Virtual Reality (VR) Market Analysis North America, APAC, Europe, Middle East and Africa, South America - US, China, Japan, Germany, UK - Size and Forecast 2024-2028

Published: Dec 2023 Pages: 168 SKU: IRTNTR71035

Virtual Reality (VR) Market Forecast 2024-2028 

The Virtual Reality (VR) Market size is projected to increase by USD 64.72 billion at a CAGR of 28.3% between 2023 and 2028. The market's momentum is significantly influenced by the increased affordability of VR gear, a shift that has broken down previous barriers to entry. This reduction in cost, driven by recent technological advancements and economies of scale within major companies, has paved the way for wider adoption. Meanwhile, the rise of social VR spaces shapes the landscape, though concerns persist about potential learning quality dilution in virtual isolation. To address this, companies are pioneering collaborative learning platforms within immersive environments. These dynamics impact various sectors, from real estate agencies to the entertainment and sports industries, driving forward amid the pandemic crisis.

The proliferation of virtual reality (VR) technology, including devices like Gesture-Tracking Devices (GTD) and Head Mounted Display (HMD), across semi & fully immersive, non-immersive, and commercial segments underscores the transformative potential of this technology. In this landscape, platforms like PropVR, Quest 2, Unity Virtual Reality Development Software, and REAL Immersive System are pivotal, reshaping industries and organizational strategies alike.

What will be the size of the Market During the Forecast Period?

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Market Segmentation by End-user

The enterprise segment is estimated to witness significant growth during the forecast period. This can be referred to as an artificial environment created with software and presented to users in such a way that they perceive it as a natural environment. In addition, it does not interact with the real world. It creates a whole new virtual experience that mimics real-life experiences, usually via a headset.

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The enterprise segment was the largest segment and was valued at USD 5.07 billion in 2018. Moreover, technological advances in the hardware of this segment are likely to increase the adoption of the products among users. For example, in May 2021, HTC Vive launched two VR headsets and pro tools for enterprises. Therefore, such new product launches in this hardware segment are likely to fuel the growth of this segment. Furthermore, the number of users for the content is increasing, owing to the high adoption of this technology in the gaming, entertainment, retail, sports, and travel industries. Hence, such factors are fuelling the segment, which in turn will drive the market during the forecast period.

Market Segmentation by Component

The increasing product launches will fuel the hardware segment, which in turn will increase the market. The hardware comprises tethered head-mounted displays (HMDs), standalone HMDs, and screenless viewers. In addition, these are used in various industries, such as healthcare, entertainment, education, and others. Moreover, educators are increasingly utilizing technology to deliver a higher quality of teaching in several educational fields. Furthermore,  technology offers students a more visually appealing and interesting lesson that can be provided at a lower cost. In addition, high visual fidelity and improved trackers are added in VR. Hence, such factors are fuelling the growth of this segment which in turn will drive the market growth during the forecast period. 

Regional Overview

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North America is estimated to contribute 35% to the growth of the global market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period. The market in North America is fuelled by factors including the presence of key companies, growing investments in this technology from key companies, the rising adoption of technologically advanced applications among consumers, and substantial research activities to increase the application of technologies are driving the market in the region.

In addition, the US and Canada are the leading contributors to the regional market. Moreover, the presence of key players in the region is likely to drive the growth of the market in North America.  For instance, several companies, such as Alphabet, Facebook Inc., and Microsoft Corp., have established a strong presence in the US and are heavily investing in this technology. Hence, such factors are driving the market in North America during the forecast period.

Market Dynamics and Customer Landscape

Market dynamics are driven by the increased affordability of VR gear, previously a substantial barrier to market expansion, now mitigated by technological advancements and economies of scale. Premium-priced VR headsets have seen reductions, complemented by Google's cardboard and Samsung's VR-compatible smartphones, contributing to price declines. Social VR spaces are on the rise, although concerns persist regarding learning quality in virtual isolation. Companies are innovating collaborative learning platforms to address this challenge. However, standardized hardware and software frameworks remain lacking, hindering seamless technology integration and widespread adoption across industries, exacerbated by hardware fragmentation and interoperability issues.

Overcoming these challenges is imperative for unlocking the market's full potential and ensuring sustained growth. Within this landscape, VR technology is reshaping industries such as healthcare, gaming, automotive, and entertainment, with VR simulators and virtual theme parks offering immersive experiences. Key players include PlayStation, Xbox, and emerging technologies like REAL Immersive System and Microsoft HoloLens 2. AI applications are increasingly integrated into VR environments, shaping a three-dimensional world poised for the Metaverse.

