The virtual reality devices market size has grown rapidly in recent years. It will grow from $13 billion in 2023 to $15.22 billion in 2024 at a compound annual growth rate (CAGR) of 17.1%. The historical growth of the market can be attributed to various factors, including the utilization of virtual reality in gaming and entertainment, training and simulation, healthcare and therapy, and education and training.
The virtual reality devices market size is expected to see rapid growth in the next few years. It will grow to $25.57 billion in 2028 at a compound annual growth rate (CAGR) of 13.8%. Looking ahead, the forecasted growth is expected to be driven by increased adoption of virtual reality in the enterprise sector, a growing focus on health and wellness applications, the rise of remote work and collaboration, advancements in mixed reality (MR) technologies, and the implementation of 5G connectivity. Several significant trends in the forecast period include the development of wireless and standalone VR devices, the emergence of social VR platforms, a heightened emphasis on health and user comfort, innovations in hand and body tracking, and a growing emphasis on content creation and user-generated content in the virtual reality industry.
The increasing demand for virtual reality devices is revolutionizing traditional safety training methods for employees, driving the growth of the virtual reality devices market. Virtual reality offers an immersive and secure training environment for employees within organizations. Unlike conventional training methods, which often fail to replicate real-time crisis scenarios, VR training can recreate these situations, enabling individuals to respond as they would in actual emergencies. This approach provides effective and safe training for staff, resulting in fewer errors and improved information retention compared to traditional training methods. As an example, Ford utilizes virtual reality technology to simulate real-life situations, delivering more engaging and effective training for its staff compared to traditional theoretical training methods.
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.
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.
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 example, in February 2022, according to Meta, a US-based technology company, the company's reality labs, encompassing the VR and AR segments, generated $2.2 billion in revenue in 2021, a significant increase from the $1.1 billion generated in 2020. This growth can be attributed to robust sales of Oculus devices, contributing to the overall revenue expansion in Meta's VR and AR segments. Thus, the growing demand for virtual reality devices in the entertainment and gaming industry is a key driver of the virtual reality devices market's growth.
The COVID-19 lockdowns created significant disruptions in both the demand and supply chains, which are expected to serve as a major hindrance to the growth of the virtual reality market in 2020. According to the World Trade Organization (WTO), the COVID-19 outbreak led to unparalleled disruptions in global trade and the overall economy, resulting in reduced consumption and production on a worldwide scale. Furthermore, a report from Media Post published in March 2020 predicted that shipments of virtual reality headsets would experience a decline of approximately 17% during the same year due to disruptions in the supply chain caused by COVID-19 lockdown measures. As a result, these interruptions in both demand and supply chains are poised to be significant factors contributing to the decline in shipments of virtual reality devices in 2020.
The integration of 5K stereoscopic video into VR devices represents a prominent trend reshaping the virtual reality device market. This technology, offering 5K-resolution video, supersedes the earlier use of low-resolution 360 video technology in VR headsets. The incorporation of 5K stereoscopic video promises to deliver a comprehensive and highly detailed immersive experience for VR users. For example, Oculus VR, a US-based technology company, has developed the 'Guided Meditation VR' app, a virtual reality relaxation application that incorporates 5K stereoscopic video content in the version designed for the Oculus Go, a mobile VR headset.
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 May 2021, Snap Inc., a US-based camera and social media company, completed the acquisition of WaveOptics for $500 million. This strategic acquisition provided Snap with exclusive access to WaveOptics' augmented reality (AR) technology, which allowed Snap to enhance its Spectacles AR glasses and solidify its leadership in the social AR hardware sector. WaveOptics is a UK-based company specializing in the design and production of diffractive waveguides for wearable AR devices.
Major companies operating in the virtual reality devices market include Google, Sony Corporation, Samsung Electronics Co.Ltd, Oculus VR LLC, Marxent Labs, Microsoft Corporation, HTC Corporation, Lenovo Group Ltd, AMD, Cyberglove Systems Inc., Fove Inc., LG Electronics Inc., Eon Reality Inc., Leap Motion, Inc., Unity Technologiesn, Firsthand Technology, Wevr, Nvidia, Snap, Bricks & Goggles, Prenav, Virtuix, Apple, Qualcomm, Magic Leap, Unity Technologies, Vuzix, Pimax, Varjo, Ultraleap, Manus VR, WorldViz, Sixense, StarVR, Sensics, OSVR, InContext Solutions, Eonite Perception, Survios, Jaunt, NextVR, The Void, Dreamscape Immersive, Zero Latency
Asia-Pacific was the largest region in the virtual reality devices market in 2023. 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, 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, Russia, South Korea, UK, USA, Italy, Spain, Canada
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 3-5 business days.
