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Europe Immersive Virtual Reality Market Size, Share & Trends Analysis Report by Component, Device, Technology, End-Use, Country and Growth Forecast, 2024-2031

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    Report

  • 157 Pages
  • September 2024
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6014240
The Europe Immersive Virtual Reality Market is expected to witness market growth of 25.1% CAGR during the forecast period (2024-2031).

The Germany market dominated the Europe Immersive Virtual Reality Market by Country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $5.61 billion by 2031. UK market is exhibiting a CAGR of 24.1% during 2024-2031. Additionally, the France market would experience a CAGR of 26.1% during 2024-2031.



Social VR platforms are gaining popularity, allowing users to interact with others in shared virtual environments. These platforms support social gatherings, events, and casual interactions, fostering community-building and enhancing social connections in a virtual space.

Moreover, organizations are hosting virtual events, conferences, and exhibitions using VR technology. This trend provides an immersive alternative to physical events, enabling participation and offering unique networking opportunities.

The UK government has been investing in educational technology to enhance learning experiences and outcomes. This investment includes funding for innovative tools like VR, which create immersive learning environments and support interactive teaching methods in schools and universities. According to the Government of the United Kingdom, more than 1,000 companies are active in the EdTech industry in England. Some companies operate exclusively in this sector, while others are active in other sectors.

List of Key Companies Profiled

  • Microsoft Corporation
  • HTC Corporation
  • Meta Platforms, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Sony Corporation
  • Unity Software Inc.
  • Magic Leap, Inc.
  • Apple, Inc.
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Google LLC

Market Report Segmentation

By Component

  • Hardware
  • Software
  • Services

By Device

  • Head Mounted Display
  • Gesture Tracking Device
  • Projectors and Display Wall

By Technology

  • Semi and Fully Immersive
  • Non-Immersive

By End-use

  • Gaming
  • Media and Entertainment
  • Healthcare
  • Education
  • Automotive
  • Manufacturing
  • Retail and E-commerce
  • Aerospace, Defense and others