Key Market Driver

One of the key factors driving the market is the increased affordability of VR gear. Earlier, these hardware products were extremely expensive to purchase, which was a big barrier to the expansion of the market. However, due to the recent developments in technology and the economies of scale possessed by major companies, the cost of this gear has been reduced by a significant figure.

Moreover, many companies providing VR headgear at premium prices have cut their prices and developed commercial versions of the headset. In addition, the advent of this cardboard by Google and Samsung VR gear compatible with smartphones is the major factor contributing to the decline in prices. Hence, such factors are positively impacting the market which in turn drives the market during the forecast period.

Significant Market Trends

A key factor shaping the market is the increasing number of social VR spaces. In a virtual environment, users are isolated from the real physical world which has the possibility of bringing down the quality of learning, as collaborative learning plays an effective role in effective and efficient learning. Therefore, to overcome this challenge, many companies are providing platforms that enable collaborative learning in this environment. Hence, such factors are positively impacting the market which in turn drives the market during the forecast period.

Major Market Challenges

The lack of standardized hardware and software frameworks is one of the key challenges hindering the market. The absence of standardized hardware and software frameworks has harmed the global market, hampering the seamless development, integration, and widespread adoption of technologies across various industries. In addition, this lack of standardization has resulted in challenges related to interoperability, compatibility, and development complexity, stifling the potential and expansion of the market.

Moreover, in the domain of hardware, the absence of standardized specifications of devices has led to fragmentation and interoperability issues. Furthermore, manufacturers of VR headsets and peripherals often utilize disparate specifications and technologies, leading to a lack of uniformity and compatibility between devices. For instance, different VR headset models may incorporate diverse move motion controller or display resolutions, thereby complicating the creation of content that can seamlessly cater to a wide array of devices. Hence, such factors are hindering the market during the forecast period.

Market Customer Landscape

The Market forecasts include the adoption lifecycle of the market research and growth, covering from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their market growth and trends strategies.

Global Market Customer Landscape

Who are the Major Companies?

Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.

Baidu Inc: The company offers virtual reality VR headset called QIYU 3, under its subsidiary called iQIYI Inc.

DPVR: The company offers DPVR E4 PC virtual reality gaming headset.

Lenovo Group Ltd: The company offers HTC Vive headset.

The Market  growth and forecasting report also includes detailed analyses of the competitive landscape of the market and information about 20 market companies, including:

  • 3D Systems Corp.
  • Advanced Micro Devices Inc.
  • Alphabet Inc.
  • Apple Inc.
  • HTC Corp.
  • Meta Platforms Inc.
  • Microsoft Corp.
  • Osso VR Inc.
  • Pico Technology Ltd.
  • Samsung Electronics Co. Ltd.
  • Sony Group Corp.
  • StarVR Corp.
  • Unity Software Inc.
  • Valve Corp.
  • Varjo Technologies Oy
  • Virtuix Inc.
  • FOVE Inc.

The market growth analysis and report of qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.

Market Analyst Overview

The market is experiencing rapid growth across various sectors. The three-dimensional environment created by VR glasses, VR gloves, and VR bodysuits are revolutionizing industries such as the gaming sector, entertainment sector, and instructional training. From training pilots and defense personnel to educating technicians in the automotive industry, VR is reshaping how skills are acquired.

In the healthcare industry, VR is being used for VR exposure therapy to address mental health issues. Virtual platforms facilitate meetings and enable policies & strategies to be discussed remotely. Event organizers utilize VR for immersive experiences, while the architecture and planning sectors employ it for visualization.

Real-estate agencies utilize VR for virtual property tours, while the entertainment and sports industries leverage it for live virtual entertainment experiences. Major players like the Shanghai Disney Resort incorporate Head-Mounted Display (HMD) devices and Gesture-Tracking Devices (GTD) for semi and fully immersive experiences.

Amidst the coronavirus outbreak, VR provides a safe alternative for live events. From the 3D virtual world of Google Cardboard to the PlayStation Headset, VR is diversifying across organizations and sectors, promising a dynamic future.

Segment Overview

The market research report forecasts market growth by revenue at global, regional & country levels and provides a market analysis and report of the latest trends and growth opportunities from 2018 to 2028.

