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Virtual Reality Market, By Type (Head-Mounted Displays, Gesture-Tracking Devices, Projectors and Display Walls and Others); By Application (Commercial, Consumer, Enterprise, Healthcare, Aerospace & Defense and Others) Market - Growth, Future Prospects, Post COVID-19 Scenario 2020 – 2028

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Virtual reality is a technology that provides computer generated objects and scenes to appear real such that the user gets immersed into the surroundings due to the environment it creates. Virtual reality is provided through various devices and handsets which can also be  worn by a user for various applications. Virtual reality enables the stimulation to a user with which they can interact within the three-dimensional artificial environment by using electronic devices that are fitted in with sensors. On the whole, virtual reality provides a realistic-feeling to a user and one can experience it by using the virtual reality devices. Some of the added advantages virtual reality provides include, simplification of complex problems, suitable for learning different styles, VR can be done remotely and hence, saves time and money, improvises recall and retention power, it seems better than reality, enhance learning and gaming experiences, aids in viewing the actual 3D image of an object before it is manufactured, it improves educational value, helps overcome language barriers, among others and hence these factors are elevating the significance of the market globally. In the year 2021, the virtual market size is said to be around US$ 5 billion and by the year 2024 the market is projected to attain around US$ 12 billion. Thereby, these figures suggest that the market is going to grow rapidly due to the adoption of various sectors, industries and business towards usage of virtual reality.

Virtual Reality is based on various types such as head-mounted displays, gesture-tracking devices, projectors and display walls and others. Various applications of the virtual reality include commercial, consumer, enterprise, healthcare, aerospace & defense and others.

The companies operating in the virtual reality market include a number of well- established companies as well as new companies/start-ups that are investing in developing more innovative virtual reality systems. Thereby, both the well-established and the start-up companies are joining hands towards manufacturing more innovative devices in development of virtual reality. Prominent manufacturers in the global virtual reality market include CyberGlove Systems, Inc., Barco NV, Oculus (Facebook Technologies, LLC), VIVE (HTC Corporation), Microsoft, Samsung Electronics Co., Ltd., Sensics, Inc., Sixense Enterprises, Inc., Ultraleap Ltd. and EON Reality, Inc

Global Virtual Reality Market, By Type
Based on type, the Virtual Reality Market is segmented into the following:
  • Head-Mounted Displays
  • Gesture-Tracking Devices
  • Projectors and Display Walls
  • Others
Below graph provides a comparative analysis of the value contribution for each of the segment for the years 2020 and 2028:

Virtual Reality Value Share, By Type, 2019 & 2028(% Value)

 
In 2020, the head-mounted displays segment held the dominating position in the virtual reality market in terms of market value. As the head-mounted displays are said to be convenient as they can be worn as a helmet and care comfortable for users especially during navigation and for learning a module in a detailed was as well as the gaming industry increasingly promotes the usage of head-mounted displays due to the enhanced gaming experience it provides. Hence, there is a high demand for head-mounted displays and these factors are increasing the demand for  virtual reality market.

Global Virtual Reality Market, By Application
Based on Application, virtual reality market is segmented into following:
  • Commercial
  • Consumer
  • Enterprise
  • Healthcare
  • Aerospace & Defense
  • Others
Below graph provides a comparative analysis of the value contribution for each of the segment for the years 2020 and 2028:

Virtual Reality Value Share, By Application, 2019 & 2028(% Value)


In 2020, the consumer segment led the overall virtual reality Market in terms of market value. Due to high adoption of gamers towards virtual reality as they can have a high-level experience of gaming, the demand remained high in gaming sector. The consumer segment which is prime source of  entertainment and gaming is said to grow rapidly as the virtual reality is gaining much importance in the industry due to new developed games and enhanced experience of the game as well as increasing number of smart phone users is enhancing the need for virtual reality to play the games. Thereby the consumer segment is going to elevate the growth of the market.

