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Virtual Reality Devices Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 5735314
The virtual reality devices market size has grown rapidly in recent years. It will grow from $17.55 billion in 2025 to $19.68 billion in 2026 at a compound annual growth rate (CAGR) of 12.1%. The growth in the historic period can be attributed to rise of gaming and entertainment vr adoption, advancements in display and graphics technology, increasing demand for immersive training and simulation, early adoption in education and healthcare, declining hardware costs.

The virtual reality devices market size is expected to see rapid growth in the next few years. It will grow to $31.82 billion in 2030 at a compound annual growth rate (CAGR) of 12.8%. The growth in the forecast period can be attributed to integration of vr with AI and ml, expansion in industrial and commercial applications, growth of cloud-based vr solutions, rise in virtual collaboration and remote working tools, development of haptic and gesture-based technologies. Major trends in the forecast period include AI-enhanced VR experiences, robotic-assisted vr interaction, VR integration in smart manufacturing, cloud-based vr platforms, next-gen immersive content.

The rising demand for virtual reality devices in the entertainment and gaming industry is expected to be a driving force behind the growth of the virtual reality devices market. The entertainment and gaming sector encompasses a wide range of activities, including video games, mobile games, computer games, console games, online gaming, virtual reality experiences, augmented reality applications, movies, TV shows, music, live performances, sports events, theme parks, and more. Virtual reality technology enhances user engagement by offering interactive and immersive experiences, seamlessly merging virtual and real-world elements to provide a new dimension of entertainment and gaming. In the gaming industry, virtual reality has revolutionized gameplay by immersing players in virtual environments and enabling real-time interactions. The increasing demand for virtual reality in the entertainment and gaming sector is driving innovation, substantial investment in research and development, and the widespread adoption of virtual reality technologies. This, in turn, is fueling the expansion of the virtual reality devices market. For instance, in February 2024, according to Meta, a US-based technology company, its Reality Labs segment, which includes the virtual reality (VR) division, generated $1.07 billion in revenue in 2023, marking a significant 25% increase compared to 2022. This growth can be attributed to the strong sales of Oculus devices, driving the overall revenue growth for Meta’s VR segment. Therefore, the increasing demand for virtual reality devices in the entertainment and gaming industry is contributing to the growth of the virtual reality devices market.

Prominent companies in the virtual reality devices market are introducing innovative products, such as ultra-high-resolution displays, to maintain their competitive positions. Ultra-high-resolution displays, commonly referred to as 4K resolution, provide a higher pixel density and sharper image quality compared to standard high-definition (HD) displays. For example, in June 2023, Apple Inc., a US-based technology company, launched Apple Vision Pro. This spatial computer seamlessly integrates digital content with the physical world, featuring an ultra-high-resolution display system that responds to user input through their eyes, hands, and voice. The device operates on visionOS, a spatial operating system that supports multitasking and offers extensive screen real estate. Vision Pro delivers captivating entertainment experiences, spatial photography, immersive FaceTime communication, and industry-leading privacy and security features.

In February 2023, Meta Platforms Inc., a US-based provider of social networking services and immersive reality hardware and software, acquired Within Unlimited, Inc. for an undisclosed amount. Through this acquisition, Meta seeks to broaden its virtual-reality fitness content offerings and incorporate immersive workout experiences into its wider metaverse ecosystem. Within Unlimited Inc. is a US-based provider of VR headsets and related equipment used for immersive virtual reality experiences.

Major companies operating in the virtual reality devices market are Google, Sony Corporation, Samsung Electronics Co. Ltd., Oculus VR LLC, Microsoft Corporation, HTC Corporation, Lenovo Group Ltd., LG Electronics Inc., Vuzix, Pimax, Varjo, Magic Leap, StarVR, Sensics, OSVR, CyberGlove Systems Inc., Leap Motion Inc., Ultraleap, Manus VR, Sixense, WorldViz, Virtuix, The Void, Dreamscape Immersive, Zero Latency.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

Tariffs have impacted the virtual reality devices market by increasing the cost of imported components such as sensors, haptic devices, and display panels, thereby affecting the production and pricing of HMDs, gesture-controlled devices, and VR simulators. Asia-Pacific regions like China and Taiwan, being key manufacturing hubs, are most affected by these tariffs, leading to supply chain disruptions. However, tariffs have also encouraged local manufacturing and innovation in cost-efficient VR solutions, benefiting regions with growing domestic production capacities.

The virtual reality devices market research report is one of a series of new reports that provides virtual reality devices market statistics, including virtual reality devices industry global market size, regional shares, competitors with a virtual reality devices market share, detailed virtual reality devices market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality devices industry. This virtual reality devices market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

Virtual reality (VR) devices encompass technologies that leverage advanced computing to generate immersive simulated environments. These devices, including head-mounted displays (HMD), gesture tracking devices (GTD), projectors, and display walls (PDW), enable users to engage with 3D worlds and become fully immersed in simulated realities.