  • End-user Outlook
    • Enterprise
    • Consumer
  • Component Outlook
    • Hardware
    • Software
  • Geography Outlook
    • North America
      • The U.S.
      • Canada
    • Europe
      • The U.K.
      • Germany
      • France
      • Rest of Europe
    • APAC
      • China
      • India
    • South America
      • Chile
      • Argentina
      • Brazil
    • Middle East & Africa
      • Saudi Arabia
      • South Africa
      • Rest of the Middle East & Africa

Virtual Reality (VR) Market Scope

Report Coverage

Details

Page number

168

Base year

2023

Historic period

2018-2022

Forecast period

2024-2028

Growth momentum & CAGR

Accelerate at a CAGR of 28.3%

Market Growth 2024-2028

USD 64.72 billion

Market structure

Fragmented

YoY growth 2023-2024(%)

27.45

Regional analysis

North America, APAC, Europe, Middle East and Africa, and South America

Performing market contribution

North America at 35%

Key countries

US, China, Japan, Germany, and UK

Competitive landscape

Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks

Key companies profiled

3D Systems Corp., Advanced Micro Devices Inc., Alphabet Inc., Apple Inc., Baidu Inc., DPVR, HTC Corp., Lenovo Group Ltd., Meta Platforms Inc., Microsoft Corp., Osso-VR Inc., Pico Technology Ltd., Samsung Electronics Co. Ltd., Sony Group Corp., StarVR Corp., Unity Software Inc., Valve Corp., Varjo Technologies Oy, Virtuix Inc., and FOVE Inc.

Market dynamics

Parent market analysis, Market forecasting, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and Market condition analysis for the forecast period.

Customization purview

If our market report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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What are the Key Data Covered in this Market Research Report?

  • CAGR of the market during the forecast period
  • Detailed information on factors that will drive the growth of the market between 2024 and 2028
  • Precise estimation of the market size and its contribution to the market in focus on the parent market
  • Accurate predictions about upcoming market trends and analysis and changes in consumer behavior
  • Growth of the market across North America, APAC, Europe, Middle East and Africa, and South America
  • A thorough analysis of the market’s competitive landscape and detailed information about companies
  • Comprehensive analysis of factors that will challenge the growth of market companies 

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1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by End-user
    • Exhibit 06: Executive Summary – Chart on Market Segmentation by Component
    • Exhibit 07: Executive Summary – Chart on Incremental Growth
    • Exhibit 08: Executive Summary – Data Table on Incremental Growth
    • Exhibit 09: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 10: Parent market
    • Exhibit 11: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 12: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 13: Market segments
  • 3.3 Market size 2023
    • 3.4 Market outlook: Forecast for 2023-2028
      • Exhibit 14: Chart on Global - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 15: Data Table on Global - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 16: Chart on Global Market: Year-over-year growth 2023-2028 (%)
      • Exhibit 17: Data Table on Global Market: Year-over-year growth 2023-2028 (%)

    4 Historic Market Size

    • 4.1 Global virtual reality (VR) market 2018 - 2022
      • Exhibit 18: Historic Market Size – Data Table on global virtual reality (vr) market 2018 - 2022 ($ billion)
    • 4.2 End-user Segment Analysis 2018 - 2022
      • Exhibit 19: Historic Market Size – End-user Segment 2018 - 2022 ($ billion)
    • 4.3 Component Segment Analysis 2018 - 2022
      • Exhibit 20: Historic Market Size – Component Segment 2018 - 2022 ($ billion)
    • 4.4 Geography Segment Analysis 2018 - 2022
      • Exhibit 21: Historic Market Size – Geography Segment 2018 - 2022 ($ billion)
    • 4.5 Country Segment Analysis 2018 - 2022
      • Exhibit 22: Historic Market Size – Country Segment 2018 - 2022 ($ billion)

    5 Five Forces Analysis

    • 5.1 Five forces summary
      • Exhibit 23: Five forces analysis - Comparison between 2023 and 2028
    • 5.2 Bargaining power of buyers
      • Exhibit 24: Chart on Bargaining power of buyers – Impact of key factors 2023 and 2028
    • 5.3 Bargaining power of suppliers
      • Exhibit 25: Bargaining power of suppliers – Impact of key factors in 2023 and 2028
    • 5.4 Threat of new entrants
      • Exhibit 26: Threat of new entrants – Impact of key factors in 2023 and 2028
    • 5.5 Threat of substitutes
      • Exhibit 27: Threat of substitutes – Impact of key factors in 2023 and 2028
    • 5.6 Threat of rivalry
      • Exhibit 28: Threat of rivalry – Impact of key factors in 2023 and 2028
    • 5.7 Market condition
      • Exhibit 29: Chart on Market condition - Five forces 2023 and 2028

