Virtual Reality (VR) Market Size, Share & Trends Report

Virtual Reality (VR) Market Size, Share & Trends Analysis Report By Technology (Semi & Fully Immersive, Non-immersive), By Device (HMD, GTD), By Component (Hardware, Software), By Application, By Region, And Segment Forecasts, 2023 - 2030

  • Report ID: GVR-1-68038-831-2
  • Number of Pages: 300
  • Format: Electronic (PDF)
  • Historical Range: 2018 - 2021
  • Industry: Technology

Market Segmentation

  • VR Device Outlook (Revenue, USD Million, 2018 - 2030)
    • Head-Mounted Display (HMD)
    • Gesture-Tracking Device (GTD)
    • Projectors & Display Wall (PDW)
  • VR Technology Outlook (Revenue, USD Million, 2018 - 2030)
    • Semi & Fully Immersive
    • Non-immersive
  • VR Component Outlook (Revenue, USD Million, 2018 - 2030)
    • Hardware
    • Software
  • VR Application Outlook (Revenue, USD Million, 2018 - 2030)
    • Aerospace & Defense
    • Consumer
    • Commercial
    • Enterprise
    • Healthcare
    • Others
  • VR Regional Outlook (Revenue, USD Million, 2018 - 2030)
    • North America
      • North America virtual reality market, by device
        • Head-Mounted Display (HMD)
        • Gesture-Tracking Device (GTD)
        • Projectors & Display Wall (PDW)
      • North America virtual reality market, by technology
        • Semi & Fully Immersive
        • Non-Immersive
      • North America virtual reality market, by component
        • Hardware
        • Software
      • North America virtual reality market, by application
        • Aerospace & Defense
        • Consumer
        • Commercial
        • Enterprise
        • Healthcare
        • Others
      • U.S.
        • U.S. virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • U.S. virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • U.S. virtual reality market, by component
          • Hardware
          • Software
        • U.S. virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • Canada
        • Canada virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • Canada virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • Canada virtual reality market, by component
          • Hardware
          • Software
        • Canada virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • Mexico
        • Mexico virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • Mexico virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • Mexico virtual reality market, by component
          • Hardware
          • Software
        • Mexico virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
    • Europe
      • Europe virtual reality market, by device
        • Head-Mounted Display (HMD)
        • Gesture-Tracking Device (GTD)
        • Projectors & Display Wall (PDW)
      • Europe virtual reality market, by technology
        • Semi & Fully Immersive
        • Non-Immersive
      • Europe virtual reality market, by component
        • Hardware
        • Software
      • Europe virtual reality market, by application
        • Aerospace & Defense
        • Consumer
        • Commercial
        • Enterprise
        • Healthcare
        • Others
      • UK
        • UK virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • UK virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • UK virtual reality market, by component
          • Hardware
          • Software
        • UK virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • Germany
        • Germany virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • Germany virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • Germany virtual reality market, by component
          • Hardware
          • Software
        • Germany virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • France
        • France virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • France virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • France virtual reality market, by component
          • Hardware
          • Software
        • France virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • Italy
        • Italy virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • Italy virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • Italy virtual reality market, by component
          • Hardware
          • Software
        • Italy virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
    • Asia-Pacific
      • Asia-Pacific virtual reality market, by device
        • Head-Mounted Display (HMD)
        • Gesture-Tracking Device (GTD)
        • Projectors & Display Wall (PDW)
      • Asia-Pacific virtual reality market, by technology
        • Semi & Fully Immersive
        • Non-Immersive
      • Asia-Pacific virtual reality market, by component
        • Hardware
        • Software
      • Asia-Pacific virtual reality market, by application
        • Aerospace & Defense
        • Consumer
        • Commercial
        • Enterprise
        • Healthcare
        • Others
      • China
        • China virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • China virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • China virtual reality market, by component
          • Hardware
          • Software
        • China virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • Japan
        • Japan virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • Japan virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • Japan virtual reality market, by component
          • Hardware
          • Software
        • Japan virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • India
        • India virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • India virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • India virtual reality market, by component
          • Hardware
          • Software
        • India virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • South Korea
        • South Korea virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • South Korea virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • South Korea virtual reality market, by component
          • Hardware
          • Software
        • South Korea virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
    • South America
      • South America virtual reality market, by device
        • Head-Mounted Display (HMD)
        • Gesture-Tracking Device (GTD)
        • Projectors & Display Wall (PDW)
      • South America virtual reality market, by technology
        • Semi & Fully Immersive
        • Non-Immersive
      • South America virtual reality market, by component
        • Hardware
        • Software
      • South America virtual reality market, by application
        • Aerospace & Defense
        • Consumer
        • Commercial
        • Enterprise
        • Healthcare
        • Others
      • Brazil
        • Brazil virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • Brazil virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • Brazil virtual reality market, by component
          • Hardware
          • Software
        • Brazil virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • Argentina
        • Argentina virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • Argentina virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • Argentina virtual reality market, by component
          • Hardware
          • Software
        • Argentina virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
    • MEA
      • MEA virtual reality market, by device
        • Head-Mounted Display (HMD)
        • Gesture-Tracking Device (GTD)
        • Projectors & Display Wall (PDW)
      • MEA virtual reality market, by technology
        • Semi & Fully Immersive
        • Non-Immersive
      • MEA virtual reality market, by component
        • Hardware
        • Software
      • MEA virtual reality market, by application
        • Aerospace & Defense
        • Consumer
        • Commercial
        • Enterprise
        • Healthcare
        • Others
      • South Africa
        • South Africa virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • South Africa virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • South Africa virtual reality market, by component
          • Hardware
          • Software
        • South Africa virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others
      • Saudi Arabia
        • Saudi Arabia virtual reality market, by device
          • Head-Mounted Display (HMD)
          • Gesture-Tracking Device (GTD)
          • Projectors & Display Wall (PDW)
        • Saudi Arabia virtual reality market, by technology
          • Semi & Fully Immersive
          • Non-Immersive
        • Saudi Arabia virtual reality market, by component
          • Hardware
          • Software
        • Saudi Arabia virtual reality market, by application
          • Aerospace & Defense
          • Consumer
          • Commercial
          • Enterprise
          • Healthcare
          • Others