The virtual reality devices market size is expected to see rapid growth in the next few years. It will grow to $25.57 billion in 2028 at a compound annual growth rate (CAGR) of 13.8%. Looking ahead, the forecasted growth is expected to be driven by increased adoption of virtual reality in the enterprise sector, a growing focus on health and wellness applications, the rise of remote work and collaboration, advancements in mixed reality (MR) technologies, and the implementation of 5G connectivity. Several significant trends in the forecast period include the development of wireless and standalone VR devices, the emergence of social VR platforms, a heightened emphasis on health and user comfort, innovations in hand and body tracking, and a growing emphasis on content creation and user-generated content in the virtual reality industry.
The increasing demand for virtual reality devices is revolutionizing traditional safety training methods for employees, driving the growth of the virtual reality devices market. Virtual reality offers an immersive and secure training environment for employees within organizations. Unlike conventional training methods, which often fail to replicate real-time crisis scenarios, VR training can recreate these situations, enabling individuals to respond as they would in actual emergencies. This approach provides effective and safe training for staff, resulting in fewer errors and improved information retention compared to traditional training methods. As an example, Ford utilizes virtual reality technology to simulate real-life situations, delivering more engaging and effective training for its staff compared to traditional theoretical training methods.
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.
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.
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 example, in February 2022, according to Meta, a US-based technology company, the company's reality labs, encompassing the VR and AR segments, generated $2.2 billion in revenue in 2021, a significant increase from the $1.1 billion generated in 2020. This growth can be attributed to robust sales of Oculus devices, contributing to the overall revenue expansion in Meta's VR and AR segments. Thus, the growing demand for virtual reality devices in the entertainment and gaming industry is a key driver of the virtual reality devices market's growth.
The COVID-19 lockdowns created significant disruptions in both the demand and supply chains, which are expected to serve as a major hindrance to the growth of the virtual reality market in 2020. According to the World Trade Organization (WTO), the COVID-19 outbreak led to unparalleled disruptions in global trade and the overall economy, resulting in reduced consumption and production on a worldwide scale. Furthermore, a report from Media Post published in March 2020 predicted that shipments of virtual reality headsets would experience a decline of approximately 17% during the same year due to disruptions in the supply chain caused by COVID-19 lockdown measures. As a result, these interruptions in both demand and supply chains are poised to be significant factors contributing to the decline in shipments of virtual reality devices in 2020.
The integration of 5K stereoscopic video into VR devices represents a prominent trend reshaping the virtual reality device market. This technology, offering 5K-resolution video, supersedes the earlier use of low-resolution 360 video technology in VR headsets. The incorporation of 5K stereoscopic video promises to deliver a comprehensive and highly detailed immersive experience for VR users. For example, Oculus VR, a US-based technology company, has developed the 'Guided Meditation VR' app, a virtual reality relaxation application that incorporates 5K stereoscopic video content in the version designed for the Oculus Go, a mobile VR headset.
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 May 2021, Snap Inc., a US-based camera and social media company, completed the acquisition of WaveOptics for $500 million. This strategic acquisition provided Snap with exclusive access to WaveOptics' augmented reality (AR) technology, which allowed Snap to enhance its Spectacles AR glasses and solidify its leadership in the social AR hardware sector. WaveOptics is a UK-based company specializing in the design and production of diffractive waveguides for wearable AR devices.
