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Global Virtual Reality Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 10/11/2022
  • NO OF PAGES
  • 241
  • CATEGORY
  • Retails & Consumer
The Virtual Reality market report is a perfect foundation for people looking out for a comprehensive study and analysis of the Virtual Reality market. On the basis of historic growth analysis and current scenario of Virtual Reality market place, the report intends to offer actionable insights and outlook on global / regional market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tool that facilitate deeper understanding of multiple aspects of global Virtual Reality market. These further helps users with their developmental strategy.

This report examines all the key factors influencing growth of global Virtual Reality market, including demand-supply scenario, pricing structure, profit margins, production and value chain / ecosystem analysis. Regional assessment of global Virtual Reality market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.



Global Virtual Reality Market: Major Players
HTC Corporation
Oculus VR
Avatarico
Whiplash
ZEISS
Microsoft Corporation
Psious
Samsung Electronics Co., Ltd
Google Inc.
Cyberith GmbH
Alphasens Games
EON Reality Inc.
Xtrematic
Sony Corporation

Global Virtual Reality Market: By Types
Hardware
Software

Global Virtual Reality Market: By Applications
Aerospace & Defense
Commercial
Education
Entertainment
Research
Healthcare
Othe



Global Virtual Reality Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Virtual Reality market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.

Global Virtual Reality Market: Market Size Estimation
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets of various marketspaces. The key players in the markets are identified through secondary research, and their market contributions in different applications across regions and globally were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to arrive at the final quantitative and qualitative data. This data has been consolidated, and detailed inputs and analysis from Analytics Market Research added before being presented in this report.

Frequently Asked Questions
• What is the market size and growth projections?
• What is the market size and growth projection for each of the market segments and sub-segments across Countries & Regions?
• What are the top performing segments, and countries / regions of each of the markets?
• What is the market size and growth rate across key countries / regions?
• How big is the global & regional market in terms of revenue and volume?
• How far market will grow in forecast period in terms of revenue and volume?
• What factors will influence demand and supply trends across each markets during the forecast period?
• What are the technology trends shaping various markets?
• Which country / region has more opportunities?
• What is the COVID-19 impact on the market and how long will it take to recover?
• Who are the key competitors of market Players?
• What are the market share (%) of Key Players?
• What are the Merger & Acquisition, New Product Launch, Recent Development within each of the Markets?
• What are PEST analysis, Ecosystem Analysis, Porter's Five Forecast Analysis, Ansoff Matrix, and SWOT Analysis among other analyses for diverse markets?
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035


1 Virtual Reality Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Virtual Reality
1.3 Virtual Reality Market Scope and Market Size Estimation
1.3.1 Market Concentration Ratio and Market Maturity Analysis
1.3.2 Global Virtual Reality Revenue and Growth Rate from 2016-2030
1.4 Market Segmentation
1.4.1 Types of Virtual Reality
1.4.2 Applications of Virtual Reality
1.4.3 Research Regions
1.5 Market Dynamics
1.5.1 Virtual Reality Industry Trends
1.5.2 Virtual Reality Drivers
1.5.3 Virtual Reality Market Challenges
1.5.4 Virtual Reality Market Restraints
1.6 Industry News and Policies by Regions
1.6.1 Industry News
1.6.2 Industry Policies
1.7 Mergers & Acquisitions, Expansion Plans
1.8 Virtual Reality Industry Development Trends under COVID-19 Outbreak
1.8.1 Global COVID-19 Status Overview
1.8.2 Influence of COVID-19 Outbreak on Virtual Reality Industry Development

2 Industry Chain Analysis
2.1 Upstream Raw Material Supply and Demand Analysis
2.1.1 Global Virtual Reality Major Upstream Raw Material and Suppliers
2.1.2 Raw Material Source Analysis
2.2 Major Players of Virtual Reality
2.2.1 Major Players Manufacturing Base of Virtual Reality in 2020
2.2.2 Major Players Market Distribution in 2020
2.3 Virtual Reality Manufacturing Cost Structure Analysis
2.3.1 Production Process Analysis
2.3.2 Manufacturing Cost Structure of Virtual Reality
2.3.3 Labor Cost of Virtual Reality
2.4 Market Channel Analysis of Virtual Reality
2.5 Major Down Stream Customers by Application

