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Global Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity

  • ID: 5006445
  • Report
  • March 2020
  • Region: Global
  • 164 pages
  • GMD Research
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FEATURED COMPANIES

  • Apple Inc.
  • Cyberglove Systems Inc.
  • Facebook Inc.
  • Leap Motion, Inc.
  • Microsoft Corporation
  • Oculus VR, LLC
  • MORE
Global virtual reality market is expected to reach $109.61 billion by 2026, representing a 2020-2026 CAGR of 38.8%.

Highlighted with 84 tables and 81 figures, this 164-page report “Global Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026.

In-depth qualitative analyses include identification and investigation of the following aspects:
  • Market Structure
  • Growth Drivers
  • Restraints and Challenges
  • Emerging Product Trends & Market Opportunities
  • Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Region.

Based on Component, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.

Hardware
  • Sensors
  • Semiconductor Component
  • Displays and Projectors
  • Position Trackers
  • Cameras
  • Others
Software

Software Developer Kits
  • Cloud Services
Based on Technology, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
  • Nonimmersive Technology
  • Semi-Immersive Technology
  • Fully Immersive Technology
Based on Device, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
  • Head-Mounted Display (HMD)
  • Gesture-Tracking Device
  • Projector & Display Wall
Based on Platform, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
  • Mobile VR
  • Console VR
  • PC VR
Based on Industry Vertical, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Automotive
  • Retail & Marketing
  • Other Verticals
Based on End User, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.

Consumer

Enterprise
  • Large Enterprises
  • Small- & Medium-sized Enterprises
Geographically, the following regions together with the listed national/local markets are fully investigated:
  • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
  • Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into The Netherlands, Denmark, Austria, Norway, Sweden, Belgium, Poland, Czech Republic, Slovakia, Hungary, and Romania)
  • North America (U.S. and Canada)
  • Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
  • RoW (Saudi Arabia, UAE, South Africa)
For each of the aforementioned regions and countries, market analysis and revenue data are available for 2015-2026. The breakdown of all regional markets by country and split of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in global virtual reality market are assayed quantitatively and qualitatively through a Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players (this may not be a complete list and extra companies can be added upon request):
  • Apple Inc.
  • Atheer, Inc.
  • Cyberglove Systems Inc.
  • EON Reality, Inc.
  • Facebook Inc.
  • Google Inc.
  • Hewlett-Packard Development Company. L.P
  • Leap Motion, Inc.
  • Meta Inc.
  • Microsoft Corporation
  • Nintendo Co., Ltd
  • Oculus VR, LLC
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co. Ltd
  • Sixense Entertainment, Inc
  • Sony Corporation
  • Total Immersion, Inc.
  • Virtuix
  • Zappar Ltd
(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Apple Inc.
  • Cyberglove Systems Inc.
  • Facebook Inc.
  • Leap Motion, Inc.
  • Microsoft Corporation
  • Oculus VR, LLC
  • MORE
1 Introduction
1.1 Industry Definition and Research Scope
1.1.1 Industry Definition
1.1.2 Research Scope
1.2 Research Methodology
1.2.1 Overview of Market Research Methodology
1.2.2 Market Assumption
1.2.3 Secondary Data
1.2.4 Primary Data
1.2.5 Data Filtration and Model Design
1.2.6 Market Size/Share Estimation
1.2.7 Research Limitations
1.3 Executive Summary

2 Market Overview and Dynamics
2.1 Market Size and Forecast
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Fiver Forces Analysis

3 Segmentation of Global Market by Component
3.1 Market Overview by Component
3.2 Hardware
3.3 Software

4 Segmentation of Global Market by Technology
4.1 Market Overview by Technology
4.2 Nonimmersive Technology
4.3 Semi-Immersive Technology
4.4 Fully Immersive Technology

5 Segmentation of Global Market by Device
5.1 Market Overview by Device
5.2 Head-Mounted Display (HMD)
5.3 Gesture-Tracking Device
5.4 Projector & Display Wall

