Global Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity

  • Report Code : 1008319
  • Industry : Telecom and IT
  • Published On : Oct 2023
  • Pages : 186
  • Publisher : Grace Market Data
  • Format: WMR PPT FormatWMR PDF Format

Impact Analysis of Covid-19

The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

Global virtual reality (VR) market will reach $342.24 billion by 2032, growing by 26.4% annually over 2022-2032, driven by the growing R&D investment, fast evolving technologies, the rising smartphone customer base, and the increasing applications of virtual reality across various industries.
Highlighted with 86 tables and 97 figures, this 186-page report "Global Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity" is based on a comprehensive research of the entire global virtual reality (VR) market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter's Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify global virtual reality (VR) market in every aspect of the classification from perspectives of Offering, Technology, Device, Platform, Industry Vertical, End User, and Region.

Based on Offering, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Services

Based on Technology, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Nonimmersive Technology
• Semi-Immersive Technology
• Fully Immersive Technology

By Device, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Head-Mounted Display (HMD)
• Gesture-Tracking Device
• Projector & Display Wall

By Platform, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Mobile VR
• Console VR
• PC VR

By Industry Vertical, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals

By End User, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)

Geographically, the following regions together with the listed national/local markets are fully investigated:
• North America (U.S., Canada, and Mexico)
• Europe (Germany, UK, France, Spain, Italy, Netherlands, Rest of Europe; Rest of Europe is further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, Taiwan, and Philippines)
• South America (Brazil, Chile, Argentina, Rest of South America)
• MEA (UAE, Saudi Arabia, South Africa, and Rest of MEA)
For each region and country, detailed analysis and data of annual revenue ($ mn) are available for 2022-2032. The breakdown of all regional markets by country and the breakdown of each national market by Technology, Device, and Industry Vertical‬ over the forecast years are also included.

The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co., Ltd.
Sixense Entertainment, Inc.
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

1 Introduction 10
1.1 Industry Definition and Research Scope 10
1.1.1 Industry Definition 10
1.1.2 Research Scope 11
1.2 Research Methodology 14
1.2.1 Overview of Market Research Methodology 14
1.2.2 Market Assumption 15
1.2.3 Secondary Data 15
1.2.4 Primary Data 15
1.2.5 Data Filtration and Model Design 16
1.2.6 Market Size/Share Estimation 17
1.2.7 Research Limitations 18
1.3 Executive Summary 19
2 Market Overview and Dynamics 22
2.1 Market Size and Forecast 22
2.1.1 Impact of COVID-19 on World Economy 23
2.1.2 Impact of COVID-19 on the Market 26
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 28
2.2 Major Growth Drivers 32
2.3 Market Restraints and Challenges 36
2.4 Emerging Opportunities and Market Trends 39
2.5 Porter's Fiver Forces Analysis 43
3 Segmentation of Global Market by Offering 47
3.1 Market Overview by Offering 47
3.2 Hardware 49
3.2.1 Sensors 51
3.2.2 Semiconductor Component 52
3.2.3 Displays and Projectors 53
3.2.4 Position Trackers 54
3.2.5 Cameras 55
3.2.6 Other Hardware 56
3.3 Software 57
3.3.1 Software Developer Kits 58
3.3.2 Cloud-based Solutions 59
3.4 Services 60
4 Segmentation of Global Market by Technology 61
4.1 Market Overview by Technology 61
4.2 Nonimmersive Technology 63
4.3 Semi-Immersive Technology 64
4.4 Fully Immersive Technology 65
5 Segmentation of Global Market by Device 66
5.1 Market Overview by Device 66
5.2 Head-Mounted Display (HMD) 68
5.3 Gesture-Tracking Device 69
5.4 Projector & Display Wall 70
6 Segmentation of Global Market by Platform 71
6.1 Market Overview by Platform 71
6.2 Mobile VR 73
6.3 Console VR 74
6.4 PC VR 75
7 Segmentation of Global Market by Industry Vertical 76
7.1 Market Overview by Industry Vertical 76
7.2 Gaming 78
7.3 Entertainment & Media 79
7.4 Aerospace & Defense 80
7.5 Healthcare 81
7.6 Education 82
7.7 Automotive 83
7.8 Retail & Marketing 84
7.9 Other Verticals 85
8 Segmentation of Global Market by End User 86
8.1 Market Overview by End User 86
8.2 Consumer 88
8.3 Enterprise 89
8.3.1 Large Enterprises 90
8.3.2 Small- & Medium-sized Enterprises (SMEs) 91
9 Segmentation of Global Market by Region 92
9.1 Geographic Market Overview 2022-2032 92
9.2 North America Market 2022-2032 by Country 96
9.2.1 Overview of North America Market 96
9.2.2 U.S. 100
9.2.3 Canada 103
9.2.4 Mexico 105
9.3 European Market 2022-2032 by Country 107
9.3.1 Overview of European Market 107
9.3.2 Germany 111
9.3.3 U.K. 113
9.3.4 France 115
9.3.5 Spain 117
9.3.6 Italy 119
9.3.7 Netherlands 121
9.3.8 Rest of European Market 123
9.4 Asia-Pacific Market 2022-2032 by Country 125
9.4.1 Overview of Asia-Pacific Market 125
9.4.2 Japan 129
9.4.3 China 132
9.4.4 Australia 134
9.4.5 India 136
9.4.6 South Korea 138
9.4.7 Rest of APAC Region 140
9.5 South America Market 2022-2032 by Country 142
9.5.1 Argentina 145
9.5.2 Brazil 147
9.5.3 Chile 149
9.5.4 Rest of South America Market 151
9.6 MEA Market 2022-2032 by Country 152
9.6.1 UAE 155
9.6.2 Saudi Arabia 157
9.6.3 South Africa 159
9.6.4 Other National Markets 161
10 Competitive Landscape 162
10.1 Overview of Key Vendors 162
10.2 New Product Launch, Partnership, Investment, and M&A 165
10.3 Company Profiles 166
Apple Inc. 166
Atheer, Inc. 168
Cyberglove Systems Inc. 169
EON Reality, Inc. 170
Facebook Inc. 171
Google Inc. 172
Hewlett-Packard Development Company. L.P 173
Leap Motion, Inc. 174
Meta Inc. 175
Microsoft Corporation 176
Nintendo Co., Ltd. 177
Oculus VR, LLC 178
Qualcomm Technologies, Inc. 179
Samsung Electronics Co., Ltd. 180
Sixense Entertainment, Inc. 181
Sony Corporation 182
Total Immersion, Inc. 183
Virtuix 184
Zappar Ltd. 185
RELATED REPORTS 186

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