The primary types of virtual reality devices consist of handheld devices, head-mounted devices, gesture-controlled devices, and various others. Handheld VR devices allow users to freely navigate and explore virtual environments. VR technologies encompass semi and fully immersive, as well as non-immersive setups, and find applications across various sectors such as medical and healthcare, commercial, education, advertising and marketing, commerce, energy and utilities, entertainment, gaming, design and engineering, logistics, and more.Asia-Pacific was the largest region in the virtual reality devices market in 2025. Western Europe was the second-largest region in the virtual reality devices market analysis. The regions covered in the virtual reality devices market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual reality devices market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The virtual reality devices market consists of sales of head mounted display (HMD) devices, gesture tracking devices (GTD), projectors and display walls (PDW), and other virtual reality devices. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

This product will be delivered within 1-3 business days.

Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. Virtual Reality Devices Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global Virtual Reality Devices Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation (Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation)
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. Virtual Reality Devices Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global Virtual Reality Devices Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Artificial Intelligence & Autonomous Intelligence
4.1.2 Autonomous Systems, Robotics & Smart Mobility
4.1.3 Industry 4.0 & Intelligent Manufacturing
4.1.4 Digitalization, Cloud, Big Data & Cybersecurity
4.1.5 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences
4.2. Major Trends
4.2.1 Ai-Enhanced Vr Experiences
4.2.2 Robotic-Assisted Vr Interaction
4.2.3 Vr Integration in Smart Manufacturing
4.2.4 Cloud-Based Vr Platforms
4.2.5 Next-Gen Immersive Content
5. Virtual Reality Devices Market Analysis of End Use Industries
5.1 Medical and Healthcare
5.2 Education
5.3 Commercial
5.4 Entertainment and Gaming
5.5 Designing and Engineering
6. Virtual Reality Devices Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global Virtual Reality Devices Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global Virtual Reality Devices PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Virtual Reality Devices Market Size, Comparisons and Growth Rate Analysis
7.3. Global Virtual Reality Devices Historic Market Size and Growth, 2020 - 2025, Value ($ Billion)
7.4. Global Virtual Reality Devices Forecast Market Size and Growth, 2025 - 2030, 2035F, Value ($ Billion)
8. Global Virtual Reality Devices Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. Virtual Reality Devices Market Segmentation
9.1. Global Virtual Reality Devices Market, Segmentation by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Hand Held Devices, Head Mounted Devices, Gesture Controlled Devices, Other Types
9.2. Global Virtual Reality Devices Market, Segmentation by Technology, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Semi and Fully Immersive, Non-immersive
9.3. Global Virtual Reality Devices Market, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Medical and Healthcare, Commercial, Education, Advertising and Marketing, Commerce, Energy and Utilities, Entertainment and Gaming, Designing and Engineering, Logistics, Other Applications
9.4. Global Virtual Reality Devices Market, Sub-Segmentation of Hand Held Devices, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • VR Controllers, Motion Sensors, Haptic Gloves
9.5. Global Virtual Reality Devices Market, Sub-Segmentation of Head Mounted Devices (HMDs), by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Oculus Rift, HTC Vive, PlayStation VR, Oculus Quest, Mixed Reality Headsets
9.6. Global Virtual Reality Devices Market, Sub-Segmentation of Gesture Controlled Devices, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Gesture Recognition Gloves, Hand Tracking Devices, Motion Capture Systems
9.7. Global Virtual Reality Devices Market, Sub-Segmentation of Other Types, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • VR Simulators, Treadmills (VR-specific), Full-body Tracking Suits, VR Pods
10. Virtual Reality Devices Market Regional and Country Analysis
10.1. Global Virtual Reality Devices Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Virtual Reality Devices Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific Virtual Reality Devices Market
11.1. Asia-Pacific Virtual Reality Devices Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Virtual Reality Devices Market
12.1. China Virtual Reality Devices Market Overview
  • Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Virtual Reality Devices Market
13.1. India Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Virtual Reality Devices Market
14.1. Japan Virtual Reality Devices Market Overview
  • Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Virtual Reality Devices Market
15.1. Australia Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Virtual Reality Devices Market
16.1. Indonesia Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Virtual Reality Devices Market
17.1. South Korea Virtual Reality Devices Market Overview
  • Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan Virtual Reality Devices Market
18.1. Taiwan Virtual Reality Devices Market Overview
  • Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Virtual Reality Devices Market
19.1. South East Asia Virtual Reality Devices Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Virtual Reality Devices Market
20.1. Western Europe Virtual Reality Devices Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Virtual Reality Devices Market
21.1. UK Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany Virtual Reality Devices Market
22.1. Germany Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Virtual Reality Devices Market
23.1. France Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy Virtual Reality Devices Market
24.1. Italy Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain Virtual Reality Devices Market
25.1. Spain Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Virtual Reality Devices Market
26.1. Eastern Europe Virtual Reality Devices Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Virtual Reality Devices Market
27.1. Russia Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Virtual Reality Devices Market
28.1. North America Virtual Reality Devices Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Virtual Reality Devices Market
29.1. USA Virtual Reality Devices Market Overview
  • Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada Virtual Reality Devices Market
30.1. Canada Virtual Reality Devices Market Overview
  • Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Virtual Reality Devices Market
31.1. South America Virtual Reality Devices Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Virtual Reality Devices Market
32.1. Brazil Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Virtual Reality Devices Market
33.1. Middle East Virtual Reality Devices Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Virtual Reality Devices Market
34.1. Africa Virtual Reality Devices Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Virtual Reality Devices Market, Segmentation by Type, Segmentation by Technology, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Virtual Reality Devices Market Regulatory and Investment Landscape
36. Virtual Reality Devices Market Competitive Landscape and Company Profiles
36.1. Virtual Reality Devices Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Virtual Reality Devices Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Virtual Reality Devices Market Company Profiles
36.3.1. Google Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
36.3.4. Oculus VR LLC Overview, Products and Services, Strategy and Financial Analysis
36.3.5. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
37. Virtual Reality Devices Market Other Major and Innovative Companies
  • HTC Corporation, Lenovo Group Ltd., LG Electronics Inc., Vuzix, Pimax, Varjo, Magic Leap, StarVR, Sensics, OSVR, CyberGlove Systems Inc., Leap Motion Inc., Ultraleap, Manus VR, Sixense
38. Global Virtual Reality Devices Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the Virtual Reality Devices Market
40. Virtual Reality Devices Market High Potential Countries, Segments and Strategies
40.1 Virtual Reality Devices Market in 2030 - Countries Offering Most New Opportunities
40.2 Virtual Reality Devices Market in 2030 - Segments Offering Most New Opportunities
40.3 Virtual Reality Devices Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

