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Virtual Reality Technologies: Global Markets

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    Report

  • 134 Pages
  • October 2023
  • Region: Global
  • BCC Research
  • ID: 4466393

This report provides an overview and analysis of the global market for VR. Using 2022 as the base year, the report provides estimated market data for the forecast period 2023 through 2028. This report also offers insights on drivers, restraints, and opportunities for the market, which were gathered through primary and secondary research. It also covers various market factors, including the COVID-19 impact, and Porter’s five forces.

This report’s scope includes a detailed study of the global and regional markets of VR technology by component, device type, technology and application. The report examines each of these market segments, determines its current market size, and estimates its future market size and compound annual growth rate (CAGR).

The report also provides detailed profiles of the significant VR players and their strategies to enhance their market presence.

Report Includes

  • 46 data tables and 18 additional tables
  • An overview and up-to-date analysis of the global market for virtual reality (VR) technologies
  • Analyses of the global market trends, with historic market revenue (sales figures) for 2022, estimates for 2023, forecasts for 2024, and projections of compound annual growth rates (CAGRs) through 2028
  • An evaluation of the upcoming market opportunities and emerging applications of VR technology, as well as forecasts for the market’s segments and sub-segments
  • An estimate of the actual market size. a revenue forecast for the VR technologies market, and a market share analysis based on component, technology, device type, application, and region
  • In-depth information on R&D investments, key technology issues, industry challenges, major end-user markets and the impact on device sales
  • Coverage of the technological, economic and business considerations of VR technology, with market data analyses and growth forecasts through 2028
  • Insights into the impact of ESG factors on company performance and the ESG practices followed
  • Identification of the companies best positioned to meet the surging demand for VR technology market
  • An analysis of patent activity
  • A look into the VR industry structure, the supplier landscape, new products and developments, and company value share analysis based on segmental revenues
  • Company profiles of the leading players