6 Segmentation of Global Market by Platform
6.1 Market Overview by Platform
6.2 Mobile VR
6.3 Console VR
6.4 PC VR

7 Segmentation of Global Market by Industry Vertical
7.1 Market Overview by Industry Vertical
7.2 Gaming
7.3 Entertainment & Media
7.4 Aerospace & Defense
7.5 Healthcare
7.6 Education
7.7 Automotive
7.8 Retail & Marketing
7.9 Other Verticals

8 Segmentation of Global Market by End User
8.1 Market Overview by End User
8.2 Consumer
8.3 Enterprise

9 Segmentation of Global Market by Region
9.1 Geographic Market Overview 2019-2026
9.2 North America Market 2019-2026 by Country
9.2.1 Overview of North America Market
9.2.2 U.S. Market
9.2.3 Canadian Market
9.3 European Market 2019-2026 by Country
9.3.1 Overview of European Market
9.3.2 UK
9.3.3 France
9.3.4 Germany
9.3.5 Spain
9.3.6 Italy
9.3.7 Russia
9.3.8 Rest of European Market
9.4 Asia-Pacific Market 2019-2026 by Country
9.4.1 Overview of Asia-Pacific Market
9.4.2 China
9.4.3 Japan
9.4.4 India
9.4.5 Australia
9.4.6 South Korea
9.4.7 Rest of APAC Region
9.5 Latin America Market 2019-2026 by Country
9.5.1 Argentina
9.5.2 Brazil
9.5.3 Mexico
9.5.4 Rest of Latin America Market
9.6 Rest of World Market 2019-2026 by Country
9.6.1 UAE
9.6.2 Saudi Arabia
9.6.3 South Africa
9.6.4 Other National Markets

10 Competitive Landscape
10.1 Overview of Key Vendors
10.2 New Product Launch, Partnership, Investment, and M&A
10.3 Company Profiles
  • Apple Inc.
  • Atheer, Inc.
  • Cyberglove Systems Inc.
  • EON Reality, Inc.
  • Facebook Inc.
  • Google Inc.
  • Hewlett-Packard Development Company. L.P
  • Leap Motion, Inc.
  • Meta Inc.
  • Microsoft Corporation
  • Nintendo Co., Ltd
  • Oculus VR, LLC
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co. Ltd
  • Sixense Entertainment, Inc
  • Sony Corporation
  • Total Immersion, Inc.
  • Virtuix
  • Zappar Ltd
11 Investing in Global Market: Risk Assessment and Management
11.1 Risk Evaluation of Global Market
11.2 Critical Success Factors (CSFs)

