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Virtual Reality Market Size, Share & Trends Analysis Report by Device (HMD, GTD), by Technology (Semi & Fully Immersive, Non-immersive), by Component, by Application, by Region, and Segment Forecasts, 2020 - 2027

  • ID: 4312515
  • Report
  • June 2020
  • Region: Global
  • 100 pages
  • Grand View Research
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FEATURED COMPANIES

  • Alphabet, Inc.
  • Barco
  • Cyberglove Systems Inc.
  • Htc Corporation
  • Microsoft
  • Sensics, Inc.
  • MORE
Virtual Reality Market Growth & Trends

The global virtual reality market size is expected to reach USD 62.1 billion by 2027. The market is anticipated to expand at a CAGR of 21.6% from 2020 to 2027. In recent years, technological advancements have paved the way for experiencing real-world life in a digital environment through Virtual Reality (VR) and Augmented Reality (AR).

Driven by artificial intelligence and automation, virtual reality is redefining the strategies taken by organizations in their course of operations. It is delimited as the application of computer technology to build a simulated environment that brings a digital world to the users. Smartphone, coupled with headsets, has been the most prevalent use of delivering digitally immersed experiences for years now. However, VR has shown some compelling industrial use cases, such as real-estate and tourism applications.

COVID - 19 outbreak is likely to give rise to VR-enabled tools and platforms. For instance, George Washington University Hospital (U.S.) is using VR technology to see into the patient’s lungs in the fight against the coronavirus. Moreover, VR platforms are offering solutions that support travel restrictions to fight against coronavirus outbreak. For instance, Imeve, a U.S.-based tech start-up, has developed the Avatour remote presence platform employed with VR technology. This platform transports the users to a remote location in real time and provides an adequate substitute for travel.

Furthermore, the necessitated adoption of the WFH (Work-From-Home) policy due to nationwide lockdown in several countries, virtual conferencing has become the preferred mode of communication among employees. Therefore, from accelerated lung diagnosis to virtual meet-ups in organizations, VR is at the forefront in the fight against this pandemic.

One of the significant challenges for the current VR technology is the requirement of encumbering display units and headsets, where the processing hardware for graphics generation is typically contained within the headset. However, the trend of untethered hardware devices is addressing the challenge. For instance, Apple Inc. is planning to launch a new VR and AR capable headset that will not be tethered to a smartphone or computer. Moreover, Facebook renewed its Oculus headset as the self-contained Oculus Quest version, which doesn’t need to be connected to a PC or smartphone.

Virtual Reality Market Report Highlights
  • The semi and fully immersive technology segment accounted for the largest market share in 2019. Immersive devices enable users to achieve maximum isolation into the virtual world from a real-world dimension
  • Developers and hardware development companies are focusing on building VR instilled headsets to enhance the virtual experience, such as increased field-of-view and eyeball-tracking
  • Super-fast mobile networks and proliferation in 5G connectivity are anticipated to boost the adoption of VR in the entertainment industry
  • Asia Pacific dominated the global market with a share of 41.4% in 2019.

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FEATURED COMPANIES

  • Alphabet, Inc.
  • Barco
  • Cyberglove Systems Inc.
  • Htc Corporation
  • Microsoft
  • Sensics, Inc.
  • MORE
Chapter 1 Methodology And Scope
1.1 Information Procurement And Research Scope
1.2 Information Analysis
1.3 Market Formulation & Data Visualization
1.4 Market Scope And Assumptions
1.4.1 Secondary Sources
1.4.2 Primary Sources

Chapter 2 Executive Summary
2.1 Virtual Reality - Industry Snapshot & Key Buying Criteria, 2016 - 2027
2.2 Global
2.2.1 Global Virtual Reality Market, 2016 - 2027
2.2.2 Global Virtual Reality Market, by Device, 2016 - 2027
2.2.3 Global Virtual Reality Market, by Technology, 2016 - 2027
2.2.4 Global Virtual Reality Market, by Component, 2016 - 2027
2.2.5 Global Virtual Reality Market, by Application, 2016 - 2027
2.2.6 Global Virtual Reality Market, by Region, 2016 - 2027