Major companies operating in the virtual reality devices market include Google, Sony Corporation, Samsung Electronics Co.Ltd, Oculus VR LLC, Marxent Labs, Microsoft Corporation, HTC Corporation, Lenovo Group Ltd, AMD, Cyberglove Systems Inc., Fove Inc., LG Electronics Inc., Eon Reality Inc., Leap Motion, Inc., Unity Technologiesn, Firsthand Technology, Wevr, Nvidia, Snap, Bricks & Goggles, Prenav, Virtuix, Apple, Qualcomm, Magic Leap, Unity Technologies, Vuzix, Pimax, Varjo, Ultraleap, Manus VR, WorldViz, Sixense, StarVR, Sensics, OSVR, InContext Solutions, Eonite Perception, Survios, Jaunt, NextVR, The Void, Dreamscape Immersive, Zero Latency
Asia-Pacific was the largest region in the virtual reality devices market in 2023. 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, 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, Russia, South Korea, UK, USA, Italy, Spain, Canada
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 3-5 business days.
Table of Contents
1. Executive Summary2. Virtual Reality Devices Market Characteristics3. Virtual Reality Devices Market Trends And Strategies31. Global Virtual Reality Devices Market Competitive Benchmarking32. Global Virtual Reality Devices Market Competitive Dashboard33. Key Mergers And Acquisitions In The Virtual Reality Devices Market
4. Virtual Reality Devices Market - Macro Economic Scenario
5. Global Virtual Reality Devices Market Size and Growth
6. Virtual Reality Devices Market Segmentation
7. Virtual Reality Devices Market Regional And Country Analysis
8. Asia-Pacific Virtual Reality Devices Market
9. China Virtual Reality Devices Market
10. India Virtual Reality Devices Market
11. Japan Virtual Reality Devices Market
12. Australia Virtual Reality Devices Market
13. Indonesia Virtual Reality Devices Market
14. South Korea Virtual Reality Devices Market
15. Western Europe Virtual Reality Devices Market
16. UK Virtual Reality Devices Market
17. Germany Virtual Reality Devices Market
18. France Virtual Reality Devices Market
19. Italy Virtual Reality Devices Market
20. Spain Virtual Reality Devices Market
21. Eastern Europe Virtual Reality Devices Market
22. Russia Virtual Reality Devices Market
23. North America Virtual Reality Devices Market
24. USA Virtual Reality Devices Market
25. Canada Virtual Reality Devices Market
26. South America Virtual Reality Devices Market
27. Brazil Virtual Reality Devices Market
28. Middle East Virtual Reality Devices Market
29. Africa Virtual Reality Devices Market
30. Virtual Reality Devices Market Competitive Landscape And Company Profiles
34. Virtual Reality Devices Market Future Outlook and Potential Analysis
35. Appendix
Executive Summary
Virtual Reality Devices Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on 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 50+ geographies.
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- 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 shares.
- Benchmark performance against key competitors.
- Suitable for supporting your internal and external presentations with reliable high quality data 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? This 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.
Scope
- Markets Covered: 1) By Type: Hand Held Devices; Head Mounted Devices; Gesture Controlled Devices; Other Types; 2) By Technology: Semi & Fully Immersive; Non-immersive; 3) By Application: Medical & Healthcare; Commercial; Education; Advertising & Marketing; Commerce; Energy & Utilities; Entertainment & Gaming; Designing & Engineering; Logistics; Other Applications
- Companies Mentioned: Google; Sony Corporation; Samsung Electronics Co.Ltd; Oculus VR LLC; Marxent Labs
- Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
- 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, expenditure per capita,
- 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.
- Delivery format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Sony Corporation
- Samsung Electronics Co.Ltd
- Oculus VR LLC
- Marxent Labs
- Microsoft Corporation
- HTC Corporation
- Lenovo Group Ltd
- AMD
- Cyberglove Systems Inc
- Fove Inc
- LG Electronics Inc
- Eon Reality Inc
- Leap Motion
- Inc
- Unity Technologiesn
- Firsthand Technology
- Wevr
- Nvidia
- Snap
- Bricks & Goggles
- Prenav
- Virtuix
- Apple
- Qualcomm
- Magic Leap
- Unity Technologies
- Vuzix
- Pimax
- Varjo
- Ultraleap
- Manus VR
- WorldViz
- Sixense
- StarVR
- Sensics
- OSVR
- InContext Solutions
- Eonite Perception
- Survios
- Jaunt
- NextVR
- The Void
- Dreamscape Immersive
- Zero Latency
Methodology
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