List of Tables:
Table 1. Snapshot of Global Virtual Reality Market, 2019-2026
Table 2. Main Product Trends and Market Opportunities in Global Virtual Reality Market
Table 3. Global Virtual Reality Market by Component, 2015-2026, $ mn
Table 4. Global Virtual Reality Market: Hardware by Type, 2015-2026, $ mn
Table 5. Global Virtual Reality Market: Software by Type, 2015-2026, $ mn
Table 6. Global Virtual Reality Market by Technology, 2015-2026, $ mn
Table 7. Global Virtual Reality Market by Device, 2015-2026, $ mn
Table 8. Global Virtual Reality Market by Platform, 2015-2026, $ mn
Table 9. Global Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 10. Global Virtual Reality Market by End User, 2015-2026, $ mn
Table 11. Global Virtual Reality Market: Enterprise by Size, 2015-2026, $ mn
Table 12. Global Virtual Reality Market by Region, 2015-2026, $ mn
Table 13. Leading National Virtual Reality Market, 2019 and 2026, $ mn
Table 14. North America Virtual Reality Market by Country, 2015-2026, $ mn
Table 15. U.S. Virtual Reality Market by Technology, 2015-2026, $ mn
Table 16. U.S. Virtual Reality Market by Device, 2015-2026, $ mn
Table 17. U.S. Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 18. Canada Virtual Reality Market by Technology, 2015-2026, $ mn
Table 19. Canada Virtual Reality Market by Device, 2015-2026, $ mn
Table 20. Canada Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 21. Europe Virtual Reality Market by Country, 2015-2026, $ mn
Table 22. UK Virtual Reality Market by Technology, 2015-2026, $ mn
Table 23. UK Virtual Reality Market by Device, 2015-2026, $ mn
Table 24. UK Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 25. France Virtual Reality Market by Technology, 2015-2026, $ mn
Table 26. France Virtual Reality Market by Device, 2015-2026, $ mn
Table 27. France Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 28. Germany Virtual Reality Market by Technology, 2015-2026, $ mn
Table 29. Germany Virtual Reality Market by Device, 2015-2026, $ mn
Table 30. Germany Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 31. Spain Virtual Reality Market by Technology, 2015-2026, $ mn
Table 32. Spain Virtual Reality Market by Device, 2015-2026, $ mn
Table 33. Spain Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 34. Italy Virtual Reality Market by Technology, 2015-2026, $ mn
Table 35. Italy Virtual Reality Market by Device, 2015-2026, $ mn
Table 36. Italy Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 37. Russia Virtual Reality Market by Technology, 2015-2026, $ mn
Table 38. Russia Virtual Reality Market by Device, 2015-2026, $ mn
Table 39. Russia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 40. Virtual Reality Market in Rest of Europe by Country, 2019-2026, $ mn
Table 41. APAC Virtual Reality Market by Country, 2015-2026, $ mn
Table 42. China Virtual Reality Market by Technology, 2015-2026, $ mn
Table 43. China Virtual Reality Market by Device, 2015-2026, $ mn
Table 44. China Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 45. Japan Virtual Reality Market by Technology, 2015-2026, $ mn
Table 46. Japan Virtual Reality Market by Device, 2015-2026, $ mn
Table 47. Japan Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 48. India Virtual Reality Market by Technology, 2015-2026, $ mn
Table 49. India Virtual Reality Market by Device, 2015-2026, $ mn
Table 50. India Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 51. Australia Virtual Reality Market by Technology, 2015-2026, $ mn
Table 52. Australia Virtual Reality Market by Device, 2015-2026, $ mn
Table 53. Australia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 54. South Korea Virtual Reality Market by Technology, 2015-2026, $ mn
Table 55. South Korea Virtual Reality Market by Device, 2015-2026, $ mn
Table 56. South Korea Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 57. Virtual Reality Market in Rest of APAC by Country, 2015-2026, $ mn
Table 58. Latin America Virtual Reality Market by Country, 2015-2026, $ mn
Table 59. Argentina Virtual Reality Market by Technology, 2015-2026, $ mn
Table 60. Argentina Virtual Reality Market by Device, 2015-2026, $ mn
Table 61. Argentina Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 62. Brazil Virtual Reality Market by Technology, 2015-2026, $ mn
Table 63. Brazil Virtual Reality Market by Device, 2015-2026, $ mn
Table 64. Brazil Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 65. Mexico Virtual Reality Market by Technology, 2015-2026, $ mn
Table 66. Mexico Virtual Reality Market by Device, 2015-2026, $ mn
Table 67. Mexico Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 68. RoW Virtual Reality Market by Country, 2015-2026, $ mn
Table 69. UAE Virtual Reality Market by Technology, 2015-2026, $ mn
Table 70. UAE Virtual Reality Market by Device, 2015-2026, $ mn
Table 71. UAE Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 72. Saudi Arabia Virtual Reality Market by Technology, 2015-2026, $ mn
Table 73. Saudi Arabia Virtual Reality Market by Device, 2015-2026, $ mn
Table 74. Saudi Arabia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 75. South Africa Virtual Reality Market by Technology, 2015-2026, $ mn
Table 76. South Africa Virtual Reality Market by Device, 2015-2026, $ mn
Table 77. South Africa Virtual Reality Market by Industry Vertical, 2015-2026, $ mn
Table 78. Apple Inc.: Company Snapshot
Table 79. Apple Inc.: Business Segmentation
Table 80. Apple Inc.: Product Portfolio
Table 81. Apple Inc.: Revenue, 2015-2018, $ mn
Table 82. Apple Inc.: Recent Developments
Table 83. Risk Evaluation for Investing in Global Market, 2019-2026
Table 84. Critical Success Factors and Key Takeaways