Global Virtual Reality Market, By Geography
Based on geography, Virtual Reality Market is segmented into following:
  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Rest of Asia Pacific
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East and Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of ME
Below graph provides a comparative analysis of the value contribution for each of the segment for the years 2020 and 2028:

Virtual Reality Value Share, By Region, 2019 & 2028(% Value)


In 2020, North America accounted for the largest share in the virtual reality due to presence of well-established companies that provide virtual reality, rising usage of virtual reality in health care systems, increasing investment of the government, high adoption rate of individuals towards virtual reality and the implementation of virtual reality in various sectors such as shopping malls are providing virtual reality experience to advertise the black Friday sales and other such opportunities. Thereby, these factors are increasing the growth of the market in the region.
Chapter 1    Preface
        1.1    Report Description
                1.1.1    Aim of the Report
                1.1.2    Report Target Audience
                1.1.3    Report Offering
        1.2    Research Scope
        1.3    Research Methodology
                1.3.1    Phase I – Secondary Research
                1.3.2    Phase II – Primary Research
                1.3.3    Phase III – Expert Panel Review
                1.3.4    Assumptions
                1.3.5    Top-Down and Bottom-Up Approach

Chapter 2    Executive Summary
        2.1    Market Snapshot: Global Virtual Reality Market Market
        2.2    Global Virtual Reality MarketMarket, By Type
        2.3    Global Virtual Reality Market Market, By Application
        2.4    Global Virtual Reality Market Market, By Geography

Chapter 3    Market Dynamics
        3.1    Product and Market Insights
                3.1.1    Global Virtual Reality MarketMarket Value and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
        3.2    Market Dynamics
                3.2.1    Growth Drivers
                3.2.2    Market Restraints
                3.2.3    Impact Analysis of Drivers and Restraints
                3.2.4    COVID-19 Impact
        3.3    Attractive Investment Proposition
        3.4    Competitive Analysis
                3.4.1    Competitive Landscape in the Virtual Reality Market Market

Chapter 4    Global Virtual Reality Market Market Analysis, By Type
        4.1    Overview
        4.2    Head-Mounted Displays
                4.2.1    Global Head-Mounted DisplaysMarket Value, 2018 – 2028, (US$ Mn)
        4.3    Gesture-Tracking Devices
                4.3.1    Global Implantable Gesture-Tracking Devices Market Value, 2018 – 2028, (US$ Mn)
        4.4    Projectors and Display Walls
                4.4.1    Global Projectors and Display Walls Market Value, 2018 – 2028, (US$ Mn)
        4.5    Others
                4.5.1    Global Other Virtual Reality Market Market Value, 2018 – 2028, (US$ Mn)

Chapter 5    Global Virtual Reality Market Market Analysis, By Application
        5.1    Overview
        5.2    Commercial
                5.2.1    Global Market Value For Commercial, 2018 – 2028, (US$ Mn)
        5.3    Consumer
                5.3.1    Global Market Value For Consumer, 2018 – 2028, (US$ Mn)
        5.4    Enterprise
                5.4.1    Global Market Value For Enterprise, 2018 – 2028, (US$ Mn)
        5.5    Healthcare
                5.5.1    Global Market Value For Healthcare, 2018 – 2028, (US$ Mn)
        5.6    Aerospace & Defense
                5.6.1    Global Market Value For Aerospace & Defense, 2018 – 2028, (US$ Mn)
        5.7    Others
                5.7.1    Global Market Value For Others, 2018 – 2028, (US$ Mn)

Chapter 6    North America Virtual Reality Market Market Analysis
        6.1    Overview
        6.2    North America Virtual Reality Market Market Analysis, By Type, 2018 – 2028
                6.2.1    Market Analysis
        6.3    North America Virtual Reality Market Market Analysis, By Application, 2018 – 2028
                6.3.1    Market Analysis
        6.4    North America Virtual Reality Market Market Analysis, By Country, 2018 – 2028
                6.4.1    Market Analysis
                6.4.2    U.S.
                6.4.3    Canada

