시장보고서
상품코드
1662177

세계의 가상현실(VR) 시장

Virtual Reality (VR)

발행일: | 리서치사: Market Glass, Inc. (Formerly Global Industry Analysts, Inc.) | 페이지 정보: 영문 313 Pages | 배송안내 : 1-2일 (영업일 기준)

    
    
    



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세계 가상현실(VR) 시장은 2030년까지 1,255억 달러에 도달

2024년에 470억 달러로 추정되는 가상현실(VR) 세계 시장은 2024-2030년간 CAGR 17.8%로 성장하여 2030년에는 1,255억 달러에 이를 것으로 예측됩니다. 본 보고서에서 분석한 부문 중 하나인 VR 하드웨어는 CAGR 17.2%를 나타내고, 분석 기간 종료까지 829억 달러에 이를 것으로 예측됩니다. VR 소프트웨어 부문의 성장률은 분석 기간에 CAGR 18.9%를 나타낼 전망입니다.

미국 시장은 131억 달러, 중국은 CAGR 16.9%로 성장할 것으로 예측

미국의 가상현실(VR) 시장은 2024년에 131억 달러에 이른 것으로 추정됩니다. 세계 2위 경제대국인 중국은 2030년까지 190억 달러 규모에 이를 것으로 예측되며, 분석 기간인 2024-2030년간 CAGR은 16.9%를 나타낼 전망입니다. 기타 주목해야 할 지역별 시장으로서는 일본과 캐나다가 있으며, 분석 기간중 CAGR은 각각 15.7%와 15.2%를 나타낼 것으로 예측됩니다. 유럽에서는 독일이 CAGR 약 13.1%로 성장할 것으로 예측됩니다.

세계의 가상현실(VR) 시장 - 주요 동향과 촉진요인 정리

가상현실(VR) 기술은 게임이라는 초기 용도를 크게 발전시켜 교육, 의료, 엔지니어링 등 다양한 산업에 영향을 미치고 있으며, VR은 학습 효과를 높이고, 혁신적인 교육 솔루션을 제공하며, 몰입형 경험을 제공하여 상세한 시뮬레이션을 가능하게 하고, 일반적으로 필요한 물리적 리소스를 크게 줄입니다. 몰입형 경험을 제공하고, 일반적으로 필요한 물리적 자원을 크게 줄일 수 있습니다. 예를 들어, 의료 분야에서 VR은 의료 전문가들이 실제 수술에 수반되는 위험 없이도 안전하고 효과적인 수술 연습을 할 수 있는 훈련 환경을 조성하고, 기술 개발을 강화합니다. 이러한 가상 모달리티로의 전환은 VR의 광범위한 적용을 의미하며, 항공 및 의료와 같이 위험도가 높은 산업에서 비용 효율적이고 영향력 있는 교육 프로그램을 실행할 수 있게 해줍니다.

비즈니스 분야에서 VR은 전통적인 마케팅 방식과 운영 전략에 변화를 가져오고 있습니다. 모션 트래킹과 3D 효과를 통합할 수 있는 이 기술은 디지털 마케팅의 강력한 도구가 되어 소비자에게 몰입감 있는 경험을 제공함으로써 참여도와 브랜드 인지도를 크게 향상시키고 있습니다. 또한, VR은 원격지와의 상호작용을 촉진하고, 전 세계 기업들이 출장이라는 물리적 제약 없이 회의와 공동 세션을 진행할 수 있게 함으로써 리소스를 최적화하고 지리적으로 분산된 팀 간의 연결을 유지할 수 있게 해줍니다. 또한, 교육 및 개발에 VR을 적용하면 실제 시나리오를 시뮬레이션하는 인터랙티브하고 매력적인 세션을 제공함으로써 기존 방식에 혁명을 일으켜 교육의 효과와 적용성을 향상시킬 수 있습니다.

