Virtual Reality- Comprehensive Study by Deployment Mode (On Premises, Cloud based), Component (Software, Hardware (Headset, Controllers, Sensors and Trackers, Haptic Feedback Devices, Others)), Technology (Non-Immersive Virtual Reality, Fully Immersive Virtual Reality, Semi Immersive Virtual Reality), Industrial Vertical (Healthcare Industry, Automotive Industry, Defence, Education Industry, Virtual tourism, Aviation industry, Others) Players and Region - Global Market Outlook to 2030

Virtual Reality- Market by XX Submarkets | Forecast Years 2024-2030  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Global Virtual Reality- Market Overview:
Virtual reality is computer modelling that helps enable people to interact with artificial 3D-dimensional visuals. In a virtual reality-generated environment that assumes reality through the use of an interactive device, virtual reality enhances the imaginary environment with sensors, displays, and other features like motion tracking, movement tracking, etc. Virtual reality is intended for human interaction or a specific reason to create an experience. In virtual reality, 3D, Unity, and live tour software are used. The healthcare sector's adoption of VR has led to increased demand for specialized VR solutions. The rise of remote work has accelerated the demand for VR solutions, which is the key factor driving this market.

AttributesDetails
Study Period2018-2030
Base Year2023
Forecast Period2024-2030
Historical Period2018-2023
UnitValue (USD Million)
Customization ScopeAvail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility


Influencing Trend:
Increased adoption of advanced noise-cancelling technology

Market Growth Drivers:
Rising adoption of virtual technology in gaming sector and Increasing advancements in VR technology, such as improved display resolutions.

Challenges:
Technical issues such as hardware malfunctions or connectivity problems can also disrupt the learning experience.

Restraints:
High cost of developing high-quality AR/VR content.

Opportunities:
Explore opportunities in creating Virtual Reality content for sports enthusiasts and event-goers. and Developing immersive and engaging VR games and experiences

Competitive Landscape:
Virtual Reality is science fiction and It is integrated into our present in the coming years, it will lead to advances that will shape the future. Competition among existing players is due to the stiff market share occupied by leading players. The companies are implementing strategic activities such as acquisition and mergers along with collaboration with companies in other industries to help them in improving sustenance and maintaining their competitive advantages.
Some of the key players profiled in the report are Meta (United States), Innowise (Poland), HQSoftware (United States), Samsung (South Korea), QUYTECH (India), Microsoft (United States), VR Vision Group (Canada), Fundamental Surgery (United Kingdom), Unity Technologies (United States), CXR.AGENCY (France), Brossard App Design (Canada), IMAGINE360 (United States), Owatch VR (China), VRdirect GmbH (Germany), Catalyst VR (Australia) and Twin Reality Technologies (India). Considering Market by Deployment Mode, the sub-segment i.e. On Premises will boost the Virtual Reality- market. Considering Market by Component, the sub-segment i.e. Software will boost the Virtual Reality- market. Considering Market by Technology, the sub-segment i.e. Non-Immersive Virtual Reality will boost the Virtual Reality- market. Considering Market by Industrial Vertical, the sub-segment i.e. Healthcare Industry will boost the Virtual Reality- market.

Latest Market Insights:
In October 2022, Microsoft announced the partnership with Meta. The partnership delivers immersive experiences in VR. This collaboration will bring Teams and Microsoft's other productive tools to VR headset. and In March 2022, Deakin researchers have collaborated with HYDAC to develop a leading-edge training program that can be delivered remotely using virtual reality. The innovative technology allows for students and trainers in different locations to come together in a virtual training space.

