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
Table of Contents
I. METHODOLOGYII. EXECUTIVE SUMMARYIII. MARKET ANALYSISCANADAITALYREST OF EUROPEREST OF WORLDIV. COMPETITION
1. MARKET OVERVIEW
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
4. GLOBAL MARKET PERSPECTIVE
UNITED STATES
JAPAN
CHINA
EUROPE
FRANCE
GERMANY
UNITED KINGDOM
ASIA-PACIFIC
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- 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
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 313 |
Published | April 2024 |
Forecast Period | 2020 - 2027 |
Estimated Market Value ( USD | $ 21.5 Billion |
Forecasted Market Value ( USD | $ 67.1 Billion |
Compound Annual Growth Rate | 17.7% |
Regions Covered | Global |