VR 하드웨어 및 소프트웨어의 기술적 발전으로 전반적인 사용자 경험과 접근성이 향상되는 등 몇 가지 성장 동력이 VR 시장을 견인하고 있으며, VR과 인공지능(AI), 사물인터넷(IoT) 등 다른 첨단 기술과의 통합은 VR의 적용 범위를 넓히고, 더욱 정교하고 개인화할 것입니다. 보다 정교하고 개인화된 VR의 적용 범위를 넓혀줍니다. 또한, 컨텐츠의 질이 향상되고 VR 용도이 게임뿐만 아니라 교육 및 인터랙티브 경험으로 확장되면서 사용자 참여도가 크게 향상되었습니다. 전 세계적인 연결성과 모바일 기술의 발전은 VR의 접근성을 확대하여 더 많은 사람들이 몰입형 경험을 즐길 수 있게 되었습니다. 의료, 부동산, 건축 등의 분야에서 VR의 환경과 시나리오를 시뮬레이션하는 능력은 교육, 치료, 고객 참여를 위한 귀중한 도구로 활용되고 있으며, VR이 생활과 산업의 다양한 측면에 계속 통합됨에 따라 전문가들의 업무 방식뿐만 아니라 개인들이 디지털 컨텐츠에 대한 접근성을 높일 수 있게 되었습니다. 뿐만 아니라, 개인이 디지털 컨텐츠와 주변 세계를 접하는 방식을 변화시킬 준비가 되어 있습니다.

부문

제공 제품(하드웨어, 소프트웨어), 디바이스(헤드 마운트 디스플레이(HMD), 제스처 추적 장치(GTD), 프로젝터 및 디스플레이 월(PDW)), 기술(반입체 및 완전 몰입형, 비몰입형), 최종 용도(상업용, 소비자, 항공, 의료, 국방, 헬스케어, 기업, 기타) 우주 및 방위, 헬스케어, 엔터프라이즈, 기타 용도)

조사 대상 기업 예(총 126개사)

  • Advanced Micro Devices, Inc.
  • AppReal-VR
  • Barco N.V
  • Crytek GmbH
  • Cubicle Ninjas
  • EON Reality Inc.
  • Epic Games, Inc.
  • Erminesoft
  • Firsthand Technology Inc.
  • Google Inc.
  • HTC Corporation
  • Hyperlink Infosystem
  • Immersive Robotics
  • Intel Corporation
  • Jaunt, Inc.
  • Kopin Corporation, Inc.
  • Leap Motion, Inc.
  • Lenovo(China)
  • MindMaze Holding SA
  • NVIDIA Corporation
  • Oculus VR, LLC
  • Pimax Technology(Shanghai) Co., Ltd.
  • Pixvana, Inc.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises Inc.
  • Sony Interactive Entertainment
  • StarVR Corporation
  • Unigine Corp.
  • Unity Technologies, Inc.
  • Varjo Technologies
  • Virtalis Limited
  • VirtaMed AG
  • VRgineers, Inc.
  • WorldViz

목차

제1장 조사 방법

제2장 주요 요약

  • 시장 개요
  • 주요 기업
  • 시장 동향과 촉진요인
  • 세계 시장 전망

제3장 시장 분석

  • 미국
  • 캐나다
  • 일본
  • 중국
  • 유럽
  • 프랑스
  • 독일
  • 이탈리아
  • 영국
  • 기타 유럽
  • 아시아태평양
  • 기타 지역

제4장 경쟁

LSH 25.03.11

Global Virtual Reality (VR) Market to Reach US$125.5 Billion by 2030

The global market for Virtual Reality (VR) estimated at US$47.0 Billion in the year 2024, is expected to reach US$125.5 Billion by 2030, growing at a CAGR of 17.8% over the analysis period 2024-2030. VR Hardware, one of the segments analyzed in the report, is expected to record a 17.2% CAGR and reach US$82.9 Billion by the end of the analysis period. Growth in the VR Software segment is estimated at 18.9% CAGR over the analysis period.