In November 2023, XRHealth, the leading healthcare platform in Spatial computing, launched that for the first time ever, a virtual reality headset will be sent to space to treat astronauts for mental health conditions during their next space mission. XRHealth partnered with Nord-Space Aps and HTC VIVE to configure the VIVE Focus 3 headset to be compatible with the microgravity conditions of space. and In June 2023, Apple has launched the virtual reality headset. The new launch introduces its first VR/AR headset likely to be named as either Reality Pro and Reality 1. Reality Pro headset will support both augmented and virtual reality. The headset is expected to come with a digital crown that’ll allow users allow users execute several commands including switching between VR on the go.

What Can be Explored with the Virtual Reality- Market Study
 Gain Market Understanding
 Identify Growth Opportunities
 Analyze and Measure the Global Virtual Reality- Market by Identifying Investment across various Industry Verticals
 Understand the Trends that will drive Future Changes in Virtual Reality-
 Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals

Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Virtual Reality- market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Virtual Reality- market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Supplier, Manufacturer, Research organization, Government Regulatory, End-User Industry and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.

Report Objectives / Segmentation Covered

By Deployment Mode
  • On Premises
  • Cloud based

By Component
  • Software
  • Hardware (Headset, Controllers, Sensors and Trackers, Haptic Feedback Devices, Others)

By Technology
  • Non-Immersive Virtual Reality
  • Fully Immersive Virtual Reality
  • Semi Immersive Virtual Reality

By Industrial Vertical
  • Healthcare Industry
  • Automotive Industry
  • Defence
  • Education Industry
  • Virtual tourism
  • Aviation industry
  • Others