    6 Market Segmentation by End-user

    • 6.1 Market segments
      • Exhibit 30: Chart on End-user - Market share 2023-2028 (%)
      • Exhibit 31: Data Table on End-user - Market share 2023-2028 (%)
    • 6.2 Comparison by End-user
      • Exhibit 32: Chart on Comparison by End-user
      • Exhibit 33: Data Table on Comparison by End-user
    • 6.3 Enterprise - Market size and forecast 2023-2028
      • Exhibit 34: Chart on Enterprise - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 35: Data Table on Enterprise - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 36: Chart on Enterprise - Year-over-year growth 2023-2028 (%)
      • Exhibit 37: Data Table on Enterprise - Year-over-year growth 2023-2028 (%)
    • 6.4 Consumer - Market size and forecast 2023-2028
      • Exhibit 38: Chart on Consumer - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 39: Data Table on Consumer - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 40: Chart on Consumer - Year-over-year growth 2023-2028 (%)
      • Exhibit 41: Data Table on Consumer - Year-over-year growth 2023-2028 (%)
    • 6.5 Market opportunity by End-user
      • Exhibit 42: Market opportunity by End-user ($ billion)
      • Exhibit 43: Data Table on Market opportunity by End-user ($ billion)

    7 Market Segmentation by Component

    • 7.1 Market segments
      • Exhibit 44: Chart on Component - Market share 2023-2028 (%)
      • Exhibit 45: Data Table on Component - Market share 2023-2028 (%)
    • 7.2 Comparison by Component
      • Exhibit 46: Chart on Comparison by Component
      • Exhibit 47: Data Table on Comparison by Component
    • 7.3 Hardware - Market size and forecast 2023-2028
      • Exhibit 48: Chart on Hardware - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 49: Data Table on Hardware - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 50: Chart on Hardware - Year-over-year growth 2023-2028 (%)
      • Exhibit 51: Data Table on Hardware - Year-over-year growth 2023-2028 (%)
    • 7.4 Software - Market size and forecast 2023-2028
      • Exhibit 52: Chart on Software - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 53: Data Table on Software - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 54: Chart on Software - Year-over-year growth 2023-2028 (%)
      • Exhibit 55: Data Table on Software - Year-over-year growth 2023-2028 (%)
    • 7.5 Market opportunity by Component
      • Exhibit 56: Market opportunity by Component ($ billion)
      • Exhibit 57: Data Table on Market opportunity by Component ($ billion)

    8 Customer Landscape

    • 8.1 Customer landscape overview
      • Exhibit 58: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    9 Geographic Landscape