3 Global Virtual Reality Market, by Type
3.1 Global Virtual Reality Revenue and Market Share by Type (2016-2021)
3.2 Global Virtual Reality Production and Market Share by Type (2016-2021)
3.3 Global Virtual Reality Revenue and Growth Rate by Type (2016-2021)
3.3.1 Global Virtual Reality Revenue and Growth Rate of Hardware
3.3.2 Global Virtual Reality Revenue and Growth Rate of Software
3.4 Global Virtual Reality Price Analysis by Type (2016-2021)
3.4.1 Explanation of Different Type Product Price Trends

4 Virtual Reality Market, by Application
4.1 Downstream Market Overview
4.2 Global Virtual Reality Consumption and Market Share by Application (2016-2021)
4.3 Global Virtual Reality Consumption and Growth Rate by Application (2016-2021)
4.3.1 Global Virtual Reality Consumption and Growth Rate of Aerospace & Defense (2016-2021)
4.3.2 Global Virtual Reality Consumption and Growth Rate of Commercial (2016-2021)
4.3.3 Global Virtual Reality Consumption and Growth Rate of Education (2016-2021)
4.3.4 Global Virtual Reality Consumption and Growth Rate of Entertainment (2016-2021)
4.3.5 Global Virtual Reality Consumption and Growth Rate of Research (2016-2021)
4.3.6 Global Virtual Reality Consumption and Growth Rate of Healthcare (2016-2021)
4.3.7 Global Virtual Reality Consumption and Growth Rate of Othe (2016-2021)

5 Global Virtual Reality Consumption, Revenue ($) by Region (2016-2021)
5.1 Global Virtual Reality Revenue and Market Share by Region (2016-2021)
5.2 Global Virtual Reality Consumption and Market Share by Region (2016-2021)
5.3 Global Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.4 North America Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.4.1 North America Virtual Reality Market Under COVID-19
5.4.2 North America Virtual Reality SWOT Analysis
5.5 Europe Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.5.1 Europe Virtual Reality Market Under COVID-19
5.5.2 Europe Virtual Reality SWOT Analysis
5.6 China Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.6.1 China Virtual Reality Market Under COVID-19
5.6.2 China Virtual Reality SWOT Analysis
5.7 Japan Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.7.1 Japan Virtual Reality Market Under COVID-19
5.7.2 Japan Virtual Reality SWOT Analysis
5.8 Middle East and Africa Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.8.1 Middle East and Africa Virtual Reality Market Under COVID-19
5.8.2 Middle East and Africa Virtual Reality SWOT Analysis
5.9 India Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.9.1 India Virtual Reality Market Under COVID-19
5.9.2 India Virtual Reality SWOT Analysis
5.10 South America Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.10.1 South America Virtual Reality Market Under COVID-19
5.10.2 South America Virtual Reality SWOT Analysis
5.11 South Korea Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.11.1 South Korea Virtual Reality Market Under COVID-19
5.11.2 South Korea Virtual Reality SWOT Analysis
5.12 Southeast Asia Virtual Reality Consumption, Revenue, Price and Gross Margin (2016-2021)
5.12.1 Southeast Asia Virtual Reality Market Under COVID-19
5.12.2 Southeast Asia Virtual Reality SWOT Analysis

6 Global Virtual Reality Production by Top Regions (2016-2021)
6.1 Global Virtual Reality Production by Top Regions (2016-2021)
6.2 North America Virtual Reality Production and Growth Rate
6.3 Europe Virtual Reality Production and Growth Rate
6.4 China Virtual Reality Production and Growth Rate
6.5 Japan Virtual Reality Production and Growth Rate
6.6 India Virtual Reality Production and Growth Rate