Chapter 7    EuropeVirtual Reality Market Market Analysis
        7.1    Overview
        7.2    EuropeVirtual Reality Market Market Analysis, By Type, 2018 – 2028
                7.2.1    Market Analysis
        7.3    EuropeVirtual Reality Market Market Analysis, By Application, 2018 – 2028
                7.3.1    Market Analysis
        7.4    EuropeVirtual Reality Market Market Analysis, By Country, 2018 – 2028
                7.4.1    Market Analysis
                7.4.2    UK
                7.4.3    Germany
                7.4.4    France
                7.4.5    Rest of Europe

Chapter 8    Asia PacificVirtual Reality Market Market Analysis
        8.1    Overview
        8.2    Asia PacificVirtual Reality Market Market Analysis, By Type, 2018 – 2028
                8.2.1    Market Analysis
        8.3    Asia PacificVirtual Reality Market Market Analysis, By Application, 2018 – 2028
                8.3.1    Market Analysis
        8.4    Asia PacificVirtual Reality Market Market Analysis, By Country, 2018 – 2028
                8.4.1    Market Analysis
                8.4.2    China
                8.4.3    Japan
                8.4.4    India
                8.4.5    Rest of Asia Pacific

Chapter 9    Latin AmericaVirtual Reality Market Market Analysis
        9.1    Overview
        9.2    Latin AmericaVirtual Reality Market Market Analysis, By Type, 2018 – 2028
                9.2.1    Market Analysis
        9.3    Latin AmericaVirtual Reality Market Market Analysis, By Application, 2018 – 2028
                9.3.1    Market Analysis
        9.4    Latin AmericaVirtual Reality Market Market Analysis, By Country, 2018 – 2028
                9.4.1    Market Analysis
                9.4.2    Mexico
                9.4.3    Brazil
                9.4.4    Rest of Latin America

Chapter 10    Middle East and Africa (MEA)Virtual Reality Market Market Analysis
        10.1    Overview
        10.2    MEAVirtual Reality Market Market Analysis, By Type, 2018 – 2028
                10.2.1    Market Analysis
        10.3    MEAVirtual Reality Market Market Analysis, By Application, 2018 – 2028
                10.3.1    Market Analysis
        10.4    MEAVirtual Reality Market Market Analysis, By Country, 2018 – 2028
                10.4.1    Market Analysis
                10.4.2    GCC Countries
                10.4.3    South Africa
                10.4.4    Rest of MEA

Chapter 11    Company Profiles
        11.1    CyberGlove Systems, Inc.
                11.1.1    CyberGlove Systems, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
        11.2    Barco NV
                11.2.1    Barco NV: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
        11.3    Oculus (Facebook Technologies, LLC)
                11.3.1    Oculus (Facebook Technologies, LLC): Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
        11.4    VIVE (HTC Corporation)
                11.4.1    VIVE (HTC Corporation): Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
        11.5    Microsoft
                11.5.1    Microsoft: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
        11.6    Samsung Electronics Co., Ltd.
                11.6.1    Samsung Electronics Co., Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
        11.7    Sensics, Inc.
                11.7.1    Sensics, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
        11.8    Sixense Enterprises, Inc.
                11.8.1    Sixense Enterprises, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
        11.9    Ultraleap Ltd.
                11.9.1    Ultraleap Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
        11.10    EON Reality, Inc.
                11.10.1    EON Reality, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)