    • 9.1 Geographic segmentation
      • Exhibit 59: Chart on Market share by geography 2023-2028 (%)
      • Exhibit 60: Data Table on Market share by geography 2023-2028 (%)
    • 9.2 Geographic comparison
      • Exhibit 61: Chart on Geographic comparison
      • Exhibit 62: Data Table on Geographic comparison
    • 9.3 North America - Market size and forecast 2023-2028
      • Exhibit 63: Chart on North America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 64: Data Table on North America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 65: Chart on North America - Year-over-year growth 2023-2028 (%)
      • Exhibit 66: Data Table on North America - Year-over-year growth 2023-2028 (%)
    • 9.4 APAC - Market size and forecast 2023-2028
      • Exhibit 67: Chart on APAC - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 68: Data Table on APAC - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 69: Chart on APAC - Year-over-year growth 2023-2028 (%)
      • Exhibit 70: Data Table on APAC - Year-over-year growth 2023-2028 (%)
    • 9.5 Europe - Market size and forecast 2023-2028
      • Exhibit 71: Chart on Europe - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 72: Data Table on Europe - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 73: Chart on Europe - Year-over-year growth 2023-2028 (%)
      • Exhibit 74: Data Table on Europe - Year-over-year growth 2023-2028 (%)
    • 9.6 Middle East and Africa - Market size and forecast 2023-2028
      • Exhibit 75: Chart on Middle East and Africa - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 76: Data Table on Middle East and Africa - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 77: Chart on Middle East and Africa - Year-over-year growth 2023-2028 (%)
      • Exhibit 78: Data Table on Middle East and Africa - Year-over-year growth 2023-2028 (%)
    • 9.7 South America - Market size and forecast 2023-2028
      • Exhibit 79: Chart on South America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 80: Data Table on South America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 81: Chart on South America - Year-over-year growth 2023-2028 (%)
      • Exhibit 82: Data Table on South America - Year-over-year growth 2023-2028 (%)
    • 9.8 US - Market size and forecast 2023-2028
      • Exhibit 83: Chart on US - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 84: Data Table on US - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 85: Chart on US - Year-over-year growth 2023-2028 (%)
      • Exhibit 86: Data Table on US - Year-over-year growth 2023-2028 (%)
    • 9.9 China - Market size and forecast 2023-2028
      • Exhibit 87: Chart on China - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 88: Data Table on China - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 89: Chart on China - Year-over-year growth 2023-2028 (%)
      • Exhibit 90: Data Table on China - Year-over-year growth 2023-2028 (%)
    • 9.10 Germany - Market size and forecast 2023-2028
      • Exhibit 91: Chart on Germany - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 92: Data Table on Germany - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 93: Chart on Germany - Year-over-year growth 2023-2028 (%)
      • Exhibit 94: Data Table on Germany - Year-over-year growth 2023-2028 (%)
    • 9.11 UK - Market size and forecast 2023-2028
      • Exhibit 95: Chart on UK - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 96: Data Table on UK - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 97: Chart on UK - Year-over-year growth 2023-2028 (%)
      • Exhibit 98: Data Table on UK - Year-over-year growth 2023-2028 (%)
    • 9.12 Japan - Market size and forecast 2023-2028
      • Exhibit 99: Chart on Japan - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 100: Data Table on Japan - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 101: Chart on Japan - Year-over-year growth 2023-2028 (%)
      • Exhibit 102: Data Table on Japan - Year-over-year growth 2023-2028 (%)
    • 9.13 Market opportunity by geography
      • Exhibit 103: Market opportunity by geography ($ billion)
      • Exhibit 104: Data Tables on Market opportunity by geography ($ billion)

    10 Drivers, Challenges, and Trends

    • 10.1 Market drivers
      • 10.2 Market challenges
        • 10.3 Impact of drivers and challenges
          • Exhibit 105: Impact of drivers and challenges in 2023 and 2028
        • 10.4 Market trends

          11 Vendor Landscape

          • 11.1 Overview
            • 11.2 Vendor landscape
              • Exhibit 106: Overview on Criticality of inputs and Factors of differentiation
            • 11.3 Landscape disruption
              • Exhibit 107: Overview on factors of disruption
            • 11.4 Industry risks
              • Exhibit 108: Impact of key risks on business