List of Figures:
Figure 1. Research Method Flow Chart
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026
Figure 4. Global Virtual Reality Market, 2019-2026, $ mn
Figure 5. Primary Drivers and Impact Factors of Global Virtual Reality Market
Figure 6. Primary Restraints and Impact Factors of Global Virtual Reality Market
Figure 7. Porter’s Fiver Forces Analysis of Global Virtual Reality Market
Figure 8. Breakdown of Global Virtual Reality Market by Component, 2019-2026, % of Revenue
Figure 9. Contribution to Global 2020-2026 Cumulative Revenue by Component, Value ($ mn) and Share (%)
Figure 10. Global Virtual Reality Market: Hardware, 2015-2026, $ mn
Figure 11. Global Virtual Reality Market: Software, 2015-2026, $ mn
Figure 12. Breakdown of Global Virtual Reality Market by Technology, 2019-2026, % of Revenue
Figure 13. Contribution to Global 2020-2026 Cumulative Revenue by Technology, Value ($ mn) and Share (%)
Figure 14. Global Virtual Reality Market: Nonimmersive Technology, 2015-2026, $ mn
Figure 15. Global Virtual Reality Market: Semi-Immersive Technology, 2015-2026, $ mn
Figure 16. Global Virtual Reality Market: Fully Immersive Technology, 2015-2026, $ mn
Figure 17. Breakdown of Global Virtual Reality Market by Device, 2019-2026, % of Revenue
Figure 18. Contribution to Global 2020-2026 Cumulative Revenue by Device, Value ($ mn) and Share (%)
Figure 19. Global Virtual Reality Market: Head-Mounted Display (HMD), 2015-2026, $ mn
Figure 20. Global Virtual Reality Market: Gesture-Tracking Device, 2015-2026, $ mn
Figure 21. Global Virtual Reality Market: Projector & Display Wall, 2015-2026, $ mn
Figure 22. Breakdown of Global Virtual Reality Market by Platform, 2019-2026, % of Revenue
Figure 23. Contribution to Global 2020-2026 Cumulative Revenue by Platform, Value ($ mn) and Share (%)
Figure 24. Global Virtual Reality Market: Mobile VR, 2015-2026, $ mn
Figure 25. Global Virtual Reality Market: Console VR, 2015-2026, $ mn
Figure 26. Global Virtual Reality Market: PC VR, 2015-2026, $ mn
Figure 27. Breakdown of Global Virtual Reality Market by Industry Vertical, 2019-2026, % of Revenue
Figure 28. Contribution to Global 2020-2026 Cumulative Revenue by Industry Vertical, Value ($ mn) and Share (%)
Figure 29. Global Virtual Reality Market: Gaming, 2015-2026, $ mn
Figure 30. Global Virtual Reality Market: Entertainment & Media, 2015-2026, $ mn
Figure 31. Global Virtual Reality Market: Aerospace & Defense, 2015-2026, $ mn
Figure 32. Global Virtual Reality Market: Healthcare, 2015-2026, $ mn
Figure 33. Global Virtual Reality Market: Education, 2015-2026, $ mn
Figure 34. Global Virtual Reality Market: Automotive, 2015-2026, $ mn
Figure 35. Global Virtual Reality Market: Retail & Marketing, 2015-2026, $ mn
Figure 36. Global Virtual Reality Market: Other Verticals, 2015-2026, $ mn
Figure 37. Breakdown of Global Virtual Reality Market by End User, 2019-2026, % of Revenue
Figure 38. Contribution to Global 2020-2026 Cumulative Revenue by End User, Value ($ mn) and Share (%)
Figure 39. Global Virtual Reality Market: Consumer, 2015-2026, $ mn
Figure 40. Global Virtual Reality Market: Enterprise, 2015-2026, $ mn
Figure 41. Global Market Snapshot by Region
Figure 42. Geographic Spread of Worldwide Virtual Reality Market, 2019-2026, % of Revenue
Figure 43. Contribution to Global 2020-2026 Cumulative Revenue by Region, Value ($ mn) and Share (%)
