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Virtual Reality (VR): Global Strategic Business Report

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    Report

  • 313 Pages
  • February 2024
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 3633908

Global Virtual Reality (VR) Market to Reach $111.8 Billion by 2030

The global market for Virtual Reality (VR) estimated at US$31.2 Billion in the year 2022, is projected to reach a revised size of US$111.8 Billion by 2030, growing at a CAGR of 17.3% over the analysis period 2022-2030. Hardware, one of the segments analyzed in the report, is projected to record 16.7% CAGR and reach US$74.1 Billion by the end of the analysis period. Taking into account the ongoing post pandemic recovery, growth in the Software segment is readjusted to a revised 18.6% CAGR for the next 8-year period.

The U.S. Market is Estimated at $9.2 Billion, While China is Forecast to Grow at 16.5% CAGR

The Virtual Reality (VR) market in the U.S. is estimated at US$9.2 Billion in the year 2022. China, the world's second largest economy, is forecast to reach a projected market size of US$19 Billion by the year 2030 trailing a CAGR of 16.5% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 14.8% and 14.3% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 11.6% CAGR.

Select Competitors (Total 126 Featured) -

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

What's New?

  • Special coverage on Russia-Ukraine war; global inflation; easing of zero-Covid policy in China and its `bumpy` reopening; supply chain disruptions, global trade tensions; and risk of recession.
  • Global competitiveness and key competitor percentage market shares
  • Market presence across multiple geographies - Strong/Active/Niche/Trivial
  • Online interactive peer-to-peer collaborative bespoke updates
  • Access to digital archives and Research Platform
  • Complimentary updates for one year

Frequently Asked Questions about the Global Market for Virtual Reality (VR)

What is the estimated value of the Global Market for Virtual Reality (VR)?

The Global Market for Virtual Reality (VR) was estimated to be valued at $21.5 Billion in 2020.

What is the growth rate of the Global Market for Virtual Reality (VR)?

The growth rate of the Global Market for Virtual Reality (VR) is 17.7%, with an estimated value of $67.1 Billion by 2027.

What is the forecasted size of the Global Market for Virtual Reality (VR)?

The Global Market for Virtual Reality (VR) is estimated to be worth $67.1 Billion by 2027.

Who are the key companies in the Global Market for Virtual Reality (VR)?

Key companies in the Global Market for Virtual Reality (VR) include Advanced Micro Devices, Inc., AppReal, VR, Barco N.V, Crytek GmbH, Cubicle Ninjas, EON Reality Inc., Epic Games, Inc., Erminesoft and Firsthand Technology Inc..

