境型
  • 全球身臨其境型虛擬實境市場(按最終用途、效能和預測),2019-2024 年、2024-2029 年、2034 年
  • 航太和國防
  • 製造業
  • 教育
  • 媒體與娛樂
  • 遊戲
  • 衛生保健
  • 零售與電子商務
  • 其他
  • 全球身臨其境型虛擬實境市場,硬體細分,按類型、效能和預測,2019-2024 年、2024-2029 年、2034 年
  • 虛擬實境耳機
  • 虛擬實境控制器
  • 感應器
  • 相機
  • 觸覺設備
  • 電纜
  • 全球身臨其境型虛擬實境市場、軟體細分、類型、效能與預測,2019-2024 年、2024-2029 年、2034 年
  • 虛擬實境內容創作軟體
  • 虛擬實境軟體開發套件(SDK)
  • 虛擬實境平台軟體
  • 虛擬實境應用
  • 全球身臨其境型虛擬實境市場、服務細分、類型、效能與預測,2019-2024 年、2024-2029 年、2034 年
  • 虛擬實境內容開發服務
  • 虛擬實境系統整合
  • 虛擬實境諮詢服務
  • 虛擬實境維護與支持

第7章 區域和國家分析

  • 全球身臨其境型虛擬實境市場(按地區、績效及預測),2019-2024 年、2024-2029 年、2034 年
  • 全球身臨其境型虛擬實境市場(依國家/地區、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

  • 身臨其境型虛擬實境市場:競爭格局
  • 身臨其境型虛擬實境市場:公司簡介
    • Apple Inc.
    • Google LLC
    • Microsoft Corporation
    • Samsung Electronics Co. Ltd.
    • Meta Platforms Inc.

第31章 其他大型創新企業

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

第 32 章全球市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:市場潛力大的國家與策略

  • 2029年身臨其境型虛擬實境市場:提供新機會的國家
  • 身臨其境型虛擬實境市場 2029:細分領域帶來新機會
  • 身臨其境型虛擬實境市場 2029: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: r34310

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

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

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

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

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

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

Scope

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

Table of Contents

1. Executive Summary

2. Immersive Virtual Reality Market Characteristics

3. Immersive Virtual Reality Market Trends And Strategies

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

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

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

6. Immersive Virtual Reality Market Segmentation

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

7. Immersive Virtual Reality Market Regional And Country Analysis

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

8. Asia-Pacific Immersive Virtual Reality Market

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

9. China Immersive Virtual Reality Market

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

10. India Immersive Virtual Reality Market

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

11. Japan Immersive Virtual Reality Market

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

12. Australia Immersive Virtual Reality Market

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

13. Indonesia Immersive Virtual Reality Market

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

14. South Korea Immersive Virtual Reality Market

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

15. Western Europe Immersive Virtual Reality Market

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

16. UK Immersive Virtual Reality Market

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

17. Germany Immersive Virtual Reality Market

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

18. France Immersive Virtual Reality Market

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

19. Italy Immersive Virtual Reality Market

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

20. Spain Immersive Virtual Reality Market

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

21. Eastern Europe Immersive Virtual Reality Market

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

22. Russia Immersive Virtual Reality Market

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

23. North America Immersive Virtual Reality Market

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

24. USA Immersive Virtual Reality Market

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

25. Canada Immersive Virtual Reality Market

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

26. South America Immersive Virtual Reality Market

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

27. Brazil Immersive Virtual Reality Market

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

28. Middle East Immersive Virtual Reality Market

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

29. Africa Immersive Virtual Reality Market

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

30. Immersive Virtual Reality Market Competitive Landscape And Company Profiles

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

31. Immersive Virtual Reality Market Other Major And Innovative Companies

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

32. Global Immersive Virtual Reality Market Competitive Benchmarking And Dashboard

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

34. Recent Developments In The Immersive Virtual Reality Market

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

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

36. Appendix

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