Figure 44. North American Virtual Reality Market, 2015-2026, $ mn
Figure 45. Breakdown of North America Virtual Reality Market by Country, 2019 and 2026, % of Revenue
Figure 46. Contribution to North America 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 47. U.S. Virtual Reality Market, 2015-2026, $ mn
Figure 48. Canada Virtual Reality Market, 2015-2026, $ mn
Figure 49. European Virtual Reality Market, 2015-2026, $ mn
Figure 50. Breakdown of European Virtual Reality Market by Country, 2019 and 2026, % of Revenue
Figure 51. Contribution to Europe 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 52. Virtual Reality Market in UK, 2015-2026, $ mn
Figure 53. Virtual Reality Market in France, 2015-2026, $ mn
Figure 54. Virtual Reality Market in Germany, 2015-2026, $ mn
Figure 55. Virtual Reality Market in Spain, 2015-2026, $ mn
Figure 56. Virtual Reality Market in Italy, 2015-2026, $ mn
Figure 57. Virtual Reality Market in Russia, 2015-2026, $ mn
Figure 58. Virtual Reality Market in Rest of Europe, 2015-2026, $ mn
Figure 59. Asia-Pacific Virtual Reality Market, 2015-2026, $ mn
Figure 60. Breakdown of APAC Virtual Reality Market by Country, 2019 and 2026, % of Revenue
Figure 61. Contribution to APAC 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 62. Virtual Reality Market in China, 2015-2026, $ mn
Figure 63. Virtual Reality Market in Japan, 2015-2026, $ mn
Figure 64. Virtual Reality Market in India, 2015-2026, $ mn
Figure 65. Virtual Reality Market in Australia, 2015-2026, $ mn
Figure 66. Virtual Reality Market in South Korea, 2015-2026, $ mn
Figure 67. Virtual Reality Market in Rest of APAC, 2015-2026, $ mn
Figure 68. Latin America Virtual Reality Market, 2015-2026, $ mn
Figure 69. Breakdown of Latin America Virtual Reality Market by Country, 2019 and 2026, % of Revenue
Figure 70. Contribution to Latin America 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 71. Virtual Reality Market in Argentina, 2015-2026, $ mn
Figure 72. Virtual Reality Market in Brazil, 2015-2026, $ mn
Figure 73. Virtual Reality Market in Mexico, 2015-2026, $ mn
Figure 74. Virtual Reality Market in Rest of Latin America, 2015-2026, $ mn
Figure 75. Virtual Reality Market in Rest of the World (RoW), 2015-2026, $ mn
Figure 76. Breakdown of RoW Virtual Reality Market by Country, 2019 and 2026, % of Revenue
Figure 77. Contribution to RoW 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 78. Virtual Reality Market in UAE, 2015-2026, $ mn
Figure 79. Virtual Reality Market in Saudi Arabia, 2015-2026, $ mn
Figure 80. Virtual Reality Market in South Africa, 2015-2026, $ mn
Figure 81. Growth Stage of Global Virtual Reality Industry over the Forecast Period
Note: Product cover images may vary from those shown
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  • Apple Inc.
  • Atheer, Inc.
  • Cyberglove Systems Inc.
  • EON Reality, Inc.
  • Facebook Inc.
  • Google Inc.
  • Hewlett-Packard Development Company. L.P
  • Leap Motion, Inc.
  • Meta Inc.
  • Microsoft Corporation
  • Nintendo Co., Ltd
  • Oculus VR, LLC
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co. Ltd
  • Sixense Entertainment, Inc
  • Sony Corporation
  • Total Immersion, Inc.
  • Virtuix
  • Zappar Ltd
Note: Product cover images may vary from those shown
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