The U.S. Market is Estimated at US$13.1 Billion While China is Forecast to Grow at 16.9% CAGR

The Virtual Reality (VR) market in the U.S. is estimated at US$13.1 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$19.0 Billion by the year 2030 trailing a CAGR of 16.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 15.7% and 15.2% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 13.1% CAGR.

Global Virtual Reality (VR) Market - Key Trends and Drivers Summarized

Virtual Reality (VR) technology has significantly evolved beyond its original gaming applications to impact a wide array of industries, including education, healthcare, and engineering. It offers immersive experiences that enhance learning, provide innovative training solutions, and allow for detailed simulations, significantly reducing the physical resources typically required. For example, in healthcare, VR facilitates safe and effective training environments for medical professionals to practice surgical procedures, enhancing skill development without the associated risks of real-life operations. This shift towards virtual modalities represents a broader application of VR, enabling high-risk industries such as aviation and medicine to conduct cost-effective and impactful training programs.

In the business sector, VR has been instrumental in transforming traditional marketing approaches and operational strategies. The technology's ability to integrate motion tracking and 3D effects has made it a powerful tool in digital marketing, providing consumers with immersive experiences that significantly enhance engagement and brand awareness. Furthermore, VR facilitates remote interactions, allowing global companies to conduct meetings and collaborative sessions without the physical constraints of travel, thereby optimizing resources and maintaining connectivity among geographically dispersed teams. Additionally, VR's application in training and development has revolutionized traditional methods by offering interactive, engaging sessions that simulate real-world scenarios, thereby enhancing the training's effectiveness and applicability.

Several growth drivers are propelling the VR market, including technological advancements in VR hardware and software, which enhance the overall user experience and accessibility. The integration of VR with other cutting-edge technologies like artificial intelligence (AI) and the Internet of Things (IoT) broadens its applications, making it more sophisticated and personalized. Moreover, improvements in content quality and the expansion of VR applications beyond gaming into educational and interactive experiences have significantly boosted user engagement. Global connectivity and advancements in mobile technology have also expanded VR's accessibility, allowing a broader audience to enjoy immersive experiences. In sectors like healthcare, real estate, and architecture, VR's ability to simulate environments and scenarios serves as a valuable tool for training, therapy, and client engagement. As VR continues to integrate into various facets of life and industries, it is poised to transform not only how professionals work but also how individuals interact with digital content and the world around them.

SCOPE OF STUDY:

The report analyzes the Virtual Reality (VR) market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Offering (Hardware, Software); Device (Head-Mounted Display (HMD), Gesture-Tracking Device (GTD), Projectors & Display Wall (PDW)); Technology (Semi & Fully Immersive, Non-Immersive); End-Use (Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise , Other Applications)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 126 Featured) -

  • Advanced Micro Devices, Inc.
  • AppReal-VR
  • Barco N.V
  • Crytek GmbH
  • Cubicle Ninjas
  • EON Reality Inc.
  • Epic Games, Inc.
  • Erminesoft
  • Firsthand Technology Inc.
  • Google Inc.
  • HTC Corporation
  • Hyperlink Infosystem
  • Immersive Robotics
  • Intel Corporation
  • Jaunt, Inc.
  • Kopin Corporation, Inc.
  • Leap Motion, Inc.
  • Lenovo (China)
  • MindMaze Holding SA
  • NVIDIA Corporation
  • Oculus VR, LLC
  • Pimax Technology (Shanghai) Co., Ltd.
  • Pixvana, Inc.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sensics, Inc.
  • Sixense Enterprises Inc.
  • Sony Interactive Entertainment
  • StarVR Corporation
  • Unigine Corp.
  • Unity Technologies, Inc.
  • Varjo Technologies
  • Virtalis Limited
  • VirtaMed AG
  • VRgineers, Inc.
  • WorldViz

