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Virtual Reality (VR) Market Size, Market Share, Application Analysis, Regional Outlook, Growth Trends, Key Players, Competitive Strategies and Forecasts, 2021 to 2029

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    Report

  • 104 Pages
  • October 2021
  • Region: Global
  • Acute Market Reports
  • ID: 5612623

Overview:


Introduction of wearable devices such as head mounted displays for consumer applications including gaming and entertainment is one of the major factors driving the virtual reality market worldwide. The introduction of consumer VR devices and the entry of leading companies like Sony, Facebook, and HTC have helped demonstrate the benefits of the VR technology to a wider consumer base. These factors are expected to contribute towards a double digit compounded annual growth rate (CAGR) during the forecast period 2021 - 2029.

Report Scope


This report analyzes the global virtual reality market in terms of platform, component, end-use application, and geography. On the basis of platform, the global virtual reality market is segmented in to mobile, PC, and console. Furthermore, based on component, the market is segmented into hardware (display, sensors, and semiconductor component), and software. Similarly, on the basis of end-use application, the market for virtual reality is classified into consumer (gaming, and entertainment) and enterprise & public sector (retail, healthcare, education, military, engineering and design, etc.). The geographical distribution of the global virtual reality market considered in this study encompasses regional markets such as North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

1.1 Report Description


Purpose of the Report


The purpose of this strategic research study titled “Virtual Reality Market - Growth, Share, Opportunities, and Competitive Analysis, 2020 - 2022” is to offer industry investors, company executives, and industry participants with in-depth insights to enable them make informed strategic decisions related to the opportunities in the virtual reality market.

1.1.1 Target Audience

  • Industry Investors
  • Head Mounted Display Manufacturers
  • Other VR-based Product Manufacturers
  • Software Developers
  • End-users

1.1.2 USP and Key Offerings


The report titled “Global Virtual Reality Market - Growth, Share, Opportunities, and Competitive Analysis, 2020 - 2022” offers strategic insights into the global virtual reality market along with the market size and estimates for the duration 2020 to 2022. The said research study covers in-depth analysis of multiple market segments based on platform, component, end-use application, and cross-sectional study across different geographies. In order to help strategic decision makers, the report also includes competitive profiling of the key industry participants, their SCOT (Strength, Challenges, Opportunities, and Weaknesses) analysis, market positioning, and recent developments.

Other in-depth analysis provided in the report includes:

  • Current and future market trends to justify the forthcoming attractive sub-markets within the virtual reality market
  • Market fuelers, market impediments, and their impact on the market growth
  • In-depth competitive environment analysis
  • Trailing 2-Year market size data (2018 - 2019)
  • SRC (Segment-Region-Country) Analysis

Overall, the research study provides a holistic view of the global virtual reality market, offering market size and estimates for the period from 2020 to 2022, keeping in mind the above-mentioned factors.

By Platform Virtual Reality (VR) Market

Platform Segmentation Analysis

In recent years, the virtual reality (VR) technology has garnered a lot of interest for its potential as both hardware device and software platform. Based on the platform of deployment, the virtual reality (VR) market is categorized into the following segments :

  • Mobile
  • Personal Computer (PC)
  • Console

In the base year of 2020, the personal computer segment was the most preferred deployment platform in the global virtual reality (VR) market. Personal Computer-based virtual reality devices have been benefited from a huge installed base and rising number of personal computers equipped with the hardware required to facilitate a high-quality VR experience. The trend shall continue for the majority of the forecast period, with the segment remaining the largest revenue-generating segment by 2021. However, we expect the mobile platform segment to surpass PC segment to become the major virtual reality platform in 2022. Thus, the mobile segment is presumed to witness maximum growth during the forecast period 2021 - 2029. The use of virtual reality technology over mobile devices is expected to be highest owing to ease of access to hardware, relatively lower price points and forced adoption. The console platform segment is also anticipated to witness steady regulated growth during the forecast period 2021 - 2029.

