Virtual Reality Market size is expected to reach US$ 31.51 Bn by 2027, at a CAGR of 26.20% during the forecast period.
To know about the Research Methodology:-Request Free Sample Report The report includes an analysis of the impact of COVID-19 lockdown on the revenue of market leaders, followers, and disruptors. Since the lockdown was implemented differently in various regions and countries; the impact of the same is also seen differently by regions and segments. The report has covered the current short-term and long-term impact on the market, and it would help the decision-makers to prepare the outline and strategies for companies by region.
Virtual Reality Market Dynamics:Virtual reality is all about creating a real-life environment or situation with the help of an artificial, computer-generated simulation or recreation. Virtual reality is achieved by stimulating vision and hearing that is accomplished by wearing a VR helmet or goggles.
Virtual Reality Market Segment Analysis:Virtual Reality Market is categorized on the basis of product, technology, application and geography. Based on product, this market has been segmented into hardware and software. Technology market is categorized as non-immersive, semi-immersive and fully-immersive. Application segment has been categorized into gaming, healthcare, aerospace & defense, entertainment and others. The decline in prices of displays and other hardware components of head-mounted display systems will drive the market whereas it is the display latency and energy consumption effect on the overall performance of virtual reality devices that will restrain the market growth.
Virtual Reality Market Regional Insights:North America is one of the largest markets for virtual reality in 2021 with Asia Pacific (APAC) being one of the fastest-growing regions in the current forecast period. This can be attributed to countries such as China, India, Japan, and South Korea witnessing a high demand for head-mounted displays for different gaming applications along with rising of high definition games as well.
Virtual Reality Market, Key Highlights:• Virtual Reality Market analysis and forecast, in terms of value. • Comprehensive study and analysis of market drivers, restraints and opportunities influencing the growth of the Virtual Reality Market. • Virtual Reality Market segmentation on the basis of type, source, end-user, and region (country-wise) has been provided. • Virtual Reality Market strategic analysis with respect to individual growth trends, future prospects along the contribution of various sub-market stakeholders have been considered under the scope of the study. • Virtual Reality Market analysis and forecast for five major regions namely North America, Europe, Asia Pacific, the Middle East & Africa (MEA) and Latin America along with country-wise segmentation. • Profiles of key industry players, their strategic perspective, market positioning, and analysis of core competencies are further profiled. • Competitive developments, investments, strategic expansion, and the competitive landscape of the key players operating in the Virtual Reality Market are also profiled.
Virtual Reality Market, Research MethodologyBloomberg, Factiva, and Hoovers are some of the sites that are being referred to gain insights into the Virtual Reality Market. Experts from top manufacturing companies along with other stakeholders have been considered. This is done to validate and collect critical information for evaluating trends related to the Virtual Reality Market during the forecast period. Top-down and bottom-up approaches have been used to estimate the global and regional size of the Virtual Reality Market. Data triangulation techniques along with other comparative analyses are also used to calculate the exact size of the Virtual Reality Market globally.
Virtual Reality Market, Regional Analysis• Breakdown of the North America Virtual Reality market • Breakdown of the Europe Virtual Reality market • Breakdown of the Asia Pacific Virtual Reality market • Breakdown of the Middle East & Africa Virtual Reality market • Breakdown of the Latin America Virtual Reality market