7 Global Virtual Reality Consumption by Regions (2016-2021)
7.1 Global Virtual Reality Consumption by Regions (2016-2021)
7.2 North America Virtual Reality Consumption and Growth Rate
7.3 Europe Virtual Reality Consumption and Growth Rate
7.4 China Virtual Reality Consumption and Growth Rate
7.5 Japan Virtual Reality Consumption and Growth Rate
7.6 Middle East & Africa Virtual Reality Consumption and Growth Rate
7.7 India Virtual Reality Consumption and Growth Rate
7.8 South America Virtual Reality Consumption and Growth Rate
7.9 South Korea Virtual Reality Consumption and Growth Rate
7.10 Southeast Asia Virtual Reality Consumption and Growth Rate

8 Competitive Landscape
8.1 Competitive Profile
8.2 HTC Corporation Market Performance Analysis
8.2.1 Company Profiles
8.2.2 Virtual Reality Product Profiles, Application and Specification
8.2.3 HTC Corporation Sales, Revenue, Price, Gross Margin 2016-2021
8.2.4 Company Recent Development
8.2.5 Strategies for Company to Deal with the Impact of COVID-19
8.3 Oculus VR Market Performance Analysis
8.3.1 Company Profiles
8.3.2 Virtual Reality Product Profiles, Application and Specification
8.3.3 Oculus VR Sales, Revenue, Price, Gross Margin 2016-2021
8.3.4 Company Recent Development
8.3.5 Strategies for Company to Deal with the Impact of COVID-19
8.4 Avatarico Market Performance Analysis
8.4.1 Company Profiles
8.4.2 Virtual Reality Product Profiles, Application and Specification
8.4.3 Avatarico Sales, Revenue, Price, Gross Margin 2016-2021
8.4.4 Company Recent Development
8.4.5 Strategies for Company to Deal with the Impact of COVID-19
8.5 Whiplash Market Performance Analysis
8.5.1 Company Profiles
8.5.2 Virtual Reality Product Profiles, Application and Specification
8.5.3 Whiplash Sales, Revenue, Price, Gross Margin 2016-2021
8.5.4 Company Recent Development
8.5.5 Strategies for Company to Deal with the Impact of COVID-19
8.6 ZEISS Market Performance Analysis
8.6.1 Company Profiles
8.6.2 Virtual Reality Product Profiles, Application and Specification
8.6.3 ZEISS Sales, Revenue, Price, Gross Margin 2016-2021
8.6.4 Company Recent Development
8.6.5 Strategies for Company to Deal with the Impact of COVID-19
8.7 Microsoft Corporation Market Performance Analysis
8.7.1 Company Profiles
8.7.2 Virtual Reality Product Profiles, Application and Specification
8.7.3 Microsoft Corporation Sales, Revenue, Price, Gross Margin 2016-2021
8.7.4 Company Recent Development
8.7.5 Strategies for Company to Deal with the Impact of COVID-19
8.8 Psious Market Performance Analysis
8.8.1 Company Profiles
8.8.2 Virtual Reality Product Profiles, Application and Specification
8.8.3 Psious Sales, Revenue, Price, Gross Margin 2016-2021
8.8.4 Company Recent Development
8.8.5 Strategies for Company to Deal with the Impact of COVID-19
8.9 Samsung Electronics Co., Ltd Market Performance Analysis
8.9.1 Company Profiles
8.9.2 Virtual Reality Product Profiles, Application and Specification
8.9.3 Samsung Electronics Co., Ltd Sales, Revenue, Price, Gross Margin 2016-2021
8.9.4 Company Recent Development
8.9.5 Strategies for Company to Deal with the Impact of COVID-19
8.10 Google Inc. Market Performance Analysis
8.10.1 Company Profiles
8.10.2 Virtual Reality Product Profiles, Application and Specification
8.10.3 Google Inc. Sales, Revenue, Price, Gross Margin 2016-2021
8.10.4 Company Recent Development
8.10.5 Strategies for Company to Deal with the Impact of COVID-19
8.11 Cyberith GmbH Market Performance Analysis
8.11.1 Company Profiles
8.11.2 Virtual Reality Product Profiles, Application and Specification
8.11.3 Cyberith GmbH Sales, Revenue, Price, Gross Margin 2016-2021
8.11.4 Company Recent Development
8.11.5 Strategies for Company to Deal with the Impact of COVID-19
8.12 Alphasens Games Market Performance Analysis
8.12.1 Company Profiles
8.12.2 Virtual Reality Product Profiles, Application and Specification
8.12.3 Alphasens Games Sales, Revenue, Price, Gross Margin 2016-2021
8.12.4 Company Recent Development
8.12.5 Strategies for Company to Deal with the Impact of COVID-19
8.13 EON Reality Inc. Market Performance Analysis
8.13.1 Company Profiles
8.13.2 Virtual Reality Product Profiles, Application and Specification
8.13.3 EON Reality Inc. Sales, Revenue, Price, Gross Margin 2016-2021
8.13.4 Company Recent Development
8.13.5 Strategies for Company to Deal with the Impact of COVID-19
8.14 Xtrematic Market Performance Analysis
8.14.1 Company Profiles
8.14.2 Virtual Reality Product Profiles, Application and Specification
8.14.3 Xtrematic Sales, Revenue, Price, Gross Margin 2016-2021
8.14.4 Company Recent Development
8.14.5 Strategies for Company to Deal with the Impact of COVID-19
8.15 Sony Corporation Market Performance Analysis
8.15.1 Company Profiles
8.15.2 Virtual Reality Product Profiles, Application and Specification
8.15.3 Sony Corporation Sales, Revenue, Price, Gross Margin 2016-2021
8.15.4 Company Recent Development
8.15.5 Strategies for Company to Deal with the Impact of COVID-19

