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Virtual Reality Devices Global Market Report 2021: COVID-19 Growth and Change to 2030

  • ID: 5321389
  • Report
  • May 2021
  • Region: Global
  • The Business Research Company

FEATURED COMPANIES

  • AMD
  • Cyberglove Systems Inc
  • Google
  • LG Electronics, Inc
  • Oculus VR LLC
  • Sony Corporation
  • MORE
Virtual Reality Devices Global Market Report 2021: COVID-19 Growth and Change to 2030 provides the strategists, marketers and senior management with the critical information they need to assess the global virtual reality devices market.

This report focuses on the virtual reality devices market which is experiencing strong growth. The report gives a guide to the virtual reality devices market which will be shaping and changing our lives over the next ten years and beyond, including the market's response to the challenge of the global pandemic.

Reasons to Purchase
  • Gain a truly global perspective with the most comprehensive report available on this market covering 12+ geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order.
Description:

Where is the largest and fastest growing market for the virtual reality devices? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Virtual Reality Devices market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider virtual reality devices market, and compares it with other markets.
  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, the influence of the COVID-19 virus and forecasting its growth.
  • Market segmentations break down market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
  • The virtual reality devices market section of the report gives context. It compares the virtual reality devices market with other segments of the virtual reality devices market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, virtual reality devices indicators comparison.
Scope

Markets Covered: 1) By Type: Hand Held Devices; Head Mounted Devices; Gesture Controlled Devices; Others 2) By Application: Medical & Healthcare; Commercial; Education; Advertsiing & Marketing; Commerce; Energy & Utilities; Entertainment & Gaming; Designing & Engineering; Logistics; Others 3) By Technology: Semi & Fully Immersive; Non-immersive

Companies Mentioned: Google; Sony Corporation; Samsung Electronics Co., Ltd.; Oculus VR LLC; Marxent Labs

Countries: Brazil; China; France; Germany; India; Indonesia; Japan; South Korea; Russia; UK; USA; Australia

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions; per capita expenditure.,

Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • AMD
  • Cyberglove Systems Inc
  • Google
  • LG Electronics, Inc
  • Oculus VR LLC
  • Sony Corporation
  • MORE
1. Executive Summary

2. Virtual Reality Devices Market Characteristics

3. Virtual Reality Devices Market Trends and Strategies

4. Impact of COVID-19 on Virtual Reality Devices

5. Virtual Reality Devices Market Size and Growth
5.1. Global Virtual Reality Devices Historic Market, 2015-2020, $ Billion
5.1.1. Drivers of the Market
5.1.2. Restraints on The Market
5.2. Global Virtual Reality Devices Forecast Market, 2020-2025F, 2030F, $ Billion
5.2.1. Drivers of the Market
5.2.2. Restraints on the Market

6. Virtual Reality Devices Market Segmentation
6.1. Global Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
  • Hand Held Devices
  • Head Mounted Devices
  • Gesture Controlled Devices
  • Others
6.2. Global Virtual Reality Devices Market, Segmentation By Application, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
  • Medical & Healthcare
  • Commercial
  • Education
  • Advertsiing & Marketing
  • Commerce
  • Energy & Utilities
  • Entertainment & Gaming
  • Designing & Engineering
  • Logistics
  • Others
6.3. Global Virtual Reality Devices Market, Segmentation By Technology, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
  • Semi & Fully Immersive
  • Non-immersive
7. Virtual Reality Devices Market Regional and Country Analysis
7.1. Global Virtual Reality Devices Market, Split By Region, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
7.2. Global Virtual Reality Devices Market, Split By Country, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

8. Asia-Pacific Virtual Reality Devices Market
8.1. Asia-Pacific Virtual Reality Devices Market Overview
  • Region Information, Impact of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
8.2. Asia-Pacific Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
8.3. Asia-Pacific Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

9. China Virtual Reality Devices Market
9.1. China Virtual Reality Devices Market Overview
9.2. China Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F,$ Billion
9.3. China Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F,$ Billion

10. India Virtual Reality Devices Market
10.1. India Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
10.2. India Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

11. Japan Virtual Reality Devices Market
11.1. Japan Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
11.2. Japan Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

12. Australia Virtual Reality Devices Market
12.1. Australia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
12.2. Australia Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

13. Indonesia Virtual Reality Devices Market
13.1. Indonesia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
13.2. Indonesia Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

14. South Korea Virtual Reality Devices Market
14.1. South Korea Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
14.2. South Korea Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

15. Western Europe Virtual Reality Devices Market
15.1. Western Europe Virtual Reality Devices Market Overview
15.2. Western Europe Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
15.3. Western Europe Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

16. UK Virtual Reality Devices Market
16.1. UK Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
16.2. UK Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

17. Germany Virtual Reality Devices Market
17.1. Germany Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
17.2. Germany Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

18. France Virtual Reality Devices Market
18.4. France Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
18.5. France Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

19. Eastern Europe Virtual Reality Devices Market
19.1. Eastern Europe Virtual Reality Devices Market Overview
19.2. Eastern Europe Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
19.3. Eastern Europe Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

20. Russia Virtual Reality Devices Market
20.1. Russia Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
20.2. Russia Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

21. North America Virtual Reality Devices Market
21.1. North America Virtual Reality Devices Market Overview
21.2. North America Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
21.3. North America Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

22. USA Virtual Reality Devices Market
22.1. USA Virtual Reality Devices Market Overview
22.2. USA Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
22.3. USA Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

23. South America Virtual Reality Devices Market
23.1. South America Virtual Reality Devices Market Overview
23.2. South America Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
23.3. South America Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

24. Brazil Virtual Reality Devices Market
24.1. Brazil Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
24.2. Brazil Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

25. Middle East Virtual Reality Devices Market
25.1. Middle East Virtual Reality Devices Market Overview
25.2. Middle East Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
25.3. Middle East Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