By End User 'Virtual Reality (VR) Market'

There has been a lot of interest surrounding the virtual reality (VR) technology and its potential in hardware as well as software business segment. While the technology was predominantly used in gaming and entertainment applications, recent advancements in technology development has extended its application base to varied verticals including retail, healthcare, military, engineering, and architectural design among others. On the basis of the end-use application, the virtual reality (VR) market is categorized into the following segments:


Consumer
  • Gaming
  • Entertainment

Enterprise and Public Sector
  • Retail and Advertising
  • Engineering and Design
  • Healthcare
  • Military
  • Others (Education, etc.)

In the base year of 2020, the consumer segment comprising gaming and entertainment was the major application segment in the global virtual reality (VR) market. The use of virtual reality in gaming, live events, and video entertainment is poised to witness steady growth during the forecast period. Gaming is the largest revenue contributing segment to the consumer virtual reality market. Leading manufacturers such as Oculus VR, Carl Zeiss, and Samsung Electronics Co., Ltd have developed virtual reality devices such as head-mounted displays, gaming consoles, controllers and trackers specifically for gaming applications. On the other hand, the use of virtual reality technology in retail, healthcare, engineering and design, and education among others is expected to grow as manufacturers venture into these verticals and seek to gain first-mover advantage.

By Component 'Virtual Reality (VR) Market'

Based on component, the global virtual reality (VR) market is segmented into the following categories

  • Hardware
  • Sensor
  • Semiconducting Material
  • Display
  • Software

In the base year of 2020, the hardware component was the largest revenue contributing segment in the global virtual reality (VR) market. The trend is expected to continue, at least during the first half of the forecast period 2021 - 2029. Ideally, virtual reality hardware offers visual immersion via a wide-angle wearable display that displays a stereo image in 3D. Sensors used in the headset track the activities of users and change view accordingly. On the other hand, virtual reality software allows user to interact with the virtual environment displayed on the screen of wore device. The need for software solution depends upon immersion type (semi immersion, full immersion, etc.), type of device, and other related requirements for the virtual environment experience. The virtual reality software market is poised to exhibit maximum growth, offering attractive investment opportunities for technology developers in the coming years. The growth is majorly expected to come from application segments including entertainment, gaming, and healthcare among others. The sale of virtual reality software is presumed to surpass that of hardware by 2020. Looking at bright future prospect, device manufactures are venturing into software business.

By Geography 'Virtual Reality (VR) Market'

On the basis of geography, the global virtual reality (VR) market is segmented into following regions and countries.

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Russia
  • Rest of Europe
  • Asia Pacific
  • Japan
  • China
  • India
  • Australasia
  • Rest of Asia Pacific
  • Rest of the World
  • Latin America
  • Middle East
  • Africa

As of 2020, the global virtual reality market was dominated by North America (comprising U.S. and Canada). The region accounted for over one-third of the global market revenue in the same year. The U.S. represents the largest and most attractive individual virtual reality market worldwide. Heavy research in the field of virtual reality coupled with the high acceptance for the technology in varied verticals is instrumental in fueling market momentum in the country. Over the forecast period 2021 - 2022, North America is expected to remain the largest virtual reality market worldwide. On the other hand, Asia Pacific is poised to exhibit robust growth, outpacing developed markets like North America and Europe during the forecast period 2021 - 2029. As manufacturers and software developers seek to gain first-mover advantage, we expect increased technology penetration and intensifying competition in the emerging economies of Asia, Middle-East, and Latin America.