Chapter 3 Market Variables, Trends & Scope
3.1 Market Segmentation & Scope
3.2 Virtual Reality Size And Growth Prospects
3.3 Virtual Reality - Value Chain Analysis
3.4 Virtual Reality Market Dynamics
3.4.1 Market Drivers
3.4.1.1 Evolving Solicitations In Entertainment & Medical Sectors
3.4.1.2 Growing Vr Penetration In Consumer Electronics
3.4.2 Market Restraints
3.4.2.1 High Initial Investment & Device Compatibility Restrictions
3.4.2.2 Spatial Discomfort & Risk Of Other Ailments
3.5 Penetration & Key Opportunities Mapping
3.6 Industry Analysis - Porter’s
3.6.1 Supplier Power
3.6.2 Buyer Power
3.6.3 Substitution Threat
3.6.4 Threat From New Entrant
3.6.5 Competitive Rivalry
3.7 Virtual Reality - Key Company Analysis, 2019
3.7.1 Key Company Analysis, 2019
3.8 Virtual Reality - Pest Analysis
3.8.1 Political
3.8.2 Economic
3.8.3 Social
3.8.4 Technological
3.9 Virtual Reality - Covid - 19 Impact Analysis

Chapter 4 Virtual Reality Market: Device Estimates & Trend Analysis
4.1 Virtual Reality Market: Device Movement Analysis
4.1.1 Head - Mounted Display (Hmd)
4.1.1.1. Head - Mounted Display (Hmd) Virtual Reality Market, by Region, 2016 - 2027
4.1.1.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)
4.1.2 Gesture - Tracking Device (Gtd)
4.1.2.1. Gesture - Tracking Device (Gtd) Virtual Reality Market, by Region, 2016 - 2027
4.1.2.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)
4.1.3 Projectors & Display Wall (Pdw)
4.1.3.1. Projectors & Display Wall (Pdw) Virtual Reality Market, by Region, 2016 - 2027
4.1.3.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)

Chapter 5 Virtual Reality Market: Technology Estimates & Trend Analysis
5.1 Virtual Reality Market: Technology Movement Analysis
5.1.1 Semi & Fully Immersive
5.1.1.1. Semi & Fully Immersive Virtual Reality Market, by Region, 2016 - 2027
5.1.1.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)
5.1.2 Non - Immersive
5.1.2.1. Non - Immersive Virtual Reality Market, by Region, 2016 - 2027
5.1.2.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)

Chapter 6 Virtual Reality Market: Component Estimates & Trend Analysis
6.1 Virtual Reality Market: Component Movement Analysis
6.1.1 Hardware
6.1.1.1. Hardware Virtual Reality Market, by Region, 2016 - 2027
6.1.1.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)
6.1.2 Software
6.1.2.1. Software Virtual Reality Market, by Region, 2016 - 2027
6.1.2.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)

Chapter 7 Virtual Reality Market: Application Estimates & Trend Analysis
7.1 Virtual Reality Market: Application Movement Analysis
7.1.1 Aerospace & Defense
7.1.1.1. Aerospace & Defense Virtual Reality Market, by Region, 2016 - 2027
7.1.1.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)
7.1.2 Consumer
7.1.2.1. Consumer Virtual Reality Market, by Region, 2016 - 2027
7.1.2.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)
7.1.3 Commercial
7.1.3.1. Commercial Virtual Reality Market, by Region, 2016 - 2027
7.1.3.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)
7.1.4 Enterprise
7.1.4.1. Enterprise Virtual Reality Market, by Region, 2016 - 2027
7.1.4.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)
7.1.5 Healthcare
7.1.5.1. Healthcare Virtual Reality Market, by Region, 2016 - 2027
7.1.5.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)
7.1.6 Others
7.1.6.1. Others Virtual Reality Market, by Region, 2016 - 2027
7.1.6.1.1. Market Estimates And Forecasts, 2016 - 2027 (USD Million)