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Rising adoption of virtual technology in gaming sector
      • 3.2.2. Increasing advancements in VR technology, such as improved display resolutions.
    • 3.3. Market Challenges
      • 3.3.1. Technical issues such as hardware malfunctions or connectivity problems can also disrupt the learning experience.
    • 3.4. Market Trends
      • 3.4.1. Increased adoption of advanced noise-cancelling technology
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Virtual Reality-, by Deployment Mode, Component, Technology, Industrial Vertical and Region (value) (2018-2023)
    • 5.1. Introduction
    • 5.2. Global Virtual Reality- (Value)
      • 5.2.1. Global Virtual Reality- by: Deployment Mode (Value)
        • 5.2.1.1. On Premises
        • 5.2.1.2. Cloud based
      • 5.2.2. Global Virtual Reality- by: Technology (Value)
        • 5.2.2.1. Non-Immersive Virtual Reality
        • 5.2.2.2. Fully Immersive Virtual Reality
        • 5.2.2.3. Semi Immersive Virtual Reality
      • 5.2.3. Global Virtual Reality- by: Industrial Vertical (Value)
        • 5.2.3.1. Healthcare Industry
        • 5.2.3.2. Automotive Industry
        • 5.2.3.3. Defence
        • 5.2.3.4. Education Industry
        • 5.2.3.5. Virtual tourism
        • 5.2.3.6. Aviation industry
        • 5.2.3.7. Others
      • 5.2.4. Global Virtual Reality- Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Virtual Reality-: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2023)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Meta (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Innowise (Poland)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. HQSoftware (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Samsung (South Korea)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. QUYTECH (India)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Microsoft (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. VR Vision Group (Canada)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Fundamental Surgery (United Kingdom)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Unity Technologies (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. CXR.AGENCY (France)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. Brossard App Design (Canada)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. IMAGINE360 (United States)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
      • 6.4.13. Owatch VR (China)
        • 6.4.13.1. Business Overview
        • 6.4.13.2. Products/Services Offerings
        • 6.4.13.3. Financial Analysis
        • 6.4.13.4. SWOT Analysis
      • 6.4.14. VRdirect GmbH (Germany)
        • 6.4.14.1. Business Overview
        • 6.4.14.2. Products/Services Offerings
        • 6.4.14.3. Financial Analysis
        • 6.4.14.4. SWOT Analysis
      • 6.4.15. Catalyst VR (Australia)
        • 6.4.15.1. Business Overview
        • 6.4.15.2. Products/Services Offerings
        • 6.4.15.3. Financial Analysis
        • 6.4.15.4. SWOT Analysis
      • 6.4.16. Twin Reality Technologies (India)
        • 6.4.16.1. Business Overview
        • 6.4.16.2. Products/Services Offerings
        • 6.4.16.3. Financial Analysis
        • 6.4.16.4. SWOT Analysis
  • 7. Global Virtual Reality- Sale, by Deployment Mode, Component, Technology, Industrial Vertical and Region (value) (2025-2030)
    • 7.1. Introduction
    • 7.2. Global Virtual Reality- (Value)
      • 7.2.1. Global Virtual Reality- by: Deployment Mode (Value)
        • 7.2.1.1. On Premises
        • 7.2.1.2. Cloud based
      • 7.2.2. Global Virtual Reality- by: Technology (Value)
        • 7.2.2.1. Non-Immersive Virtual Reality
        • 7.2.2.2. Fully Immersive Virtual Reality
        • 7.2.2.3. Semi Immersive Virtual Reality
      • 7.2.3. Global Virtual Reality- by: Industrial Vertical (Value)
        • 7.2.3.1. Healthcare Industry
        • 7.2.3.2. Automotive Industry
        • 7.2.3.3. Defence
        • 7.2.3.4. Education Industry
        • 7.2.3.5. Virtual tourism
        • 7.2.3.6. Aviation industry
        • 7.2.3.7. Others
      • 7.2.4. Global Virtual Reality- Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Virtual Reality-: by Deployment Mode(USD Million)
  • Table 2. Virtual Reality- On Premises , by Region USD Million (2018-2023)
  • Table 3. Virtual Reality- Cloud based , by Region USD Million (2018-2023)
  • Table 4. Virtual Reality-: by Technology(USD Million)
  • Table 5. Virtual Reality- Non-Immersive Virtual Reality , by Region USD Million (2018-2023)
  • Table 6. Virtual Reality- Fully Immersive Virtual Reality , by Region USD Million (2018-2023)
  • Table 7. Virtual Reality- Semi Immersive Virtual Reality , by Region USD Million (2018-2023)
  • Table 8. Virtual Reality-: by Industrial Vertical(USD Million)
  • Table 9. Virtual Reality- Healthcare Industry , by Region USD Million (2018-2023)
  • Table 10. Virtual Reality- Automotive Industry , by Region USD Million (2018-2023)
  • Table 11. Virtual Reality- Defence , by Region USD Million (2018-2023)
  • Table 12. Virtual Reality- Education Industry , by Region USD Million (2018-2023)
  • Table 13. Virtual Reality- Virtual tourism , by Region USD Million (2018-2023)
  • Table 14. Virtual Reality- Aviation industry , by Region USD Million (2018-2023)
  • Table 15. Virtual Reality- Others , by Region USD Million (2018-2023)
  • Table 16. South America Virtual Reality-, by Country USD Million (2018-2023)
  • Table 17. South America Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 18. South America Virtual Reality-, by Component USD Million (2018-2023)