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Table of Contents

Chapter 1 Preface
1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I - Secondary Research
1.4.2 Phase II - Primary Research
1.4.3 Phase III - Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted
Chapter 2 Executive Summary
2.1 Market Snapshot: Global Virtual Reality Market
2.2 Global Virtual Reality Market, By Component, 2020
2.3 Global Virtual Reality Market, By Platform, 2020
2.4 Global Virtual Reality Market, By End-use Application, 2020
2.5 Global Virtual Reality Market, By Geography,2020
Chapter 3 Market Dynamics
3.1 Product Insights and Market Overview
3.1.1 Global Virtual Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn and % Y-o-Y)
3.2 Key Market Trends and Future Outlook
3.2.1 Evolution
3.2.2 Recent Trends
3.2.3 Future Outlook
3.3 Market Drivers
3.4 Market Growth Inhibitors
3.5 Opportunities
3.6 See-Saw Analysis
3.6.1 Impact Analysis of Drivers and Restraints
3.7 Ecosystem Analysis
3.8 Competitive Analysis
3.8.1 Market Positioning of Key Vendors
3.8.2 Key Strategies Adopted By Leading Vendors
3.8.3 Analyst Recommendations
Chapter 4 Virtual Reality Market, By Component
4.1 Market Analysis
4.1.1 Global Virtual Reality Market Revenue Contribution, By Component, 2019 & 2022 (Value %)
4.2 Hardware
4.2.1 Global Virtual Reality Market Revenue and Growth for Hardware, 2019 - 2029, (US$ Mn)
4.3 Software
4.3.1 Global Virtual Reality Market Revenue and Growth for Software, 2019 - 2029, (US$ Mn)
Chapter 5 Virtual Reality Market, By End-use Application
5.1 Market Analysis
5.1.1 Global Virtual Reality Market Revenue Contribution, By End-use Application, 2019 & 2022 (US$ Mn)
5.2 Consumer
5.2.1 Global Virtual Reality Market Revenue and Growth for Consumer Applications, 2019 - 2029, (US$ Mn)
5.2.2 Gaming
5.2.2.1 Global Virtual Reality Market Revenue and Growth for Gaming Applications, 2019 - 2029, (US$ Mn)
5.2.3 Entertainment
5.2.3.1 Global Virtual Reality Market Revenue and Growth for Entertainment Applications, 2019 - 2029, (US$ Mn)
5.3 Enterprise and Public Sector
5.3.1 Global Virtual Reality Market Revenue and Growth for Enterprise & Public Sector Applications, 2019 - 2029, (US$ Mn)
5.3.2 Retail and Marketing
5.3.2.1 Global Virtual Reality Market Revenue and Growth for Retail and Marketing Applications, 2019 - 2029, (US$ Mn)
5.3.3 Engineering and Design
5.3.3.1 Global Virtual Reality Market Revenue and Growth for Engineering and Design Applications, 2019 - 2029, (US$ Mn)
5.3.4 Healthcare
5.3.4.1 Global Virtual Reality Market Revenue and Growth for Healthcare Applications, 2019 - 2029, (US$ Mn)
5.3.5 Military
5.3.5.1 Global Virtual Reality Market Revenue and Growth for Military Applications, 2019 - 2029, (US$ Mn)
5.3.6 Others
5.3.6.1 Global Virtual Reality Market Revenue and Growth for Entertainment Applications, 2019 - 2029, (US$ Mn)
Chapter 6 Virtual Reality Market, By Platform
6.1 Market Analysis
6.1.1 Global Virtual Reality Market Revenue Contribution, By Platform, 2020 & 2022 (Value %)
6.2 Mobile
6.2.1 Global Virtual Reality Market Revenue and Growth for Mobile Platform, 2019 - 2029, (US$ Mn)
6.3 PC (Personal Compter)
6.3.1 Global Virtual Reality Market Revenue and Growth for PC Platform 2019 - 2029, (US$ Mn)
6.4 Console
6.4.1 Global Virtual Reality Market Revenue and Growth for Console Platform 2019 - 2029, (US$ Mn)
Chapter 7 North America Virtual Reality Market Analysis
7.1 Overview
7.1.1 North America Virtual Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn) (Y-o-Y %)