26. Africa Virtual Reality Devices Market
26.1. Africa Virtual Reality Devices Market Overview
26.2. Africa Virtual Reality Devices Market, Segmentation By Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
26.3. Africa Virtual Reality Devices Market, Segmentation By Application/End-User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

27. Virtual Reality Devices Market Competitive Landscape and Company Profiles
27.1. Virtual Reality Devices Market Competitive Landscape
27.2. Virtual Reality Devices Market Company Profiles
27.2.1. Google
27.2.1.1. Overview
27.2.1.2. Products and Services
27.2.1.3. Strategy
27.2.1.4. Financial Performance
27.2.2. Sony Corporation
27.2.2.1. Overview
27.2.2.2. Products and Services
27.2.2.3. Strategy
27.2.2.4. Financial Performance
27.2.3. Samsung Electronics Co., Ltd.
27.2.3.1. Overview
27.2.3.2. Products and Services
27.2.3.3. Strategy
27.2.3.4. Financial Performance
27.2.4. Oculus VR LLC
27.2.4.1. Overview
27.2.4.2. Products and Services
27.2.4.3. Strategy
27.2.4.4. Financial Performance
27.2.5. Marxent Labs
27.2.5.1. Overview
27.2.5.2. Products and Services
27.2.5.3. Strategy
27.2.5.4. Financial Performance

28. Key Mergers and Acquisitions in the Virtual Reality Devices Market

29. Virtual Reality Devices Market Future Outlook and Potential Analysis

30. Appendix
30.1. Abbreviations
30.2. Currencies
30.3. Research Inquiries
30.4. About the Publisher
30.5. Copyright and Disclaimer
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • AMD
  • Cyberglove Systems Inc
  • Google
  • LG Electronics, Inc
  • Oculus VR LLC
  • Sony Corporation
  • MORE
Major players in the virtual reality devices market are Google, Sony Corporation, Samsung Electronics Co., Ltd., Oculus VR LLC and Marxent Labs.

The global virtual reality devices market is expected to grow from $3.25 billion in 2020 to $4.94 billion in 2021 at a compound annual growth rate (CAGR) of 52%. The growth is mainly due to the companies resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $22.27 billion in 2025 at a CAGR of 46%.

The virtual reality devices market consists of sales of virtual reality devices and related services. The VR devices use advanced computer technology called virtual reality to create a simulated environment. The VR devices such as head mounted display (HMD) devices, gesture tracking devices (GTD), projectors and display walls (PDW) enable the users to get immersed in a real environment and interact with 3D worlds. Some of the virtual reality devices include Oculus Rift - VR headset, HTC Vive – VR, Sony - PSVR, Samsung Gear VR – mobile VR headset with controller, and Google Cardboard – mobile VR headset by Google.

The interferences in demand and supply chains caused by COVID19 lockdown are to act as major restraint hampering the growth of the virtual reality market during 2020. According to the World Trade Organization (WTO), the coronavirus represents unprecedented disruptions to the world trade and global economy, as consumption and production are scaled backed worldwide. Moreover, according to Media Post’s news published in March 2020, the shipments for virtual reality headsets are expected to record a decline of approximately 17% during 2020, owing to disruptions in the supply chain caused by COVID19 lockdowns. Hence, the disturbances in demand and supply chain are to act as a major factor to contribute to the declining shipments for virtual reality devices during 2020.

Integration of 5K stereoscopic video in VR devices is one of the growing trends that is changing the landscape of virtual reality device market. 5k stereoscopic video is a 5k-resolution video technology which replaces the previous 360 video low resolution technology used in VR headsets. This 5K stereoscopic video would provide a complete and detailed VR immersion experience for the viewers. For instance, Oculus VR, an American technology company, developed Guided Meditation VR which is virtual reality relaxation app that runs 5K stereoscopic video content on the Oculus Go (mobile headsets) version of the app.

Rising demand for virtual reality devices in changing the traditional way of imparting safety trainings to employees is expected to drive the virtual reality devices market. Virtual Reality provides an effective and safe training environment for the employees in an organization. Traditional training method fail to recreate real time crisis scenarios while VR trainings create the real time crisis scenarios which helps a person to respond in a similar way to that of real time situations, thus providing effective and safe training to staff. It has resulted in fewer mistakes and better information recall than traditional trainings. For example, Ford uses virtual reality which simulates real-life situations to train its staff in a more receptive and effective way than training theoretically.

In September 2019, Verizon announced the acquisition of Jaunt XR, a California-based company’s software, technology, and certain assets for an undisclosed amount. Through this acquisition, Verizon plans to develop and built new leading-edge software combining with Jaunt XR. Jaunt XR was founded in 2013 and deals in developing hardware, virtual technology, software, apps, and tools that enable consumers and brands to make high-quality virtual reality (VR) content. Jaunt XR is focusing on developing volumetric video capturing of human for supply on social media channels and mobile devices.
Note: Product cover images may vary from those shown

A selection of companies mentioned in this report includes:

  • Google
  • Sony Corporation
  • Samsung Electronics Co., Ltd
  • Oculus VR LLC
  • Marxent Labs
  • Microsoft Corporation
  • Apple
  • HTC Corporation
  • Qualcomm
  • Lenovo Group Ltd
  • AMD
  • Fove, Inc
  • LG Electronics, Inc
  • Autodesk Inc
  • Eon Reality Inc
  • Leap Motion, Inc
  • Cyberglove Systems Inc
  • Virtuix
  • Unity Technologies
  • Snap
  • Firsthand Technology
  • Wevr
  • Nvidia
  • Bricks & Goggles
  • Prenav
Note: Product cover images may vary from those shown

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