            12 Vendor Analysis

            • 12.1 Vendors covered
              • Exhibit 109: Vendors covered
            • 12.2 Market positioning of vendors
              • Exhibit 110: Matrix on vendor position and classification
            • 12.3 Baidu Inc.
              • Exhibit 111: Baidu Inc. - Overview
              • Exhibit 112: Baidu Inc. - Business segments
              • Exhibit 113: Baidu Inc. - Key offerings
              • Exhibit 114: Baidu Inc. - Segment focus
            • 12.4 DPVR
              • Exhibit 115: DPVR - Overview
              • Exhibit 116: DPVR - Product / Service
              • Exhibit 117: DPVR - Key offerings
            • 12.5 HTC Corp.
              • Exhibit 118: HTC Corp. - Overview
              • Exhibit 119: HTC Corp. - Product / Service
              • Exhibit 120: HTC Corp. - Key offerings
            • 12.6 Lenovo Group Ltd.
              • Exhibit 121: Lenovo Group Ltd. - Overview
              • Exhibit 122: Lenovo Group Ltd. - Business segments
              • Exhibit 123: Lenovo Group Ltd. - Key offerings
              • Exhibit 124: Lenovo Group Ltd. - Segment focus
            • 12.7 Meta Platforms Inc.
              • Exhibit 125: Meta Platforms Inc. - Overview
              • Exhibit 126: Meta Platforms Inc. - Product / Service
              • Exhibit 127: Meta Platforms Inc. - Key offerings
            • 12.8 Microsoft Corp.
              • Exhibit 128: Microsoft Corp. - Overview
              • Exhibit 129: Microsoft Corp. - Business segments
              • Exhibit 130: Microsoft Corp. - Key news
              • Exhibit 131: Microsoft Corp. - Key offerings
              • Exhibit 132: Microsoft Corp. - Segment focus
            • 12.9 Osso VR Inc.
              • Exhibit 133: Osso VR Inc. - Overview
              • Exhibit 134: Osso VR Inc. - Product / Service
              • Exhibit 135: Osso VR Inc. - Key offerings
            • 12.10 Pico Technology Ltd.
              • Exhibit 136: Pico Technology Ltd. - Overview
              • Exhibit 137: Pico Technology Ltd. - Product / Service
              • Exhibit 138: Pico Technology Ltd. - Key offerings
            • 12.11 Samsung Electronics Co. Ltd.
              • Exhibit 139: Samsung Electronics Co. Ltd. - Overview
              • Exhibit 140: Samsung Electronics Co. Ltd. - Business segments
              • Exhibit 141: Samsung Electronics Co. Ltd. - Key news
              • Exhibit 142: Samsung Electronics Co. Ltd. - Key offerings
              • Exhibit 143: Samsung Electronics Co. Ltd. - Segment focus
            • 12.12 Sony Group Corp.
              • Exhibit 144: Sony Group Corp. - Overview
              • Exhibit 145: Sony Group Corp. - Business segments
              • Exhibit 146: Sony Group Corp. - Key news
              • Exhibit 147: Sony Group Corp. - Key offerings
              • Exhibit 148: Sony Group Corp. - Segment focus
            • 12.13 StarVR Corp.
              • Exhibit 149: StarVR Corp. - Overview
              • Exhibit 150: StarVR Corp. - Product / Service
              • Exhibit 151: StarVR Corp. - Key offerings
            • 12.14 Unity Software Inc.
              • Exhibit 152: Unity Software Inc. - Overview
              • Exhibit 153: Unity Software Inc. - Product / Service
              • Exhibit 154: Unity Software Inc. - Key offerings
            • 12.15 Valve Corp.
              • Exhibit 155: Valve Corp. - Overview
              • Exhibit 156: Valve Corp. - Product / Service
              • Exhibit 157: Valve Corp. - Key offerings
            • 12.16 Varjo Technologies Oy
              • Exhibit 158: Varjo Technologies Oy - Overview
              • Exhibit 159: Varjo Technologies Oy - Product / Service
              • Exhibit 160: Varjo Technologies Oy - Key offerings
            • 12.17 Virtuix Inc.
              • Exhibit 161: Virtuix Inc. - Overview
              • Exhibit 162: Virtuix Inc. - Product / Service
              • Exhibit 163: Virtuix Inc. - Key offerings

            13 Appendix

            • 13.1 Scope of the report
              • 13.2 Inclusions and exclusions checklist
                • Exhibit 164: Inclusions checklist
                • Exhibit 165: Exclusions checklist
              • 13.3 Currency conversion rates for US$
                • Exhibit 166: Currency conversion rates for US$
              • 13.4 Research methodology
                • Exhibit 167: Research methodology
                • Exhibit 168: Validation techniques employed for market sizing
                • Exhibit 169: Information sources
              • 13.5 List of abbreviations
                • Exhibit 170: List of abbreviations

                Research Framework

                Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

                INFORMATION SOURCES

                Primary sources

                • Manufacturers and suppliers
                • Channel partners
                • Industry experts
                • Strategic decision makers

                Secondary sources

                • Industry journals and periodicals
                • Government data
                • Financial reports of key industry players
                • Historical data
                • Press releases

                DATA ANALYSIS

                Data Synthesis

                • Collation of data
                • Estimation of key figures
                • Analysis of derived insights

                Data Validation

                • Triangulation with data models
                • Reference against proprietary databases
                • Corroboration with industry experts

                REPORT WRITING

                Qualitative

                • Market drivers
                • Market challenges
                • Market trends
                • Five forces analysis

                Quantitative

                • Market size and forecast
                • Market segmentation
                • Geographical insights
                • Competitive landscape

                PURCHASE FULL REPORT OF

                virtual reality (vr) market market

                Key Questions Answered

                • What are the key global market and the regional market share?
                • What are the revenue-generating key market segments?
                • What are the key factors driving and challenging this market’s growth?
                • Who are the key market vendors and their growth strategies?
                • What are the latest trends influencing the growth of this market?
                • What are the variables influencing the market growth in the primary regions?
                • What are the factors influencing the growth of the parent market?

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