7.2 North America Virtual Reality Market Analysis, By Component, 2019 - 2029 (US$ Mn)
7.2.1 SRC Analysis
7.3 North America Virtual Reality Market Analysis, By End-use Application, 2019 - 2029 (US$ Mn)
7.3.1 SRC Analysis
7.4 North America Virtual Reality Market Analysis, By Platform, 2019 - 2029 (US$ Mn)
7.4.1 SRC Analysis
7.5 North America Virtual Reality Market Analysis, By Country, 2019 - 2029 (US$ Mn)
7.5.1 SRC Analysis
7.5.2 U.S.
7.5.3 Canada
Chapter 8 Europe Virtual Reality Market Analysis
8.1 Overview
8.1.1 Europe Virtual Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn) (Y-o-Y %)
8.2 Europe Virtual Reality Market Analysis, By Component, 2019 - 2029 (US$ Mn)
8.2.1 SRC Analysis
8.3 Europe Virtual Reality Market Analysis, By End-use Application, 2019 - 2029 (US$ Mn)
8.3.1 SRC Analysis
8.4 Europe Virtual Reality Market Analysis, By Platform, 2019 - 2029 (US$ Mn)
8.4.1 SRC Analysis
8.5 Europe Virtual Reality Market Analysis, By Country, 2019 - 2029 (US$ Mn)
8.5.1 SRC Analysis
8.5.2 U.K.
8.5.3 France
8.5.4 Germany
8.5.5 Russia
8.5.6 Rest of Europe
Chapter 9 Asia Pacific Virtual Reality Market Analysis
9.1 Overview
9.1.1 Asia Pacific Virtual Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn) (Y-o-Y %)
9.2 Asia Pacific Virtual Reality Market Analysis, By Component, 2019 - 2029 (US$ Mn)
9.2.1 SRC Analysis
9.3 Asia Pacific Virtual Reality Market Analysis, By End-use Application, 2019 - 2029 (US$ Mn)
9.3.1 SRC Analysis
9.4 Asia Pacific Virtual Reality Market Analysis, By Platform, 2019 - 2029 (US$ Mn)
9.4.1 SRC Analysis
9.5 Asia Pacific Virtual Reality Market Analysis, By Country, 2019 - 2029 (US$ Mn)
9.5.1 SRC Analysis
9.5.2 China
9.5.3 Japan
9.5.4 India
9.5.5 Australasia
9.5.6 Rest of Asia Pacific
Chapter 10 Rest of World Virtual Reality Market Analysis
10.1 Overview
10.1.1 Rest of World Virtual Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn) (Y-o-Y %)
10.2 Rest of World Virtual Reality Market Analysis, By Component, 2019 - 2029 (US$ Mn)
10.2.1 SRC Analysis
10.3 Rest of World Virtual Reality Market Analysis, By End-use Application, 2019 - 2029 (US$ Mn)
10.3.1 SRC Analysis
10.4 Rest of World Virtual Reality Market Analysis, By Platform, 2019 - 2029 (US$ Mn)
10.4.1 SRC Analysis
10.5 Rest of World Virtual Reality Market Analysis, By Country, 2019 - 2029 (US$ Mn)
10.5.1 SRC Analysis
10.5.2 Latin America
10.5.3 Middle East
10.5.4 Africa
Chapter 11 Company Profiles
11.1 Oculus VR, Inc.
11.1.1 Oculus VR, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.2 Sony Corporation
11.2.1 Sony Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.3 Samsung Electronics, Co., Ltd.
11.3.1 Samsung Electronics, Co., Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.4 Sensics, Inc.
11.4.1 Sensics, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.5 Vuzix Corporation
11.5.1 Vuzix Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.6 Microsoft Corporation
11.6.1 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.7 EON Reality, Inc.
11.7.1 EON Reality, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.8 Sixense International, Inc.
11.8.1 Sixense International, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.9 Leap Motion, Inc.
11.9.1 Leap Motion, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.10 Barco N.V.
11.10.1 Barco N.V: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)

Companies Mentioned

  • Oculus VR Inc.
  • Sony Corporation
  • Samsung Electronics
  • Co. Ltd.
  • Sensics Inc.
  • Vuzix Corporation
  • Microsoft Corporation
  • EON Reality Inc.
  • Sixense International Inc.
  • Leap Motion Inc.
  • Barco N.V.