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Immersive Virtual Reality Market, by Component
1.4.2 Europe Immersive Virtual Reality Market, by Device
1.4.3 Europe Immersive Virtual Reality Market, by Technology
1.4.4 Europe Immersive Virtual Reality Market, by End-use
1.4.5 Europe Immersive Virtual Reality Market, by Country
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 The Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2022, Apr - 2024, Sep) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. Europe Immersive Virtual Reality Market by Component
5.1 Europe Hardware Market by Country
5.2 Europe Software Market by Country
5.3 Europe Services Market by Country
Chapter 6. Europe Immersive Virtual Reality Market by Device
6.1 Europe Head Mounted Display Market by Country
6.2 Europe Gesture Tracking Device Market by Country
6.3 Europe Projectors & Display Wall Market by Country
Chapter 7. Europe Immersive Virtual Reality Market by Technology
7.1 Europe Semi & Fully Immersive Market by Country
7.2 Europe Non-Immersive Market by Country
Chapter 8. Europe Immersive Virtual Reality Market by End-use
8.1 Europe Gaming Market by Country
8.2 Europe Media & Entertainment Market by Country
8.3 Europe Healthcare Market by Country
8.4 Europe Education Market by Country
8.5 Europe Automotive Market by Country
8.6 Europe Manufacturing Market by Country
8.7 Europe Retail & E-commerce Market by Country
8.8 Europe Aerospace, Defense & others Market by Country
Chapter 9. Europe Immersive Virtual Reality Market by Country
9.1 Germany Immersive Virtual Reality Market
9.1.1 Germany Immersive Virtual Reality Market by Component
9.1.2 Germany Immersive Virtual Reality Market by Device
9.1.3 Germany Immersive Virtual Reality Market by Technology
9.1.4 Germany Immersive Virtual Reality Market by End-use
9.2 UK Immersive Virtual Reality Market
9.2.1 UK Immersive Virtual Reality Market by Component
9.2.2 UK Immersive Virtual Reality Market by Device
9.2.3 UK Immersive Virtual Reality Market by Technology
9.2.4 UK Immersive Virtual Reality Market by End-use
9.3 France Immersive Virtual Reality Market
9.3.1 France Immersive Virtual Reality Market by Component
9.3.2 France Immersive Virtual Reality Market by Device
9.3.3 France Immersive Virtual Reality Market by Technology
9.3.4 France Immersive Virtual Reality Market by End-use
9.4 Russia Immersive Virtual Reality Market
9.4.1 Russia Immersive Virtual Reality Market by Component
9.4.2 Russia Immersive Virtual Reality Market by Device
9.4.3 Russia Immersive Virtual Reality Market by Technology
9.4.4 Russia Immersive Virtual Reality Market by End-use
9.5 Spain Immersive Virtual Reality Market
9.5.1 Spain Immersive Virtual Reality Market by Component
9.5.2 Spain Immersive Virtual Reality Market by Device
9.5.3 Spain Immersive Virtual Reality Market by Technology
9.5.4 Spain Immersive Virtual Reality Market by End-use
9.6 Italy Immersive Virtual Reality Market
9.6.1 Italy Immersive Virtual Reality Market by Component
9.6.2 Italy Immersive Virtual Reality Market by Device
9.6.3 Italy Immersive Virtual Reality Market by Technology
9.6.4 Italy Immersive Virtual Reality Market by End-use
9.7 Rest of Europe Immersive Virtual Reality Market
9.7.1 Rest of Europe Immersive Virtual Reality Market by Component
9.7.2 Rest of Europe Immersive Virtual Reality Market by Device
9.7.3 Rest of Europe Immersive Virtual Reality Market by Technology
9.7.4 Rest of Europe Immersive Virtual Reality Market by End-use
Chapter 10. Company Profiles
10.1 Microsoft Corporation
10.1.1 Company Overview
10.1.2 Financial Analysis
10.1.3 Segmental and Regional Analysis
10.1.4 Research & Development Expenses
10.1.5 Recent Strategies and Developments
10.1.5.1 Partnerships, Collaborations, and Agreements
10.1.5.2 Product Launches and Product Expansions
10.1.5.3 Acquisition and Mergers
10.1.6 SWOT Analysis
10.2 Google LLC (Alphabet Inc.)
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Segmental and Regional Analysis
10.2.4 Research & Development Expense
10.2.5 Recent Strategies and Developments
10.2.5.1 Partnerships, Collaborations, and Agreements
10.2.6 SWOT Analysis
10.3 HTC Corporation
10.3.1 Company Overview
10.3.2 Financial Analysis
10.3.3 Research & Development Expenses
10.3.4 Recent Strategies and Developments
10.3.4.1 Partnerships, Collaborations, and Agreements
10.3.4.2 Product Launches and Product Expansions
10.3.5 SWOT Analysis
10.4 Magic Leap, Inc.
10.4.1 Company Overview
10.4.2 Recent Strategies and Developments
10.4.2.1 Product Launches and Product Expansions
10.4.3 SWOT Analysis
10.5 Meta Platforms, Inc.
10.5.1 Company Overview
10.5.2 Financial Analysis
10.5.3 Segment and Regional Analysis
10.5.4 Research & Development Expense
10.5.5 Recent Strategies and Developments
10.5.5.1 Partnerships, Collaborations, and Agreements
10.5.5.2 Product Launches and Product Expansions
10.5.6 SWOT Analysis
10.6 Samsung Electronics Co., Ltd. (Samsung Group)
10.6.1 Company Overview
10.6.2 Financial Analysis
10.6.3 Segmental and Regional Analysis
10.6.4 Research & Development Expenses
10.6.5 Recent Strategies and Developments
10.6.5.1 Partnerships, Collaborations, and Agreements
10.6.6 SWOT Analysis
10.7 Sony Corporation
10.7.1 Company Overview
10.7.2 Financial Analysis
10.7.3 Segmental and Regional Analysis
10.7.4 Research & Development Expenses
10.7.5 Recent Strategies and Developments
10.7.5.1 Acquisition and Mergers
10.7.6 SWOT Analysis
10.8 Unity Software, Inc.
10.8.1 Company Overview
10.8.2 Financial Analysis
10.8.3 Segmental and Regional Analysis
10.8.4 Research & Development Expenses
10.8.5 Recent Strategies and Developments
10.8.5.1 Partnerships, Collaborations, and Agreements
10.9 Apple, Inc.
10.9.1 Company Overview
10.9.2 Financial Analysis
10.9.3 Regional Analysis
10.9.4 Research & Development Expense
10.9.5 Recent Strategies and Developments
10.9.5.1 Product Launches and Product Expansions
10.9.5.2 Acquisition and Mergers
10.9.6 SWOT Analysis
10.10. Qualcomm Incorporated (Qualcomm Technologies, Inc.)
10.10.1 Company Overview
10.10.2 Financial Analysis
10.10.3 Segmental and Regional Analysis
10.10.4 Research & Development Expense
10.10.5 Recent Strategies and Developments
10.10.5.1 Product Launches and Product Expansions
10.10.6 SWOT Analysis

Companies Mentioned

Some of the key companies profiled in this Europe Immersive Virtual Reality market report include:
  • Microsoft Corporation
  • HTC Corporation
  • Meta Platforms, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Sony Corporation
  • Unity Software Inc.
  • Magic Leap, Inc.
  • Apple, Inc.
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Google LLC

Methodology

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