List of Figures



FIG. 1    Global Virtual Reality Market Market: Research Methodology
FIG. 2    Top-Down and Bottom Up Approach
FIG. 3    Global Virtual Reality MarketMarket, By Type, 2020 (US$ Mn)
FIG. 4    Global Virtual Reality Market Market, By Application, 2020 (US$ Mn)
FIG. 5    Global Virtual Reality Market Market, By Geography, 2020 (US$ Mn)
FIG. 6    Global Virtual Reality MarketMarket Value and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG. 7    Attractive Investment Proposition
FIG. 8    Market Positioning of Key Virtual Reality Market Providers, 2020
FIG. 9    Global Virtual Reality Market Market Value Share, By Type, 2020& 2028 (% Value)
FIG. 10    Global Head-Mounted DisplaysMarket Value, 2018 – 2028, (US$ Mn)
FIG. 11    Global Gesture-Tracking Devices Market Value, 2018 – 2028, (US$ Mn)
FIG. 12    Global Projectors and Display Walls Market Value, 2018 – 2028, (US$ Mn)
FIG. 13    Global Other Virtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 14    Global Virtual Reality Market Market Value Share, By Application, 2020& 2028 (% Value)
FIG. 15    Global Market Value For Commercial, 2018 – 2028, (US$ Mn)
FIG. 16    Global Market Value For Consumer, 2018 – 2028, (US$ Mn)
FIG. 17    Global Market Value For Enterprise, 2018 – 2028, (US$ Mn)
FIG. 18    Global Market Value For Healthcare, 2018 – 2028, (US$ Mn)
FIG. 19    Global Market Value For Aerospace & Defense, 2018 – 2028, (US$ Mn)
FIG. 20    Global Market Value For Others, 2018 – 2028, (US$ Mn)
FIG. 21    U.S. Virtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 22    Canada Virtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 23    UKVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 24    GermanyVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 25    FranceVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 26    Rest of EuropeVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 27    ChinaVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 28    JapanVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 29    IndiaVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 30    Rest of Asia PacificVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 31    MexicoVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 32    BrazilVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 33    Rest of Latin AmericaVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 34    GCC CountriesVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 35    South AfricaVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)
FIG. 36    Rest of MEAVirtual Reality Market Market Value, 2018 – 2028, (US$ Mn)

 

List of Tables



TABLE 1    Market Snapshot: Global Virtual Reality Market Market
TABLE 2    Impact Pointers
TABLE 3    Impact Analysis of Drivers and Restraints
TABLE 4    North America Virtual Reality Market Market Value, By Type, 2018 – 2028
TABLE 5    North America Virtual Reality Market Market Value, By Application, 2018 – 2028
TABLE 6    North America Virtual Reality Market Market Value, By Country, 2018 – 2028
TABLE 7    EuropeVirtual Reality Market Market Value, By Type, 2018 – 2028
TABLE 8    EuropeVirtual Reality Market Market Value, By Application, 2018 – 2028
TABLE 9    EuropeVirtual Reality Market Market Value, By Country, 2018 – 2028
TABLE 10    Asia PacificVirtual Reality Market Market Value, By Type, 2018 – 2028
TABLE 11    Asia PacificVirtual Reality Market Market Value, By Application, 2018 – 2028
TABLE 12    Asia PacificVirtual Reality Market Market Value, By Country, 2018 – 2028
TABLE 13    Latin AmericaVirtual Reality Market Market Value, By Type, 2018 – 2028
TABLE 14    Latin AmericaVirtual Reality Market Market Value, By Application, 2018 – 2028
TABLE 15    Latin AmericaVirtual Reality Market Market Value, By Country, 2018 – 2028
TABLE 16    MEAVirtual Reality Market Market Value, By Type, 2018 – 2028
TABLE 17    MEAVirtual Reality Market Market Value, By Application, 2018 – 2028
TABLE 18    MEAVirtual Reality Market Market Value, By Country, 2018 – 2028
TABLE 19    CyberGlove Systems, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE 20    Barco NV: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE 21    Oculus (Facebook Technologies, LLC): Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE 22    VIVE (HTC Corporation): Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE 23    Microsoft: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE 24    Samsung Electronics Co., Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE 25    Sensics, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE 26    Sixense Enterprises, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE 27    Ultraleap Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE 28    EON Reality, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)



 
No Methodology
No Available