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Virtual Reality Market, Key Target Audience• Original equipment manufacturers (OEMs) (end-user application or electronic product manufacturers) • Technology investors, Research and Consulting Firms • Networking Solution Providers • Raw material and manufacturing equipment suppliers • Government bodies, such as regulating authorities, Municipal Authorities and policy makers • Technology standards organizations, forums, alliances, and associations • Investors and Venture Capitalist • Semiconductor foundries
Scope of the Virtual Reality Market: Inquire before buying
Global Virtual Reality Market Report Coverage Details Base Year: 2021 Forecast Period: 2022-2027 Historical Data: 2017 to 2021 Market Size in 2021: US$ 7.8 Bn . Forecast Period 2022 to 2027 CAGR: 26.20% Market Size in 2027: US$ 31.51 Bn. Segments Covered: by Product • Hardware • Software by Technology • Non-immersive • Semi-immersive • Fully-immersive by Application • Healthcare • Gaming • Aerospace &Defense • Entertainment • Other
Virtual Reality Market, By Geography• North America • Europe • Asia Pacific • Middle East & Africa • Latin America
Key Players Operating in the Virtual Reality Market:• Microsoft Corporation • Sensics, Inc. • HTC Corporation • Eon Reality, Inc. • Vuzix Corporation • Cisco Systems, Inc. • Google, Inc. • Sony Corporation • Oculus VR, Inc. • Leap Motion, Inc. • Facebook Technologies, LLC. • SAMSUNG ELECTRONICS CO., LTD. • CyberGlove Systems Inc. • Ultraleap Ltd. • Nintendo. • Psious • Firsthand Technology Inc. • WorldViz, Inc. • SURVIOS, INC. • Merge Labs, Inc. • SpaceVR, Inc Frequently Asked Questions: 1. Which region has the largest share in Global Virtual Reality Market? Ans: North America region held the highest share in 2021. 2. What is the growth rate of Global Virtual Reality Market? Ans: The Global Virtual Reality Market is expected to grow at a CAGR of 26.20% during forecast period 2022-2027. 3. What is scope of the Global Virtual Reality Market report? Ans: Global Virtual Reality Market report helps with the PESTEL, PORTER, COVID-19 Impact analysis, Recommendations for Investors & Leaders, and market estimation of the forecast period. 4. Who are the key players in Global Virtual Reality Market? Ans: The important key players in the Global Virtual Reality Market are - Microsoft Corporation, Sensics, Inc., HTC Corporation, Eon Reality, Inc., Vuzix Corporation, Cisco Systems, Inc., Google, Inc., Sony Corporation, Oculus VR, Inc., Leap Motion, Inc., Facebook Technologies, LLC., SAMSUNG ELECTRONICS CO., LTD., CyberGlove Systems Inc., Ultraleap Ltd., Nintendo., Psious, Firsthand Technology Inc., WorldViz, Inc., SURVIOS, INC., Merge Labs, Inc., SpaceVR, and Inc. 5. What is the study period of this market? Ans: The Global Virtual Reality Market is studied from 2021 to 2027.
Virtual Reality Market1. EXECUTIVE SUMMARY 2. RESEARCH METHODOLOGY 2.1. Market Definition 2.2. Market Scope 2.3. Data Sources 3. MARKET DYNAMICS 3.1. Market Drivers 3.2. Market Restraints 3.3. Market Opportunities 4. END-USER OVERVIEW 4.1. Value Chain Analysis 4.2. Key Trends 5. VIRTUAL REALITY MARKET, BY PRODUCTS 5.1. Introduction 5.2. Hardware 5.2.1. Hardware Market Overview 5.2.2. Hardware Market Size & Forecast 5.3. Software 5.3.1. Software Market Overview 5.3.2. Software Market Size & Forecast 6. VIRTUAL REALITY MARKET, BY TECHNOLOGY 6.1. Introduction 6.2. Non-immersive 6.2.1. Non-immersive Market Overview 6.2.2. Non-immersive Market Size & Forecast 6.3. Semi-immersive 6.3.1. Semi-immersive Market Overview 6.3.2. Semi-immersive Market Size & Forecast 6.4. Fully-immersive 6.4.1. Fully-immersive Market Overview 6.4.2. Fully-immersive Market Size & Forecast 7. VIRTUAL REALITY MARKET, BY APPLICATION 7.1. Introduction 7.2. Healthcare 7.2.1. Healthcare Market Overview 7.2.2. Healthcare Market Size & Forecast 7.3. Gaming 7.3.1. Infrastructure Market Overview 7.3.2. Infrastructure Market Size & Forecast 7.4. Aerospace &Defense 7.4.1. Aerospace &Defense Market Overview 7.4.2. Aerospace &Defense Market Size & Forecast 7.5. Entertainment 7.5.1. Entertainment Market Overview 7.5.2. Entertainment Market Size & Forecast 7.6. Other 7.6.1. Other Market Overview 7.6.2. Other Market Size & Forecast 8. VIRTUAL REALITY MARKET, BY GEOGRAPHY 8.1. North America Virtual Reality Market 8.1.1. North America Virtual Reality Market, by Product 8.1.2. North America Virtual Reality Market, by Technology 8.1.3. North America Virtual Reality Market, by Application 8.1.4. North America Virtual Reality Market, by Region 188.8.131.52. U.S. Virtual Reality Market 184.108.40.206. Rest of North America Virtual Reality Market 8.2. Europe Virtual Reality Market 8.2.1. Europe Virtual Reality Market, by Product 8.2.2. Europe Virtual Reality Market, by Technology 8.2.3. Europe Virtual Reality Market, by Application 8.2.4. Europe Virtual Reality Market, by Region 220.127.116.11. France Virtual Reality Market 18.104.22.168. Germany Virtual Reality Market 22.214.171.124. U.K .Virtual Reality Market 126.96.36.199. Rest of Europe Virtual Reality Market 8.3. Asia Pacific Virtual Reality Market 8.3.1. Asia Pacific Virtual Reality Market, by Product 8.3.2. Asia Pacific Virtual Reality Market, by Technology 8.3.3. Asia Pacific Virtual Reality Market, by Application 8.3.4. Asia-Pacific Virtual Reality Market, by Region 188.8.131.52. China Virtual Reality Market 184.108.40.206. Japan Virtual Reality Market 220.127.116.11. India Virtual Reality Market 18.104.22.168. Rest of Asia Pacific Virtual Reality Market 8.4. Middle East & Africa Virtual Reality Market 8.4.1. Middle East & Africa Virtual Reality Market, by Product 8.4.2. Middle East & Africa Virtual Reality Market, by Technology 8.4.3. Middle East & Africa Virtual Reality Market, by Application 8.4.4. Middle East & Africa Virtual Reality Market, by Region 22.214.171.124. GCC Virtual Reality Market 126.96.36.199. South Africa Virtual Reality Market 188.8.131.52. Rest of Middle East & Africa Virtual Reality Market 8.5. Latin America Virtual Reality Market 8.5.1. Latin America Virtual Reality Market, by Product 8.5.2. Latin America Virtual Reality Market, by Technology 8.5.3. Latin America Virtual Reality Market, by Application 8.5.4. Latin America Virtual Reality Market, by Region 184.108.40.206. Brazil Virtual Reality Market 220.127.116.11. Rest of Latin America Virtual Reality Market 9. MARKET COMPETITION ANALYSIS 9.1. Market Share/Positioning Analysis 9.2. Key Innovators 9.3. Company Profiles 9.3.1. Microsoft Corporation 18.104.22.168. Overview 22.214.171.124. Products/ End-User 126.96.36.199. Strategy 188.8.131.52. Key Developments 9.3.2. Sensics, Inc. 184.108.40.206. Overview 220.127.116.11. Products/ End-User 18.104.22.168. Strategy 22.214.171.124. Key Developments 9.3.3. HTC Corporation 126.96.36.199. Overview 188.8.131.52. Products/ End-User 184.108.40.206. Strategy 220.127.116.11. Key Developments 9.3.4. Eon Reality, Inc. 18.104.22.168. Overview 22.214.171.124. Products/ End-User 126.96.36.199. Strategy 188.8.131.52. Key Developments 9.3.5. Vuzix Corporation 184.108.40.206. Overview 220.127.116.11. Products/ End-User 18.104.22.168. Strategy 22.214.171.124. Key Developments 9.3.6. Cisco Systems, Inc. 126.96.36.199. Overview 188.8.131.52. Products/ End-User 184.108.40.206. Strategy 220.127.116.11. Key Developments 9.3.7. Google, Inc. 18.104.22.168. Overview 22.214.171.124. Products/ End-User 126.96.36.199. Strategy 188.8.131.52. Key Developments 9.3.8. Sony Corporation 184.108.40.206. Overview 220.127.116.11. Products/ End-User 18.104.22.168. Strategy 22.214.171.124. Key Developments 9.3.9. Oculus VR, Inc. 126.96.36.199. Overview 188.8.131.52. Products/ End-User 184.108.40.206. Strategy 220.127.116.11. Key Developments 9.3.10. Leap Motion, Inc. 18.104.22.168. Overview 22.214.171.124. Products/ End-User 126.96.36.199. Strategy 188.8.131.52. Key Development 9.3.11. Facebook Technologies, LLC. 9.3.12. SAMSUNG ELECTRONICS CO., LTD. 9.3.13. CyberGlove Systems Inc. 9.3.14. Ultraleap Ltd. 9.3.15. Nintendo. 9.3.16. Psious 9.3.17. Firsthand Technology Inc. 9.3.18. WorldViz, Inc. 9.3.19. SURVIOS, INC. 9.3.20. Merge Labs, Inc. 9.3.21. SpaceVR, Inc.