9 Global Virtual Reality Market Analysis and Forecast by Type and Application
9.1 Global Virtual Reality Market Revenue & Volume Forecast, by Type (2021-2026)
9.1.1 Hardware Market Revenue and Volume Forecast (2021-2026)
9.1.2 Software Market Revenue and Volume Forecast (2021-2026)
9.2 Global Virtual Reality Market Revenue & Volume Forecast, by Application (2021-2026)
9.2.1 Aerospace & Defense Market Revenue and Volume Forecast (2021-2026)
9.2.2 Commercial Market Revenue and Volume Forecast (2021-2026)
9.2.3 Education Market Revenue and Volume Forecast (2021-2026)
9.2.4 Entertainment Market Revenue and Volume Forecast (2021-2026)
9.2.5 Research Market Revenue and Volume Forecast (2021-2026)
9.2.6 Healthcare Market Revenue and Volume Forecast (2021-2026)
9.2.7 Othe Market Revenue and Volume Forecast (2021-2026)

10 Virtual Reality Market Supply and Demand Forecast by Region
10.1 North America Market Supply and Demand Forecast (2021-2026)
10.2 Europe Market Supply and Demand Forecast (2021-2026)
10.3 China Market Supply and Demand Forecast (2021-2026)
10.4 Japan Market Supply and Demand Forecast (2021-2026)
10.5 Middle East and Africa Market Supply and Demand Forecast (2021-2026)
10.6 India Market Supply and Demand Forecast (2021-2026)
10.7 South America Market Supply and Demand Forecast (2021-2026)
10.8 South Korea Market Supply and Demand Forecast (2021-2026)
10.9 Southeast Asia Market Supply and Demand Forecast (2021-2026)
10.10 Explanation of Market Size Trends by Region
10.11 Virtual Reality Market Trends Analysis

11 New Project Feasibility Analysis
11.1 Industry Barriers and New Entrants SWOT Analysis
11.2 Analysis and Suggestions on New Project Investment

12 Expert Interview Record
13 Research Finding and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Data Source
 

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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

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The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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