Executive Summary

Virtual Reality Devices Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses virtual reality devices market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase:

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • 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 end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • 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 along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for 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, including technological disruption, regulatory shifts, and changing consumer preferences? 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, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
  • The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
  • The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
  • The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
  • The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
  • The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
  • Market segmentations break down the 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.
  • Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
  • The competitive landscape chapter 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 company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.

Scope

Markets Covered:

1) By Type: Hand Held Devices; Head Mounted Devices; Gesture Controlled Devices; Other Types
2) By Technology: Semi And Fully Immersive; Non-immersive
3) By Application: Medical And Healthcare; Commercial; Education; Advertising And Marketing; Commerce; Energy And Utilities; Entertainment And Gaming; Designing And Engineering; Logistics; Other Applications

Subsegments:

1) By Hand Held Devices: VR Controllers; Motion Sensors; Haptic Gloves
2) By Head Mounted Devices (HMDs): Oculus Rift; HTC Vive; PlayStation VR; Oculus Quest; Mixed Reality Headsets
3) By Gesture Controlled Devices: Gesture Recognition Gloves; Hand Tracking Devices; Motion Capture Systems
4) By Other Types: VR Simulators; Treadmills (VR-specific); Full-body Tracking Suits; VR Pods

Companies Mentioned: Google; Sony Corporation; Samsung Electronics Co. Ltd.; Oculus VR LLC; Microsoft Corporation; HTC Corporation; Lenovo Group Ltd.; LG Electronics Inc.; Vuzix; Pimax; Varjo; Magic Leap; StarVR; Sensics; OSVR; CyberGlove Systems Inc.; Leap Motion Inc.; Ultraleap; Manus VR; Sixense; WorldViz; Virtuix; The Void; Dreamscape Immersive; Zero Latency

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.

Regions: Asia-Pacific; South East Asia; 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, expenditure per capita.

Data Segmentation: 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.

Delivery Format: Word, PDF or Interactive Report + Excel Dashboard

Added Benefits:

  • Bi-Annual Data Update
  • Customisation
  • Expert Consultant Support
Customisations within report scope and limited to 20% of content and consultant support time limited to 8 hours.

Companies Mentioned

The companies featured in this Virtual Reality Devices market report include:
  • Google
  • Sony Corporation
  • Samsung Electronics Co. Ltd.
  • Oculus VR LLC
  • Microsoft Corporation
  • HTC Corporation
  • Lenovo Group Ltd.
  • LG Electronics Inc.
  • Vuzix
  • Pimax
  • Varjo
  • Magic Leap
  • StarVR
  • Sensics
  • OSVR
  • CyberGlove Systems Inc.
  • Leap Motion Inc.
  • Ultraleap
  • Manus VR
  • Sixense
  • WorldViz
  • Virtuix
  • The Void
  • Dreamscape Immersive
  • Zero Latency

Table Information