  • Table 19. South America Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 20. South America Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 21. Brazil Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 22. Brazil Virtual Reality-, by Component USD Million (2018-2023)
  • Table 23. Brazil Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 24. Brazil Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 25. Argentina Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 26. Argentina Virtual Reality-, by Component USD Million (2018-2023)
  • Table 27. Argentina Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 28. Argentina Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 29. Rest of South America Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 30. Rest of South America Virtual Reality-, by Component USD Million (2018-2023)
  • Table 31. Rest of South America Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 32. Rest of South America Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 33. Asia Pacific Virtual Reality-, by Country USD Million (2018-2023)
  • Table 34. Asia Pacific Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 35. Asia Pacific Virtual Reality-, by Component USD Million (2018-2023)
  • Table 36. Asia Pacific Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 37. Asia Pacific Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 38. China Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 39. China Virtual Reality-, by Component USD Million (2018-2023)
  • Table 40. China Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 41. China Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 42. Japan Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 43. Japan Virtual Reality-, by Component USD Million (2018-2023)
  • Table 44. Japan Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 45. Japan Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 46. India Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 47. India Virtual Reality-, by Component USD Million (2018-2023)
  • Table 48. India Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 49. India Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 50. South Korea Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 51. South Korea Virtual Reality-, by Component USD Million (2018-2023)
  • Table 52. South Korea Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 53. South Korea Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 54. Taiwan Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 55. Taiwan Virtual Reality-, by Component USD Million (2018-2023)
  • Table 56. Taiwan Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 57. Taiwan Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 58. Australia Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 59. Australia Virtual Reality-, by Component USD Million (2018-2023)
  • Table 60. Australia Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 61. Australia Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 62. Rest of Asia-Pacific Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 63. Rest of Asia-Pacific Virtual Reality-, by Component USD Million (2018-2023)
  • Table 64. Rest of Asia-Pacific Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 65. Rest of Asia-Pacific Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 66. Europe Virtual Reality-, by Country USD Million (2018-2023)
  • Table 67. Europe Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 68. Europe Virtual Reality-, by Component USD Million (2018-2023)
  • Table 69. Europe Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 70. Europe Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 71. Germany Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 72. Germany Virtual Reality-, by Component USD Million (2018-2023)
  • Table 73. Germany Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 74. Germany Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 75. France Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 76. France Virtual Reality-, by Component USD Million (2018-2023)
  • Table 77. France Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 78. France Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 79. Italy Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 80. Italy Virtual Reality-, by Component USD Million (2018-2023)
  • Table 81. Italy Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 82. Italy Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 83. United Kingdom Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 84. United Kingdom Virtual Reality-, by Component USD Million (2018-2023)
  • Table 85. United Kingdom Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 86. United Kingdom Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 87. Netherlands Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 88. Netherlands Virtual Reality-, by Component USD Million (2018-2023)
  • Table 89. Netherlands Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 90. Netherlands Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 91. Rest of Europe Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 92. Rest of Europe Virtual Reality-, by Component USD Million (2018-2023)
  • Table 93. Rest of Europe Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 94. Rest of Europe Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 95. MEA Virtual Reality-, by Country USD Million (2018-2023)
  • Table 96. MEA Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 97. MEA Virtual Reality-, by Component USD Million (2018-2023)
  • Table 98. MEA Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 99. MEA Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 100. Middle East Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 101. Middle East Virtual Reality-, by Component USD Million (2018-2023)