Table of Contents

Chapter 1 Introduction
  • Study Goals and Objectives
  • Reasons for Doing the Study
  • What's New in this Update?
  • Scope of Report
  • Research Methodology
  • Information Sources
  • Regional Breakdown
Chapter 2 Summary and Highlights
  • Market Outlook
  • Market Summary and Highlights
Chapter 3 Market Overview
  • Current Market Overview
  • Market Evolution
  • Vr in the 21St Century
  • Future Expectations
  • Current Vr Trends
  • Emerging Trends
  • Macro Factors
  • Impact of COVID-19
  • Impact of Russia-Ukraine War
  • Value Chain Analysis
  • Component Manufacturers and Systems Software Developers
  • Device Manufacturers
  • Enterprise Application Developers
  • Distributors and Retailers
  • End-users
  • Porter's Five Forces Analysis
Chapter 4 Market Dynamics
  • Market Drivers
  • Growing Use of Hmds in Gaming and Entertainment
  • Falling Cost of Vr Hardware
  • Increasing Use of Vr in Automobiles
  • Market Restraints
  • Effects on Health
  • Global Trade War
  • High Initial Cost
  • Market Opportunities
  • Role of 5G in Virtual Reality
  • Corporate Training
Chapter 5 Market Breakdown by Component
  • Key Findings
  • Hardware
  • Displays and Projectors
  • Cameras
  • Semiconductor Components
  • Sensors
  • Position Trackers
  • Other Hardware Components
  • Software
Chapter 6 Market Breakdown by Device Type
  • Key Findings
  • Head-Mounted Displays
  • Projectors and Display Walls
  • Gesture Control Devices
  • Other Device Types
Chapter 7 Market Breakdown by Technology
  • Key Findings
  • Semi- and Fully Immersive Technology
  • Non-Immersive Technology
Chapter 8 Market Breakdown by Application
  • Key Findings
  • Consumer
  • Gaming and Entertainment
  • Sports
  • Commercial
  • Retail and E-Commerce
  • Education and Training
  • Travel and Tourism
  • Advertising
  • Enterprise (Manufacturing)
  • Healthcare
  • Aerospace and Defense
  • Other Applications
Chapter 9 Market Breakdown by Region
  • Key Findings
  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World (Row)
Chapter 10 Sustainability in Virtual Reality Market: An Esg Perspective
  • Key Esg Issues in the Internet of Behavior Market
  • Esg Performance in Internet of Behavior Market
  • Case Study
  • Environmental Impact
  • Equitable/Social Impact
  • Ethical/Governance Impact
  • Current Status of Esg in the Vr Market
  • Concluding Remarks
Chapter 11 Patent Analysis
  • Patent Analysis
  • Key Granted Patents
Chapter 12 M&A and Venture Funding Outlook
  • M&A Analysis
Chapter 13 Competitive Landscape
  • Leading Vr Companies
Chapter 14 Company Profiles
  • Introduction
  • 7D Vision Technology Co. Ltd.
  • Apple Inc.
  • Christie Digital Systems Usa, Inc.
  • Dpvr (Shanghai Lexiang Technology Co., Ltd.)
  • Emagin Inc.
  • Eon Reality Inc.
  • Gravity Jack Inc.
  • Htc Corp.
  • Meta Platforms Technologies Inc.
  • Microsoft Corp.
  • Nvidia Corp.
  • Pico Technology Co. Ltd. (Bytedance)
  • Sony Corp.
  • Few Startups/Emerging Companies
  • Curvature Games
  • Varjo
  • Vedx Solutions
  • Vrpharma
  • Ximmerse
Chapter 15 Appendix: Acronyms
List of Tables
Summary Table: Global Market for Virtual Reality Technologies, by Region, Through 2028
Table 1: Global Market for VR Technologies, by Component, Through 2028
Table 2: Global Market for VR Technologies, by Hardware Type, Through 2028
Table 3: Global Market for Hardware Used in VR Technologies, by Region, Through 2028
Table 4: Global Market for Software Used in VR Technologies, by Region, Through 2028
Table 5: Global Market for VR Technologies, by Device Type, Through 2028
Table 6: Global Market for HMDs Used in VR, by Region, Through 2028
Table 7: Global Market for Projectors and Display Walls Used in VR, by Region, Through 2028
Table 8: Global Market for Gesture Control Devices Used in VR, by Region, Through 2028
Table 9: Global Market for Other Devices Used in VR, by Region, Through 2028
Table 10: Global Market for VR Technologies, by Technology Type, Through 2028
Table 11: Global Market for Semi- and Fully Immersive Technology in VR, by Region, Through 2028
Table 12: Global Market for Non-immersive Technology in VR, by Region, Through 2028
Table 13: Global Market for VR Technologies, by Application, Through 2028
Table 14: Global Market for Consumer VR Applications, by Region, Through 2028
Table 15: Global Market for Commercial VR Applications, by Region, Through 2028
Table 16: Global Market for Enterprise VR Applications, by Region, Through 2028
Table 17: Global Market for Healthcare VR Applications, by Region, Through 2028
Table 18: Global Market for Aerospace and Defense VR Applications, by Region, Through 2028
Table 19: Global Market for Other VR Applications, by Region, Through 2028
Table 20: Global Market for VR Technologies, by Region, Through 2028
Table 21: North American Market for VR Technologies, by Country, Through 2028
Table 22: North American Market for VR Technologies, by Component, Through 2028
Table 23: North American Market for VR Technologies, by Device Type, Through 2028
Table 24: North American Market for VR Technologies, by Technology Type, Through 2028
Table 25: North American Market for VR Technologies, by Application, Through 2028
Table 26: European Market for VR Technologies, by Country, Through 2028
Table 27: European Market for VR Technologies, by Component, Through 2028
Table 28: European Market for VR Technologies, by Device Type, Through 2028
Table 29: European Market for VR Technologies, by Technology Type, Through 2028
Table 30: European Market for VR Technologies, by Application, Through 2028
Table 31: Asia-Pacific Market for VR Technologies, by Country, Through 2028
Table 32: Asia-Pacific Market for VR Technologies, by Component, Through 2028
Table 33: Asia-Pacific Market for VR Technologies, by Device Type, Through 2028
Table 34: Asia-Pacific Market for VR Technologies, by Technology Type, Through 2028
Table 35: Asia-Pacific Market for VR Technologies, by Application, Through 2028
Table 36: RoW Market for VR Technologies, by Component, Through 2028
Table 37: RoW Market for VR Technologies, by Device Type, Through 2028
Table 38: RoW Market for VR Technologies, by Technology Type, Through 2028
Table 39: RoW Market for VR Technologies, by Application, Through 2028
Table 40: ESG Risk Ratings Metric, by Company, 2022
Table 41: Patents Issued of Virtual Reality Technologies, by Applicant, 2022
Table 42: M&A in the Virtual Reality Market, January 2022-August 2023
Table 43: Funding of Virtual Reality Companies, 2023
Table 44: Apple Inc.: Products/Services
Table 45: Christie Digital Systems USA: Products/Services
Table 46: DPVR: Products/Services
Table 47: Eon Reality Inc.: Products/Services
Table 48: Gravity Jack: Products/Services
Table 49: HTC Corp.: Products/Services
Table 50: HTC Corp.: Net Revenue, 2020-2022
Table 51: Meta Platforms Technologies Inc.: Products/Services
Table 52: Meta Platforms Technologies Inc.: Net Revenue, 2020-2022
Table 53: Meta Platforms Technologies Inc.: Patents Information
Table 54: Meta Platforms Technologies Inc.: Recent Developments, 2021-2022
Table 55: Microsoft: Products/Services
Table 56: Microsoft: Net Revenue, 2021-2023
Table 57: Nvidia Corp.: Products/Services
Table 58: Nvidia Corp.: Net Revenue, 2021-2023
Table 59: Pico Technology: Products/Services
Table 60: Sony Corp.: Products/Services
Table 61: Sony Corp.: Net Revenue, 2021-2023
Table 62: VR Ventures Founded in 2023
Table 63: Acronyms Used in the Report

