Virtual reality (VR) is defined as a three-dimensional computer-generated environment. Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.
Âé¶¹Ô´´ Analysis and Insights: Global Virtual Reality (VR) Âé¶¹Ô´´
The global Virtual Reality (VR) market is projected to grow from US$ 3081.8 million in 2024 to US$ 20570 million by 2030, at a Compound Annual Growth Rate (CAGR) of 37.2% during the forecast period.
Global key players of Virtual Reality (VR) include Oculus (Meta), Sony and Pico Interactive, the top three players hold a share about 86%. Oculus (Meta) is the largest producer, with a share of 69%. North America is the largest market of virtual reality (VR), with a share about 40%, followed by Aisa-Pacific and Europe, with shares about 32% and 23% separately. In terms of product type, integrated type is the largest segment, with a share about 70%. And in terms of application, consumer is the largest application, with a share about 51 percent.
Report Covers:
This report presents an overview of global market for Virtual Reality (VR) market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Virtual Reality (VR), also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Virtual Reality (VR), and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Virtual Reality (VR) revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Virtual Reality (VR) market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for Virtual Reality (VR) revenue, projected growth trends, production technology, application and end-user industry.
Âé¶¹Ô´´ Segmentation
By Company
Oculus (Meta)
Sony
Pico Interactive
HTC Corporation
DPVR
NoLo VR
Segment by Type
Integrated Type
Split Type
Segment by Application
Consumer
Commercial
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Revenue of Virtual Reality (VR) in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Virtual Reality (VR) companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America (US & Canada) by Type, by Application and by country, revenue for each segment.
Chapter 7: Europe by Type, by Application and by country, revenue for each segment.
Chapter 8: China by Type, and by Application, revenue for each segment.
Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by Type, by Application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Virtual Reality (VR) revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
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1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global Virtual Reality (VR) Âé¶¹Ô´´ Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Integrated Type
1.2.3 Split Type
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global Virtual Reality (VR) Âé¶¹Ô´´ Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 Consumer
1.3.3 Commercial
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual Reality (VR) Âé¶¹Ô´´ Perspective (2019-2030)
2.2 Global Virtual Reality (VR) Growth Trends by Region
2.2.1 Virtual Reality (VR) Âé¶¹Ô´´ Size by Region: 2019 VS 2023 VS 2030
2.2.2 Virtual Reality (VR) Historic Âé¶¹Ô´´ Size by Region (2019-2024)
2.2.3 Virtual Reality (VR) Forecasted Âé¶¹Ô´´ Size by Region (2025-2030)
2.3 Virtual Reality (VR) Âé¶¹Ô´´ Dynamics
2.3.1 Virtual Reality (VR) Industry Trends
2.3.2 Virtual Reality (VR) Âé¶¹Ô´´ Drivers
2.3.3 Virtual Reality (VR) Âé¶¹Ô´´ Challenges
2.3.4 Virtual Reality (VR) Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Virtual Reality (VR) by Players
3.1.1 Global Virtual Reality (VR) Revenue by Players (2019-2024)
3.1.2 Global Virtual Reality (VR) Revenue Âé¶¹Ô´´ Share by Players (2019-2024)
3.2 Global Virtual Reality (VR) Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Virtual Reality (VR), Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Virtual Reality (VR) Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global Virtual Reality (VR) Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Reality (VR) Revenue in 2023
3.5 Global Key Players of Virtual Reality (VR) Head office and Area Served
3.6 Global Key Players of Virtual Reality (VR), Product and Application
3.7 Global Key Players of Virtual Reality (VR), Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Reality (VR) Breakdown Data by Type
4.1 Global Virtual Reality (VR) Historic Âé¶¹Ô´´ Size by Type (2019-2024)
4.2 Global Virtual Reality (VR) Forecasted Âé¶¹Ô´´ Size by Type (2025-2030)
5 Virtual Reality (VR) Breakdown Data by Application
5.1 Global Virtual Reality (VR) Historic Âé¶¹Ô´´ Size by Application (2019-2024)
5.2 Global Virtual Reality (VR) Forecasted Âé¶¹Ô´´ Size by Application (2025-2030)
6 North America
6.1 North America Virtual Reality (VR) Âé¶¹Ô´´ Size (2019-2030)
6.2 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Type
6.2.1 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2019-2024)
6.2.2 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2025-2030)