  • Table 102. Middle East Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 103. Middle East Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 104. Africa Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 105. Africa Virtual Reality-, by Component USD Million (2018-2023)
  • Table 106. Africa Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 107. Africa Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 108. North America Virtual Reality-, by Country USD Million (2018-2023)
  • Table 109. North America Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 110. North America Virtual Reality-, by Component USD Million (2018-2023)
  • Table 111. North America Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 112. North America Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 113. United States Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 114. United States Virtual Reality-, by Component USD Million (2018-2023)
  • Table 115. United States Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 116. United States Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 117. Canada Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 118. Canada Virtual Reality-, by Component USD Million (2018-2023)
  • Table 119. Canada Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 120. Canada Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 121. Mexico Virtual Reality-, by Deployment Mode USD Million (2018-2023)
  • Table 122. Mexico Virtual Reality-, by Component USD Million (2018-2023)
  • Table 123. Mexico Virtual Reality-, by Technology USD Million (2018-2023)
  • Table 124. Mexico Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 125. Company Basic Information, Sales Area and Its Competitors
  • Table 126. Company Basic Information, Sales Area and Its Competitors
  • Table 127. Company Basic Information, Sales Area and Its Competitors
  • Table 128. Company Basic Information, Sales Area and Its Competitors
  • Table 129. Company Basic Information, Sales Area and Its Competitors
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Company Basic Information, Sales Area and Its Competitors
  • Table 135. Company Basic Information, Sales Area and Its Competitors
  • Table 136. Company Basic Information, Sales Area and Its Competitors
  • Table 137. Company Basic Information, Sales Area and Its Competitors
  • Table 138. Company Basic Information, Sales Area and Its Competitors
  • Table 139. Company Basic Information, Sales Area and Its Competitors
  • Table 140. Company Basic Information, Sales Area and Its Competitors
  • Table 141. Virtual Reality-: by Deployment Mode(USD Million)
  • Table 142. Virtual Reality- On Premises , by Region USD Million (2025-2030)
  • Table 143. Virtual Reality- Cloud based , by Region USD Million (2025-2030)
  • Table 144. Virtual Reality-: by Technology(USD Million)
  • Table 145. Virtual Reality- Non-Immersive Virtual Reality , by Region USD Million (2025-2030)
  • Table 146. Virtual Reality- Fully Immersive Virtual Reality , by Region USD Million (2025-2030)
  • Table 147. Virtual Reality- Semi Immersive Virtual Reality , by Region USD Million (2025-2030)
  • Table 148. Virtual Reality-: by Industrial Vertical(USD Million)
  • Table 149. Virtual Reality- Healthcare Industry , by Region USD Million (2025-2030)
  • Table 150. Virtual Reality- Automotive Industry , by Region USD Million (2025-2030)
  • Table 151. Virtual Reality- Defence , by Region USD Million (2025-2030)
  • Table 152. Virtual Reality- Education Industry , by Region USD Million (2025-2030)
  • Table 153. Virtual Reality- Virtual tourism , by Region USD Million (2025-2030)
  • Table 154. Virtual Reality- Aviation industry , by Region USD Million (2025-2030)
  • Table 155. Virtual Reality- Others , by Region USD Million (2025-2030)
  • Table 156. South America Virtual Reality-, by Country USD Million (2025-2030)
  • Table 157. South America Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 158. South America Virtual Reality-, by Component USD Million (2025-2030)
  • Table 159. South America Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 160. South America Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 161. Brazil Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 162. Brazil Virtual Reality-, by Component USD Million (2025-2030)
  • Table 163. Brazil Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 164. Brazil Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 165. Argentina Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 166. Argentina Virtual Reality-, by Component USD Million (2025-2030)
  • Table 167. Argentina Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 168. Argentina Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 169. Rest of South America Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 170. Rest of South America Virtual Reality-, by Component USD Million (2025-2030)
  • Table 171. Rest of South America Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 172. Rest of South America Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 173. Asia Pacific Virtual Reality-, by Country USD Million (2025-2030)
  • Table 174. Asia Pacific Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 175. Asia Pacific Virtual Reality-, by Component USD Million (2025-2030)
  • Table 176. Asia Pacific Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 177. Asia Pacific Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 178. China Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 179. China Virtual Reality-, by Component USD Million (2025-2030)