List of Figures
Summary Figure: Shares of Global Market for Virtual Reality Technologies, by Region, 2022
Figure 1: Virtual Reality Value Chain
Figure 2: Porter’s Five Forces as Applied to the VR Value Chain
Figure 3: Shares of Global Market for VR Technologies, by Component, 2022
Figure 4: Shares of Global Market for VR Technologies, by Component, 2028
Figure 5: Shares of Global Market for VR Technologies, by Hardware Type, 2022
Figure 6: Shares of Global Market for VR Technologies, by Hardware Type, 2028
Figure 7: Shares of Global Market for Hardware in VR Technologies, by Region, 2022
Figure 8: Shares of Global Market for Hardware Used in VR Technologies, by Region, 2028
Figure 9: Shares of Global Market for Software Used in VR Technologies, by Region, 2022
Figure 10: Shares of Global Market for Software in Used in VR Technologies, by Region, 2028
Figure 11: Shares of Global Market for VR Technologies, by Device Type, 2022
Figure 12: Shares of Global Market for VR Technologies, by Device Type, 2028
Figure 13: Shares of Global Market for HMDs Used in VR, by Region, 2022
Figure 14: Shares of Global Market for HMDs Used in VR, by Region, 2028
Figure 15: Shares of Global Market for Projectors and Display Walls Used in VR, by Region, 2022
Figure 16: Shares of Global Market for Projectors and Display Walls Used in VR, by Region, 2028
Figure 17: Shares of Global Market for Gesture Control Devices Used in VR, by Region, 2022
Figure 18: Shares of Global Market for Gesture Control Devices Used in VR, by Region, 2028
Figure 19: Shares of Global Market for Other Devices Used in VR, by Region, 2022
Figure 20: Shares of Global Market for Other Devices Used in VR, by Region, 2028
Figure 21: Shares of Global Market for VR Technologies, by Technology Type, 2022
Figure 22: Shares of Global Market for VR Technologies, by Technology Type, 2028
Figure 23: Shares of Global Market for Semi- and Fully Immersive Technology in VR, by Region, 2022
Figure 24: Shares of Global Market for Semi- and Fully Immersive Technology in VR, by Region, 2028
Figure 25: Shares of Global Market for Non-immersive Technology in VR, by Region, 2022
Figure 26: Shares of Global Market for Non-immersive Technology in VR, by Region, 2028
Figure 27: Shares of Global Market for VR Technologies, by Application, 2022
Figure 28: Shares of Global Market for VR Technologies, by Application, 2028
Figure 29: Shares of Global Market for Consumer VR Applications, by Region, 2022
Figure 30: Shares of Global Market for Consumer VR Applications, by Region, 2028
Figure 31: Shares of Global Market for Commercial VR Applications, by Region, 2022
Figure 32: Shares of Global Market for Commercial VR Applications, by Region, 2028
Figure 33: Shares of Global Market for Enterprise VR Applications, by Region, 2022
Figure 34: Shares of Global Market for Enterprise VR Applications, by Region, 2028
Figure 35: Shares of Global Market for Healthcare in VR Applications, by Region, 2022
Figure 36: Shares of Global Market for Healthcare VR Applications, by Region, 2028
Figure 37: Shares of Global Market for Aerospace and Defense VR Applications, by Region, 2022
Figure 38: Shares of Global Market for Aerospace and Defense VR Applications, by Region, 2028
Figure 39: Shares of Global Market for Other VR Applications, by Region, 2022
Figure 40: Shares of Global Market for Other VR Applications, by Region, 2028
Figure 41: Shares of Global Market for VR Technologies, by Region, 2022
Figure 42: Shares of Global Market for VR Technologies, by Region, 2028
Figure 43: U.S. Market for Virtual Reality Technologies, 2022-2028
Figure 44: Canadian Market for Virtual Reality Technologies, 2022-2028
Figure 45: Mexican Market for Virtual Reality Technologies, 2022-2028
Figure 46: German Market for Virtual Reality Technologies, 2022-2028
Figure 47: French Market for Virtual Reality Technologies, 2022-2028
Figure 48: U.K. Market for Virtual Reality Technologies, 2022-2028
Figure 49: Rest of European Market for Virtual Reality Technologies, 2022-2028
Figure 50: Chinese Market for Virtual Reality Technologies, 2022-2028
Figure 51: Indian Market for Virtual Reality Technologies, 2022-2028
Figure 52: Japanese Market for Virtual Reality Technologies, 2022-2028
Figure 53: South Korean Market for Virtual Reality Technologies, 2022-2028
Figure 54: Rest of APAC Market for Virtual Reality Technologies, 2022-2028
Figure 55: Patents on Virtual Reality Technologies, by Year, 2019-October 2023
Figure 56: Share of Virtual Reality Patents, by Assignee Country, 1988-October 2023
Figure 57: HTC Corp.: Sales Share, by Region, 2022
Figure 58: Meta Platforms Technologies Inc.: Sales Share, by Business Segment, 2022
Figure 59: Meta Platforms Technologies Inc.: Sales Share, by Region/Country, 2022
Figure 60: Microsoft: Sales Share, by Business Segment, 2023
Figure 61: Microsoft: Sales Share, by Region/Country, 2023
Figure 62: Nvidia Corp.: Sales Share, by Business Segment, 2022
Figure 63: Nvidia Corp.: Sales Share, by Region/Country, 2022
Figure 64: Sony Corp.: Sales Share, by Business Segment, 2023
Figure 65: Sony Corp.: Sales Share, by Region/Country, 2023