Chapter 8 Virtual Reality Market: Regional Estimates & Trend Analysis
8.1 Virtual Reality Market: Regional Movement Analysis
8.2 North America
8.2.1 Regional Trends
8.2.2 North America Virtual Reality Market, 2016 - 2027
8.2.2.1 North America Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.2.2.2 North America Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.2.2.3 North America Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.2.2.4 North America Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.2.2.5 U.S. Virtual Reality Market, 2016 - 2027
8.2.2.5.1 U.S. Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.2.2.5.2 U.S. Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.2.2.5.3 U.S. Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.2.2.5.4 U.S. Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.2.2.6 Canada Virtual Reality Market, 2016 - 2027
8.2.2.6.1 Canada Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.2.2.6.2 Canada Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.2.2.6.3 Canada Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.2.2.6.4 Canada Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.2.2.7 Mexico Virtual Reality Market, 2016 - 2027
8.2.2.7.1 Mexico Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.2.2.7.2 Mexico Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.2.2.7.3 Mexico Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.2.2.7.4 Mexico Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.3 Europe
8.3.1 Regional Trends
8.3.2 Europe Virtual Reality Market, 2016 - 2027
8.3.2.1 Europe Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.3.2.2 Europe Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.3.2.3 Europe Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.3.2.4 Europe Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.3.2.5 U.K. Virtual Reality Market, 2016 - 2027
8.3.2.5.1 U.K. Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.3.2.5.2 U.K. Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.3.2.5.3 U.K. Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.3.2.5.4 U.K. Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.3.2.6 Germany Virtual Reality Market, 2016 - 2027
8.3.2.6.1 Germany Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.3.2.6.2 Germany Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.3.2.6.3 Germany Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.3.2.6.4 Germany Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.3.2.7 France Virtual Reality Market, 2016 - 2027
8.3.2.7.1 France Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.3.2.7.2 France Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.3.2.7.3 France Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.3.2.7.4 France Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.4 Asia Pacific
8.4.1 Regional Trends
8.4.2 Asia Pacific Virtual Reality Market, 2016 - 2027
8.4.2.1 Asia Pacific Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.4.2.2 Asia Pacific Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.4.2.3 Asia Pacific Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.4.2.4 Asia Pacific Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.4.2.5 China Virtual Reality Market, 2016 - 2027
8.4.2.5.1 China Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.4.2.5.2 China Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.4.2.5.3 China Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.4.2.5.4 China Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.4.2.6 Japan Virtual Reality Market, 2016 - 2027
8.4.2.6.1 Japan Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.4.2.6.2 Japan Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.4.2.6.3 Japan Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.4.2.6.4 Japan Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.4.2.7 India Virtual Reality Market, 2016 - 2027
8.4.2.7.1 India Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.4.2.7.2 India Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.4.2.7.3 India Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.4.2.7.4 India Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.5 South America
8.5.1 Regional Trends
8.5.2 South America Virtual Reality Market, 2016 - 2027
8.5.2.1 South America Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.5.2.2 South America Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.5.2.3 South America Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.5.2.4 South America Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.5.2.5 Brazil Virtual Reality Market, 2016 - 2027
8.5.2.5.1 Brazil Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.5.2.5.2 Brazil Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.5.2.5.3 Brazil Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.5.2.5.4 Brazil Virtual Reality Market by Application, 2016 - 2027 (USD Million)
8.6 Middle East & Africa (Mea)
8.6.1 Regional Trends
8.6.2 Mea Virtual Reality Market, 2016 - 2027
8.6.2.1 Mea Virtual Reality Market by Device, 2016 - 2027 (USD Million)
8.6.2.2 Mea Virtual Reality Market by Technology, 2016 - 2027 (USD Million)
8.6.2.3 Mea Virtual Reality Market by Component, 2016 - 2027 (USD Million)
8.6.2.4 Mea Virtual Reality Market by Application, 2016 - 2027 (USD Million)

Chapter 9 Competitive Landscape
9.1 Company Profiles
9.1.1 Alphabet, Inc.
9.1.1.1 Company Overview
9.1.1.2 Financial Performance
9.1.1.3 Product Benchmarking
9.1.1.4 Recent Developments
9.1.2 Barco
9.1.2.1 Company Overview
9.1.2.2 Financial Performance
9.1.2.3 Product Benchmarking
9.1.2.4 Recent Developments
9.1.3 Cyberglove Systems Inc.
9.1.3.1 Company Overview
9.1.3.2 Product Benchmarking
9.1.3.3 Recent Developments
9.1.4 Facebook Technologies, Llc
9.1.4.1 Company Overview
9.1.4.2 Financial Performance
9.1.4.3 Product Benchmarking
9.1.4.4 Recent Developments
9.1.5 Htc Corporation
9.1.5.1 Company Overview
9.1.5.2 Financial Performance
9.1.5.3 Product Benchmarking
9.1.5.4 Recent Developments
9.1.6 Microsoft
9.1.6.1 Company Overview
9.1.6.2 Financial Performance
9.1.6.3 Product Benchmarking
9.1.6.4 Recent Developments
9.1.7 Samsung Electronics Co., Ltd.
9.1.7.1 Company Overview
9.1.7.2 Financial Performance
9.1.7.3 Product Benchmarking
9.1.7.4 Recent Developments
9.1.8 Sensics, Inc.
9.1.8.1 Company Overview
9.1.8.2 Product Benchmarking
9.1.8.3 Recent Developments
9.1.9 Sixense Enterprises Inc.
9.1.9.1 Company Overview
9.1.9.2 Product Benchmarking
9.1.9.3 Recent Developments
9.1.10 Ultraleap Limited
9.1.10.1 Company Overview
9.1.10.2 Product Benchmarking
9.1.10.3 Recent Developments

Note: Product cover images may vary from those shown
3 of 4
  • Alphabet, Inc.
  • Barco
  • Cyberglove Systems Inc.
  • Facebook Technologies, Llc
  • Htc Corporation
  • Microsoft
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises Inc.
  • Ultraleap Limited
Note: Product cover images may vary from those shown
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