  • Table 180. China Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 181. China Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 182. Japan Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 183. Japan Virtual Reality-, by Component USD Million (2025-2030)
  • Table 184. Japan Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 185. Japan Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 186. India Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 187. India Virtual Reality-, by Component USD Million (2025-2030)
  • Table 188. India Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 189. India Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 190. South Korea Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 191. South Korea Virtual Reality-, by Component USD Million (2025-2030)
  • Table 192. South Korea Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 193. South Korea Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 194. Taiwan Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 195. Taiwan Virtual Reality-, by Component USD Million (2025-2030)
  • Table 196. Taiwan Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 197. Taiwan Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 198. Australia Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 199. Australia Virtual Reality-, by Component USD Million (2025-2030)
  • Table 200. Australia Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 201. Australia Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 202. Rest of Asia-Pacific Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 203. Rest of Asia-Pacific Virtual Reality-, by Component USD Million (2025-2030)
  • Table 204. Rest of Asia-Pacific Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 205. Rest of Asia-Pacific Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 206. Europe Virtual Reality-, by Country USD Million (2025-2030)
  • Table 207. Europe Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 208. Europe Virtual Reality-, by Component USD Million (2025-2030)
  • Table 209. Europe Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 210. Europe Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 211. Germany Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 212. Germany Virtual Reality-, by Component USD Million (2025-2030)
  • Table 213. Germany Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 214. Germany Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 215. France Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 216. France Virtual Reality-, by Component USD Million (2025-2030)
  • Table 217. France Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 218. France Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 219. Italy Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 220. Italy Virtual Reality-, by Component USD Million (2025-2030)
  • Table 221. Italy Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 222. Italy Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 223. United Kingdom Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 224. United Kingdom Virtual Reality-, by Component USD Million (2025-2030)
  • Table 225. United Kingdom Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 226. United Kingdom Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 227. Netherlands Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 228. Netherlands Virtual Reality-, by Component USD Million (2025-2030)
  • Table 229. Netherlands Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 230. Netherlands Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 231. Rest of Europe Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 232. Rest of Europe Virtual Reality-, by Component USD Million (2025-2030)
  • Table 233. Rest of Europe Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 234. Rest of Europe Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 235. MEA Virtual Reality-, by Country USD Million (2025-2030)
  • Table 236. MEA Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 237. MEA Virtual Reality-, by Component USD Million (2025-2030)
  • Table 238. MEA Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 239. MEA Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 240. Middle East Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 241. Middle East Virtual Reality-, by Component USD Million (2025-2030)
  • Table 242. Middle East Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 243. Middle East Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 244. Africa Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 245. Africa Virtual Reality-, by Component USD Million (2025-2030)
  • Table 246. Africa Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 247. Africa Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 248. North America Virtual Reality-, by Country USD Million (2025-2030)
  • Table 249. North America Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 250. North America Virtual Reality-, by Component USD Million (2025-2030)
  • Table 251. North America Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 252. North America Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 253. United States Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 254. United States Virtual Reality-, by Component USD Million (2025-2030)
  • Table 255. United States Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 256. United States Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 257. Canada Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 258. Canada Virtual Reality-, by Component USD Million (2025-2030)
