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.
The global market for Virtual Reality (VR) was estimated to be worth US$ 2615 million in 2023 and is forecast to a readjusted size of US$ 20570 million by 2030 with a CAGR of 37.2% during the forecast period 2024-2030
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 Scope
This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR), focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Virtual Reality (VR) by region & country, by Type, and by Application.
The Virtual Reality (VR) market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality (VR).
麻豆原创 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
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Virtual Reality (VR) manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Virtual Reality (VR) in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Virtual Reality (VR) in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 麻豆原创 Overview
1.1 Virtual Reality (VR) Product Introduction
1.2 Global Virtual Reality (VR) 麻豆原创 Size Forecast
1.3 Virtual Reality (VR) 麻豆原创 Trends & Drivers
1.3.1 Virtual Reality (VR) Industry Trends
1.3.2 Virtual Reality (VR) 麻豆原创 Drivers & Opportunity
1.3.3 Virtual Reality (VR) 麻豆原创 Challenges
1.3.4 Virtual Reality (VR) 麻豆原创 Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Virtual Reality (VR) Players Revenue Ranking (2023)
2.2 Global Virtual Reality (VR) Revenue by Company (2019-2024)
2.3 Key Companies Virtual Reality (VR) Manufacturing Base Distribution and Headquarters
2.4 Key Companies Virtual Reality (VR) Product Offered
2.5 Key Companies Time to Begin Mass Production of Virtual Reality (VR)
2.6 Virtual Reality (VR) 麻豆原创 Competitive Analysis
2.6.1 Virtual Reality (VR) 麻豆原创 Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Virtual Reality (VR) Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Integrated Type
3.1.2 Split Type
3.2 Global Virtual Reality (VR) Sales Value by Type
3.2.1 Global Virtual Reality (VR) Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Virtual Reality (VR) Sales Value, by Type (2019-2030)
3.2.3 Global Virtual Reality (VR) Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Consumer
4.1.2 Commercial
4.2 Global Virtual Reality (VR) Sales Value by Application
4.2.1 Global Virtual Reality (VR) Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Virtual Reality (VR) Sales Value, by Application (2019-2030)
4.2.3 Global Virtual Reality (VR) Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Virtual Reality (VR) Sales Value by Region
5.1.1 Global Virtual Reality (VR) Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Virtual Reality (VR) Sales Value by Region (2019-2024)
5.1.3 Global Virtual Reality (VR) Sales Value by Region (2025-2030)
5.1.4 Global Virtual Reality (VR) Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Virtual Reality (VR) Sales Value, 2019-2030
5.2.2 North America Virtual Reality (VR) Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Virtual Reality (VR) Sales Value, 2019-2030
5.3.2 Europe Virtual Reality (VR) Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Virtual Reality (VR) Sales Value, 2019-2030
5.4.2 Asia Pacific Virtual Reality (VR) Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Virtual Reality (VR) Sales Value, 2019-2030
5.5.2 South America Virtual Reality (VR) Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Virtual Reality (VR) Sales Value, 2019-2030
5.6.2 Middle East & Africa Virtual Reality (VR) Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Virtual Reality (VR) Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Virtual Reality (VR) Sales Value
6.3 United States
6.3.1 United States Virtual Reality (VR) Sales Value, 2019-2030
6.3.2 United States Virtual Reality (VR) Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Virtual Reality (VR) Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Virtual Reality (VR) Sales Value, 2019-2030
6.4.2 Europe Virtual Reality (VR) Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Virtual Reality (VR) Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Virtual Reality (VR) Sales Value, 2019-2030
6.5.2 China Virtual Reality (VR) Sales Value by Type (%), 2023 VS 2030
6.5.3 China Virtual Reality (VR) Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Virtual Reality (VR) Sales Value, 2019-2030
6.6.2 Japan Virtual Reality (VR) Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Virtual Reality (VR) Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Virtual Reality (VR) Sales Value, 2019-2030
6.7.2 South Korea Virtual Reality (VR) Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Virtual Reality (VR) Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Virtual Reality (VR) Sales Value, 2019-2030
6.8.2 Southeast Asia Virtual Reality (VR) Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Virtual Reality (VR) Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Virtual Reality (VR) Sales Value, 2019-2030
6.9.2 India Virtual Reality (VR) Sales Value by Type (%), 2023 VS 2030
6.9.3 India Virtual Reality (VR) Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Oculus (Meta)
7.1.1 Oculus (Meta) Profile
7.1.2 Oculus (Meta) Main Business
7.1.3 Oculus (Meta) Virtual Reality (VR) Products, Services and Solutions
7.1.4 Oculus (Meta) Virtual Reality (VR) Revenue (US$ Million) & (2019-2024)
7.1.5 Oculus (Meta) Recent Developments
7.2 Sony
7.2.1 Sony Profile
7.2.2 Sony Main Business
7.2.3 Sony Virtual Reality (VR) Products, Services and Solutions
7.2.4 Sony Virtual Reality (VR) Revenue (US$ Million) & (2019-2024)
7.2.5 Sony Recent Developments
7.3 Pico Interactive
7.3.1 Pico Interactive Profile
7.3.2 Pico Interactive Main Business
7.3.3 Pico Interactive Virtual Reality (VR) Products, Services and Solutions
7.3.4 Pico Interactive Virtual Reality (VR) Revenue (US$ Million) & (2019-2024)
7.3.5 HTC Corporation Recent Developments
7.4 HTC Corporation
7.4.1 HTC Corporation Profile
7.4.2 HTC Corporation Main Business
7.4.3 HTC Corporation Virtual Reality (VR) Products, Services and Solutions
7.4.4 HTC Corporation Virtual Reality (VR) Revenue (US$ Million) & (2019-2024)
7.4.5 HTC Corporation Recent Developments
7.5 DPVR
7.5.1 DPVR Profile
7.5.2 DPVR Main Business
7.5.3 DPVR Virtual Reality (VR) Products, Services and Solutions
7.5.4 DPVR Virtual Reality (VR) Revenue (US$ Million) & (2019-2024)
7.5.5 DPVR Recent Developments
7.6 NoLo VR
7.6.1 NoLo VR Profile
7.6.2 NoLo VR Main Business
7.6.3 NoLo VR Virtual Reality (VR) Products, Services and Solutions
7.6.4 NoLo VR Virtual Reality (VR) Revenue (US$ Million) & (2019-2024)
7.6.5 NoLo VR Recent Developments
8 Industry Chain Analysis
8.1 Virtual Reality (VR) Industrial Chain
8.2 Virtual Reality (VR) Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Virtual Reality (VR) Sales Model
8.5.2 Sales Channel
8.5.3 Virtual Reality (VR) Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Oculus (Meta)
Sony
Pico Interactive
HTC Corporation
DPVR
NoLo VR
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*If Applicable.