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
  • The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
  • The Second Wave of VR Will Unleash VR as a Communication System/Interface
  • Recent Market Activity
  • From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking
  • Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
  • A Peek Into Active AR & VR Investors & the Companies Funded by Them
  • Crowdfunding, Emerges as the New Way Forward
  • Participants across the Value Chain Bet Big on Virtual Reality
  • VR Value Chain Participants
  • Enterprise Sector to Mobilize a Sizable Chunk of Growth in the VR Market
  • Industrial/Manufacturing Sector Hide a Goldmine of Opportunities for VR
  • Backed by the Promise of “Adding Value in Care”, VR in Healthcare Poised for Rapid Growth in a Rapidly Transforming Value Based Healthcare System
  • Convergence of VR & AR Into Mixed Reality to be the Bold New Future
  • Market Outlook
  • Virtual Reality (VR) - Global Key Competitors Percentage Market Share in 2021 (E)
  • Impact of Covid-19 and a Looming Global Recession
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2021 (E)
2. FOCUS ON SELECT PLAYERS
  • VR Hardware Manufacturers
  • Barco N.V (Belgium)
  • EON Reality Inc. (USA)
  • Google Inc. (USA)
  • HTC Corporation (Taiwan)
  • Immersive Robotics (Australia)
  • Intel Corporation (USA)
  • Kopin Corporation, Inc. (USA)
  • Leap Motion, Inc. (USA)
  • Lenovo (China)
  • MindMaze Holding SA (Switzerland)
  • Oculus VR, LLC (USA)
  • Pimax Technology (Shanghai) Co., LTD
  • Qualcomm Technologies, Inc. (USA)
  • Samsung Electronics Co., Ltd., (South Korea)
  • Sensics, Inc. (USA)
  • Sixense Enterprises Inc. (USA)
  • Sony Interactive Entertainment (USA)
  • StarVR Corporation (Taiwan)
  • Varjo Technologies (Finland)
  • Virtalis Limited (UK)
  • VirtaMed AG (Switzerland)
  • VRgineers, Inc (Czech Republic)
  • WorldViz (USA)
  • VR Software Developers (Includes Software Toolsfor VR Content, VR Video Capture, and VR App Developers)
  • Advanced Micro Devices, Inc. (USA)
  • AppReal-VR (Israel)
  • Cubicle Ninjas (USA)
  • Crytek GmbH (Germany)
  • Epic Games, Inc. (USA)
  • Erminesoft (USA)
  • Firsthand Technology Inc. (USA)
  • Hyperlink Infosystem (India)
  • Jaunt, Inc. (USA)
  • NVIDIA Corporation (USA)
  • Pixvana, Inc. (USA)
  • Unigine Corp. (Russia)
  • Unity Technologies, Inc. (USA)
3. MARKET TRENDS & DRIVERS
  • The Rise & Fall of Mobile VR: The Insider Story of Why Consumer VR is Falling
  • The Rise of VR Arcades: The Last Ditch Attempt to Revive the Consumer Gaming Market
  • Non-Consumer Applications: The Future of VR
  • Value of VR in Advertising Rises InSync With the Importance of Immersive & Interactive Visualization in Digital Marketing
  • VR Ready for Fishing Opportunities in the US$1.5 Trillion Aerospace Industry
  • VR’s Room-Scale Immersive Experience to Revolutionize Real Estate and Architecture
  • Educational VR Experiences to Complement Traditional Teaching Methods
  • VR Technology Promotes Immersive and Cost-effective Simulation Based Training
  • Future of VR Lies in the Hardware Design: A Review
  • A Peek Into the Latest Headset Innovations in the Market
  • HTC Vive Pros Features Improved Visual Fidelity and Room Scale Experience to Attract Enterprise Users
  • Upgrades Propel Affordable Oculus Rift and Sony PSVR to Compete With HTC Vive in Immersive Gameplay
  • Standalone VR Headsets Promote Untethered VR Experience: Oculus Go Stands Out Among Pricier Competitors
  • Pimax 8K VR Premium Headset Provides Widest FOV to Increase Immersive Effect
  • Increased Focus on Innovations in Mobile VR Headsets in a Bid to Battle the Threat of Standalone VR Headsets
  • Innovations in VR Accessories to Enhance Immersive Experience
  • VR Content/Apps Rise in Significance On Par With Hardware to Influence the Commercial Success of VR Technology
  • List of Leading VR Apps Classified by End Use Application
  • Issues & Challenges
  • Yet to be Resolved Technology Issues - A Major Concern
  • Low Resolution of HMDs
  • Performance Issues from Display Latency of VR Devices
  • Massive Size of HMDs
  • Non-Compatibility with Other Devices
  • Need for Systems with High End Configuration & its Cost Implications
  • Maintaining Consistent Video Quality - A Major Technology Challenge
  • Data Storage - A Critical But Often Ignored VR Function
  • Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue
  • Lack of Awareness & Penetration in Addressable Markets
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 2: World 8-Year Perspective for Virtual Reality (VR) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2023 & 2030
  • Table 3: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 4: World 8-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 5: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 6: World 8-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 7: World Recent Past, Current & Future Analysis for Head-Mounted Display (HMD) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 8: World 8-Year Perspective for Head-Mounted Display (HMD) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 9: World Recent Past, Current & Future Analysis for Gesture-Tracking Device (GTD) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 10: World 8-Year Perspective for Gesture-Tracking Device (GTD) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 11: World Recent Past, Current & Future Analysis for Projectors & Display Wall (PDW) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 12: World 8-Year Perspective for Projectors & Display Wall (PDW) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 13: World Recent Past, Current & Future Analysis for Semi & Fully Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 14: World 8-Year Perspective for Semi & Fully Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 15: World Recent Past, Current & Future Analysis for Non-Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 16: World 8-Year Perspective for Non-Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 17: World Recent Past, Current & Future Analysis for Commercial by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 18: World 8-Year Perspective for Commercial by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 19: World Recent Past, Current & Future Analysis for Consumer by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 20: World 8-Year Perspective for Consumer by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 21: World Recent Past, Current & Future Analysis for Aerospace & Defense by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 22: World 8-Year Perspective for Aerospace & Defense by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 23: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 24: World 8-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 25: World Recent Past, Current & Future Analysis for Enterprise by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 26: World 8-Year Perspective for Enterprise by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 27: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
  • Table 28: World 8-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
  • Table 29: World Virtual Reality (VR) Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
III. MARKET ANALYSIS
UNITED STATES
  • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2023 (E)
CANADA
JAPAN
  • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (E)
CHINA
  • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (E)
EUROPE
  • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (E)
FRANCE
  • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (E)
GERMANY
  • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (E)
ITALY
UNITED KINGDOM
  • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (E)
REST OF EUROPE
ASIA-PACIFIC
  • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (E)
REST OF WORLDIV. COMPETITION

Companies Mentioned

A selection of companies mentioned in this report includes:

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