6.2.3 North America Virtual Reality (VR) Âé¶¹Ô´´ Share by Type (2019-2030)
6.3 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Application
6.3.1 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2019-2024)
6.3.2 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2025-2030)
6.3.3 North America Virtual Reality (VR) Âé¶¹Ô´´ Share by Application (2019-2030)
6.4 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Country
6.4.1 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Country (2019-2024)
6.4.3 North America Virtual Reality (VR) Âé¶¹Ô´´ Size by Country (2025-2030)
6.4.4 United States
6.4.5 Canada
7 Europe
7.1 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size (2019-2030)
7.2 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Type
7.2.1 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2019-2024)
7.2.2 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2025-2030)
7.2.3 Europe Virtual Reality (VR) Âé¶¹Ô´´ Share by Type (2019-2030)
7.3 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Application
7.3.1 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2019-2024)
7.3.2 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2025-2030)
7.3.3 Europe Virtual Reality (VR) Âé¶¹Ô´´ Share by Application (2019-2030)
7.4 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Country
7.4.1 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Country (2019-2024)
7.4.3 Europe Virtual Reality (VR) Âé¶¹Ô´´ Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Virtual Reality (VR) Âé¶¹Ô´´ Size (2019-2030)
8.2 China Virtual Reality (VR) Âé¶¹Ô´´ Size by Type
8.2.1 China Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2019-2024)
8.2.2 China Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2025-2030)
8.2.3 China Virtual Reality (VR) Âé¶¹Ô´´ Share by Type (2019-2030)
8.3 China Virtual Reality (VR) Âé¶¹Ô´´ Size by Application
8.3.1 China Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2019-2024)
8.3.2 China Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2025-2030)
8.3.3 China Virtual Reality (VR) Âé¶¹Ô´´ Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size (2019-2030)
9.2 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Type
9.2.1 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2019-2024)
9.2.2 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2025-2030)
9.2.3 Asia Virtual Reality (VR) Âé¶¹Ô´´ Share by Type (2019-2030)
9.3 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Application
9.3.1 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2019-2024)
9.3.2 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2025-2030)
9.3.3 Asia Virtual Reality (VR) Âé¶¹Ô´´ Share by Application (2019-2030)
9.4 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Region
9.4.1 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Region (2019-2024)
9.4.3 Asia Virtual Reality (VR) Âé¶¹Ô´´ Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size (2019-2030)
10.2 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Type
10.2.1 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Application
10.3.1 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Country
10.4.1 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Virtual Reality (VR) Âé¶¹Ô´´ Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Oculus (Meta)
11.1.1 Oculus (Meta) Company Details
11.1.2 Oculus (Meta) Business Overview
11.1.3 Oculus (Meta) Virtual Reality (VR) Introduction
11.1.4 Oculus (Meta) Revenue in Virtual Reality (VR) Business (2019-2024)
11.1.5 Oculus (Meta) Recent Developments
11.2 Sony
11.2.1 Sony Company Details
11.2.2 Sony Business Overview
11.2.3 Sony Virtual Reality (VR) Introduction
11.2.4 Sony Revenue in Virtual Reality (VR) Business (2019-2024)
11.2.5 Sony Recent Developments
11.3 Pico Interactive
11.3.1 Pico Interactive Company Details
11.3.2 Pico Interactive Business Overview
11.3.3 Pico Interactive Virtual Reality (VR) Introduction
11.3.4 Pico Interactive Revenue in Virtual Reality (VR) Business (2019-2024)
11.3.5 Pico Interactive Recent Developments
11.4 HTC Corporation
11.4.1 HTC Corporation Company Details
11.4.2 HTC Corporation Business Overview
11.4.3 HTC Corporation Virtual Reality (VR) Introduction
11.4.4 HTC Corporation Revenue in Virtual Reality (VR) Business (2019-2024)
11.4.5 HTC Corporation Recent Developments
11.5 DPVR
11.5.1 DPVR Company Details
11.5.2 DPVR Business Overview
11.5.3 DPVR Virtual Reality (VR) Introduction
11.5.4 DPVR Revenue in Virtual Reality (VR) Business (2019-2024)
11.5.5 DPVR Recent Developments
11.6 NoLo VR
11.6.1 NoLo VR Company Details
11.6.2 NoLo VR Business Overview
11.6.3 NoLo VR Virtual Reality (VR) Introduction
11.6.4 NoLo VR Revenue in Virtual Reality (VR) Business (2019-2024)
11.6.5 NoLo VR Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Oculus (Meta)
Sony
Pico Interactive
HTC Corporation
DPVR
NoLo VR
Ìý
Ìý
*If Applicable.