Press release
Global Virtual Reality Market Will Reach A Revised Size Of Us$ 31940 Million By 2028, Growing At A Cagr Of 15.7% During 2022-2028
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality.Market Overview
Due to the COVID-19 pandemic and Russia-Ukraine War Influence, the global market for Virtual Reality estimated at US$ 13330 million in the year 2022, is projected to reach a revised size of US$ 31940 million by 2028, growing at a CAGR of 15.7% during the forecast period 2022-2028.
North America is expected to hold the largest size of the virtual reality market, while the market in Asia-Pacific is estimated to grow at the highest rate. Countries such as China, India, Japan, and South Korea in the APAC region are witnessing a huge demand for head-mounted displays for the gaming application.
Los Angeles, United States October 2022,- The research study presented here is a brilliant compilation of different types of analysis of critical aspects of the global Virtual Reality market. It sheds light on how the global Virtual Reality market is expected to grow during the course of the forecast period. With SWOT analysis and Porter's Five Forces analysis, it gives a deep explanation of the strengths and weaknesses of the global Virtual Reality market and the different players operating therein. The authors of the report have also provided qualitative and quantitative analyses of several microeconomic and macroeconomic factors impacting the global Virtual Reality market. In addition, the research study helps to understand the changes in the industry supply chain, manufacturing process and cost, sales scenarios, and dynamics of the global Virtual Reality market.
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Report Scope
This report aims to provide a comprehensive presentation of the global market for Virtual Reality, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality.
The Virtual Reality market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2021 as the base year, with history and forecast data for the period from 2017 to 2028. This report segments the global Virtual Reality market comprehensively. Regional market sizes, concerning products by types, by application, and by players, are also provided. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Virtual Reality market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
Market Segmentation
This report covers the Virtual Reality segments by manufacturers, by type, by application, by region and country, and provides market size (value, volume and average price) and CAGR for the history and forecast period (2017-2022, 2023-2028), considering 2021 as the base year. It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market.
By Company
Oculus VR
Sony
Samsung Electronics
HTC
EON Reality
Microsoft
Vuzix
Cyberglove Systems
Sensics
Leap Motion
Sixense Entertainment
Virtual Reality Segment by Type
Non-Immersive Technology
Semi-Immersive and Fully Immersive Technologies
Virtual Reality Segment by Application
Consumer
Commercial
Aerospace and Defense
Medical
Industrial
Others
Virtual Reality Segment by Region
North America (USA and Canada)
Europe (Germany, the U.K., France, Russia, Italy, Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
South America (Mexico, Brazil, Rest of South America)
Middle East and Africa (Saudi Arabia, UAE, Egypt, South Africa, Rest of MEA)
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
COVID-19 and Russia-Ukraine War Influence Analysis
The readers in the section will understand how the Virtual Reality market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management, export and import, and production. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.
Reasons to Buy This Report
Informative and detailed data, sales, revenue, average price, historical and forecast data, which is analyzed to tell you why your market is set to change. Provision of market value (USD million) data for each segment and sub-segment.
This report will help stakeholders to understand the global industry status and trends of Virtual Reality and provides them with information on key market drivers, restraints, challenges, and opportunities. This enables you to anticipate market changes to remain ahead of your competitors.
This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition. This concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly.
This report helps stakeholders to understand the COVID-19 and Russia-Ukraine War Influence on the Virtual Reality industry. Keeping in mind the uncertainties of COVID-19 and Russia-Ukraine War, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use sectors. These insights are included in the report as a major market contributor.
Core Chapters
Chapter One: Introduces the study scope of this report, executive summary of market segments by type, market size by type for North America, Europe, Asia Pacific, Latin America, Middle East & Africa.
Chapter Two: Detailed analysis of Virtual Reality manufacturers competitive landscape, price, sales, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Three: Sales, revenue of Virtual Reality in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the future development prospects, and market space in the world.
Chapter Four: Introduces market segments by application, market size by application for North America, Europe, Asia Pacific, Latin America, Middle East & Africa.
Chapter Five, Six, Seven, Eight and Nine: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, sales and revenue by country.
Chapter Ten: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter Eleven: Analysis of industrial chain, key raw materials, manufacturing cost, and market dynamics. Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Findings and Conclusion
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About Us
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