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Executive Summary

It seems that every day a new technology is developed that blurs the boundaries between people, the internet and the physical world. Virtual reality (VR) is one such technology. VR is a computer-generated environment created through the combination of hardware devices and software programs that allows users to interact with an artificial 3D environment. This is achieved by using a head-mounted display (HMD), audio output and input tracking devices. VR technology provides users with a different experience and a new way to see things. Over the past few years, VR has gone from science fiction fantasy to reality.

The VR market is poised for significant growth, which can be attributed to the growth of the mobile industry, decreasing costs of hardware and software, and rising penetration of industries such as retail, healthcare, e-commerce and automotive. VR standards have been established to ensure a more immersive experience.

In this report, the global VR technologies market is segmented by component, device type, technology, application and region. Components include hardware and software. The hardware segment was valued at $9.7 billion in 2022. It is estimated the VR market for hardware will grow at a CAGR of 23.6% and is forecast to reach $33.6 billion by the end of 2028.

Device types include head-mounted displays (HMDs), projectors and display walls, gesture-control devices and others. Technologies include semi- and fully immersive technology and non-immersive technology. Applications include consumer, commercial, enterprise, healthcare, aerospace and defense, and others.

In this report, the VR market is segmented by region into North America, Europe, Asia-Pacific and RoW. The Asia-Pacific region accounts for the largest share of the global VR technologies market. In 2022, the Asia-Pacific VR market was valued at $6.6 billion. It is projected to be the fastest growing market for VR during the forecast period, growing at a CAGR of 27.5% to reach $27.4 billion by the end of 2028.

Companies Mentioned

  • 7D Vision Technology Co. Ltd.
  • Apple Inc.
  • Christie Digital Systems Usa, Inc.
  • Dpvr (Shanghai Lexiang Technology Co., Ltd.)
  • Emagin Inc.
  • Eon Reality Inc.
  • Gravity Jack Inc.
  • Htc Corp.
  • Meta Platforms Technologies Inc.
  • Microsoft Corp.
  • Nvidia Corp.
  • Pico Technology Co. Ltd. (Bytedance)
  • Sony Corp.
  • Few Startups/Emerging Companies
  • Curvature Games
  • Varjo
  • Vedx Solutions
  • Vrpharma
  • Ximmerse

Table Information