  • Table 259. Canada Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 260. Canada Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 261. Mexico Virtual Reality-, by Deployment Mode USD Million (2025-2030)
  • Table 262. Mexico Virtual Reality-, by Component USD Million (2025-2030)
  • Table 263. Mexico Virtual Reality-, by Technology USD Million (2025-2030)
  • Table 264. Mexico Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 265. Research Programs/Design for This Report
  • Table 266. Key Data Information from Secondary Sources
  • Table 267. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Virtual Reality-: by Deployment Mode USD Million (2018-2023)
  • Figure 5. Global Virtual Reality-: by Technology USD Million (2018-2023)
  • Figure 6. Global Virtual Reality-: by Industrial Vertical USD Million (2018-2023)
  • Figure 7. South America Virtual Reality- Share (%), by Country
  • Figure 8. Asia Pacific Virtual Reality- Share (%), by Country
  • Figure 9. Europe Virtual Reality- Share (%), by Country
  • Figure 10. MEA Virtual Reality- Share (%), by Country
  • Figure 11. North America Virtual Reality- Share (%), by Country
  • Figure 12. Global Virtual Reality- share by Players 2023 (%)
  • Figure 13. Global Virtual Reality- share by Players (Top 3) 2023(%)
  • Figure 14. Global Virtual Reality- share by Players (Top 5) 2023(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Meta (United States) Revenue, Net Income and Gross profit
  • Figure 17. Meta (United States) Revenue: by Geography 2023
  • Figure 18. Innowise (Poland) Revenue, Net Income and Gross profit
  • Figure 19. Innowise (Poland) Revenue: by Geography 2023
  • Figure 20. HQSoftware (United States) Revenue, Net Income and Gross profit
  • Figure 21. HQSoftware (United States) Revenue: by Geography 2023
  • Figure 22. Samsung (South Korea) Revenue, Net Income and Gross profit
  • Figure 23. Samsung (South Korea) Revenue: by Geography 2023
  • Figure 24. QUYTECH (India) Revenue, Net Income and Gross profit
  • Figure 25. QUYTECH (India) Revenue: by Geography 2023
  • Figure 26. Microsoft (United States) Revenue, Net Income and Gross profit
  • Figure 27. Microsoft (United States) Revenue: by Geography 2023
  • Figure 28. VR Vision Group (Canada) Revenue, Net Income and Gross profit
  • Figure 29. VR Vision Group (Canada) Revenue: by Geography 2023
  • Figure 30. Fundamental Surgery (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 31. Fundamental Surgery (United Kingdom) Revenue: by Geography 2023
  • Figure 32. Unity Technologies (United States) Revenue, Net Income and Gross profit
  • Figure 33. Unity Technologies (United States) Revenue: by Geography 2023
  • Figure 34. CXR.AGENCY (France) Revenue, Net Income and Gross profit
  • Figure 35. CXR.AGENCY (France) Revenue: by Geography 2023
  • Figure 36. Brossard App Design (Canada) Revenue, Net Income and Gross profit
  • Figure 37. Brossard App Design (Canada) Revenue: by Geography 2023
  • Figure 38. IMAGINE360 (United States) Revenue, Net Income and Gross profit
  • Figure 39. IMAGINE360 (United States) Revenue: by Geography 2023
  • Figure 40. Owatch VR (China) Revenue, Net Income and Gross profit
  • Figure 41. Owatch VR (China) Revenue: by Geography 2023
  • Figure 42. VRdirect GmbH (Germany) Revenue, Net Income and Gross profit
  • Figure 43. VRdirect GmbH (Germany) Revenue: by Geography 2023
  • Figure 44. Catalyst VR (Australia) Revenue, Net Income and Gross profit
  • Figure 45. Catalyst VR (Australia) Revenue: by Geography 2023
  • Figure 46. Twin Reality Technologies (India) Revenue, Net Income and Gross profit
  • Figure 47. Twin Reality Technologies (India) Revenue: by Geography 2023
  • Figure 48. Global Virtual Reality-: by Deployment Mode USD Million (2025-2030)
  • Figure 49. Global Virtual Reality-: by Technology USD Million (2025-2030)
  • Figure 50. Global Virtual Reality-: by Industrial Vertical USD Million (2025-2030)
  • Figure 51. South America Virtual Reality- Share (%), by Country
  • Figure 52. Asia Pacific Virtual Reality- Share (%), by Country
  • Figure 53. Europe Virtual Reality- Share (%), by Country
  • Figure 54. MEA Virtual Reality- Share (%), by Country
  • Figure 55. North America Virtual Reality- Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Meta (United States)
  • Innowise (Poland)
  • HQSoftware (United States)
  • Samsung (South Korea)
  • QUYTECH (India)
  • Microsoft (United States)
  • VR Vision Group (Canada)
  • Fundamental Surgery (United Kingdom)
  • Unity Technologies (United States)
  • CXR.AGENCY (France)
  • Brossard App Design (Canada)
  • IMAGINE360 (United States)
  • Owatch VR (China)
  • VRdirect GmbH (Germany)
  • Catalyst VR (Australia)
  • Twin Reality Technologies (India)
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Jan 2024 209 Pages 61 Tables Base Year: 2023 Coverage: 15+ Companies; 18 Countries

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Top performing companies in the Global Virtual Reality- market are Meta (United States), Innowise (Poland), HQSoftware (United States), Samsung (South Korea), QUYTECH (India), Microsoft (United States), VR Vision Group (Canada), Fundamental Surgery (United Kingdom), Unity Technologies (United States), CXR.AGENCY (France), Brossard App Design (Canada), IMAGINE360 (United States), Owatch VR (China), VRdirect GmbH (Germany), Catalyst VR (Australia) and Twin Reality Technologies (India), to name a few.
"Increased adoption of advanced noise-cancelling technology" is seen as one of major influencing trends for Virtual Reality- Market during projected period 2023-2030.

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