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Global Economic Update
    • Virtual Reality (VR) - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Advancements in VR Hardware Technology Propels Market Growth
    • Increasing Adoption in Gaming and Entertainment Drives Demand
    • Integration with AI and Machine Learning Expands Addressable Market Opportunity
    • Growth of Immersive Training and Education Solutions Strengthens Business Case for VR
    • Rising Investment in VR Content Creation Spurs Innovation
    • Development of 5G Networks Accelerates Demand for High-Quality VR Experiences
    • VR's Role in Remote Collaboration and Virtual Meetings Here's How It Drives Adoption
    • Growing Popularity of VR in Real Estate and Virtual Tours Sustains Growth
    • Expansion of VR Applications in Retail and E-commerce throws the Spotlight on Market Potential
    • Increasing Use of VR in Therapy and Rehabilitation
    • Innovations in VR Software and Development Tools Generates Demand
    • Here's How VR's Role in Social Media and Virtual Communities Expands Engagement
    • Integration of VR with Augmented Reality (AR) Technologies Spreads Market Influence
    • Growing Applications in Military and Defense Training Drives Adoption
    • Adoption of VR in Architecture, Engineering, and Construction Impact Market
    • Evolution of Consumer Preferences towards Immersive Experiences Propels Market Growth
    • Data Analytics and User Behavior Insights Enhances VR Content Personalization
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Reality (VR) Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Virtual Reality (VR) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Head-Mounted Display (HMD) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Head-Mounted Display (HMD) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Gesture-Tracking Device (GTD) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Gesture-Tracking Device (GTD) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Projectors & Display Wall (PDW) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Projectors & Display Wall (PDW) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Semi & Fully Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Semi & Fully Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Non-Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Non-Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Commercial by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Commercial by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Consumer by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Consumer by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Aerospace & Defense by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Aerospace & Defense by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 25: World 6-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Enterprise by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World 6-Year Perspective for Enterprise by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 28: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 29: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 30: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: USA 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 32: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: USA 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: USA 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 36: USA Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: USA 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • CANADA
    • TABLE 38: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Canada 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Canada 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 42: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Canada 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 44: Canada Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Canada 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • JAPAN
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: Japan 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 48: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Japan 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 50: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Japan 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 52: Japan Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Japan 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • CHINA
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 54: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: China 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 56: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: China 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 58: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: China 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 60: China Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: China 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • EUROPE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 62: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 63: Europe 6-Year Perspective for Virtual Reality (VR) by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 64: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Europe 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 66: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Europe 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 68: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Europe 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 70: Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Europe 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • FRANCE
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 72: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: France 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 74: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: France 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 76: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: France 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 78: France Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: France 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • GERMANY
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 80: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Germany 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 82: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: Germany 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 84: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: Germany 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 86: Germany Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Germany 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • ITALY
    • TABLE 88: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: Italy 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 90: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Italy 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 92: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Italy 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 94: Italy Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Italy 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 96: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: UK 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 98: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: UK 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 100: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: UK 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 102: UK Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: UK 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 104: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 106: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 107: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 108: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 109: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 110: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: Rest of Europe 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Reality (VR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 112: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 113: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 114: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 115: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 116: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 118: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 119: Asia-Pacific 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 120: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Offering - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 121: Rest of World 6-Year Perspective for Virtual Reality (VR) by Offering - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2025 & 2030
    • TABLE 122: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Device - Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Rest of World 6-Year Perspective for Virtual Reality (VR) by Device - Percentage Breakdown of Value Sales for Head-Mounted Display (HMD), Gesture-Tracking Device (GTD) and Projectors & Display Wall (PDW) for the Years 2025 & 2030
    • TABLE 124: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 125: Rest of World 6-Year Perspective for Virtual Reality (VR) by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
    • TABLE 126: Rest of World Recent Past, Current & Future Analysis for Virtual Reality (VR) by End-Use - Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 127: Rest of World 6-Year Perspective for Virtual Reality (VR) by End-Use - Percentage Breakdown of Value Sales for Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise and Other Applications for the Years 2025 & 2030

IV. COMPETITION

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