Virtual Reality (VR) Market Dynamics

Driver: Evolving Solicitations In Entertainment & Medical Sectors

Video game companies are rapidly adopting VR technology to create life-like games and offer the most immersive experience. In recent years, with the tremendous change in the gaming industry, the players can be a part of the virtual world with immersive involvement without essentially being present at any such location or field. The wearable VR gaming segment is expected to offer significant growth opportunities to the industry over the forecast period. Furthermore, the media & entertainment industry is anticipated to attain immense growth prospects for VR devices and affiliated solicitations. This segment has continuously presented itself as an innovative adopter in employing technologies to enhance user experience. The AR/VR technology combination helps create a real-time experience for movie enthusiasts of the future. VR in the medical field involves live depictive imaging for assisting medical students, physicians, and children. The solutions are also being utilized in therapies for treating patients with anxiety disorders and phobias by combining biosensors with VR hardware. Some of the uses for VR include psychological therapy, training new doctors, physical therapy, and healthcare marketing.

Driver: Rapid Technological Innovations And Growing Digitalization

VR solutions pose immense potential for technological development and innovation, one of which is the VR headset. VR Headset help portray 2D images at slightly different angles, tricking the user into feeling being present in a 3D environment. Technological developments, networking, and connectivity advancements are expected to fuel the market demand for VR headsets over the next few years. Hand tracking is an essential technology for the accomplishment of immersion, as users intuitively reach out with their hands to touch something while being engaged in the virtual environment. Apart from hand tracking, the subsequent technological development is eye-tracking, which is expected to serve as a common standard in consumer VR in the future. Head tracking, eye tracking, hand tracking, and position tracking help in giving a greater sense of being in the virtual environment. The affordability of motion-tracking technology, stereoscopic displays, and super-fast GPUs enable devices to bring high performance at a reasonable cost. Digital transformation is rapidly changing consumer patterns worldwide, and the growing deployment of VR in various industries such as BFSI, entertainment, retail, healthcare, automotive, education, and aerospace & and defense are likely to drive the market growth over the forecast period.

Restraint: Spatial Discomfort & Risk Of Other Ailments Is Hampering The Growth Of The Market

Spending prolonged hours on virtual reality integrated systems leads to nauseating effects and spatial discomfort in the non-real world, and it may lead to chronic eye strain and headaches. VR headsets have proved painful and uncomfortable to wear for people using spectacles. According to Stanford University research, virtual reality may have neurological effects and result in simulation sickness, commonly known as "cybersickness," and how, ultimately, people think and perceive things. Bulky VR devices can offer users a sense of discomfort and fatigue after prolonged usage. Simulation sickness is a significant hurdle to overcome when designing VR experiences. Simulation sickness arises when the body's movement in the virtual world contradicts the actual movement of the body. With ailments and disorders continuously deteriorating the health of VR gadget enthusiasts, spatial discomfort may disrupt the otherwise growing virtual reality market.

What Does This Report Include?

This section will provide insights into the contents included in this virtual reality (VR) market report and help gain clarity on the structure of the report to assist readers in navigating smoothly.

Virtual reality (VR) market qualitative analysis

  • Industry overview

  • Industry trends

  • Market drivers and restraints

  • Market size

  • Growth prospects

  • Porter’s analysis

  • PESTEL analysis

  • Key market opportunities prioritized

  • Competitive landscape

    • Company overview

    • Financial performance

    • Product benchmarking

    • Latest strategic developments

Virtual reality (VR) market quantitative analysis

  • Market size, estimates, and forecast from 2018 to 2030

  • Market estimates and forecast for product segments up to 2030

  • Regional market size and forecast for product segments up to 2030

  • Market estimates and forecast for application segments up to 2030

  • Regional market size and forecast for application segments up to 2030

  • Company financial performance

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