Immersive VR Market Size, Share and Growth Analysis

Immersive VR Market by Head-Mounted Displays (HMDs), Gesture Tracking Devices, Display Walls & Projectors, Sensors, Semiconductor Components, Position & Room Trackers, Displays and Cameras - Global Forecast to 2029

Report Code: SE 9155 Sep, 2024, by marketsandmarkets.com

Updated on : October 22, 2024

Immersive VR Market Size & Growth

The Global immersive VR market size was valued at USD 10.1 billion in 2024 and is projected to reach USD 34.9 billion by 2029, growing at a CAGR of 28.0% from 2024 to 2029.

Some of the key factors propelling the growth of the market globally are the increasing use of head-mounted displays (HMDs) in training and education, particularly in enterprise (manufacturing) applications; technological advancements like OLEDOS, a high-resolution display technology; and the accessibility of VR content creation tools. The software segment is expected to have a significant impact on the overall growth of the immersive VR market in the coming years. The ease of availability of immersive VR content creation tools and the need for reliable software for HMDs is driving the market growth.

Impact of AI/Gen AI on Immersive VR Ecosystem

The major use cases of Al/Gen Al in the immersive VR market are content creation, object recognition and tracking, user interaction, and intelligent virtual assistants. Al-enhanced content creation empowers the fast and easy generation of quality assets, environments, and interactions that provide more immersive and dynamic VR experiences. Al-driven object recognition and tracking boost interactivity and realism several-fold by ensuring that virtual elements fit well into the real world, which is crucial in gaming, training, and industrial applications. Besides, Al enhances user interaction with intuitive and responsive interaction through natural language processing, gesture recognition, and adaptive interfaces that enhance user engagement. Other benefits are Al-powered virtual assistants that can provide personalized aid and learn; however, their full potential is again limited because of technological and integrational challenges. Finally, spatial mapping enhanced by Al is required to develop the most immersive VR experiences since it accurately perceives and reconstructs physical environments. In this regard, spatial awareness drives applications like navigation, gaming, and training.


Immersive VR Market

Attractive opportunities in the immersive VR market size


Immersive VR Market


Immersive VR Market

Immersive VR Market Forecast to 2029

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Immersive VR Market Trends and Dynamics:

Driver: Increasing use of VR HMDs in gaming sector

VR technology is evolving rapidly in the field of gaming. Gaming technologies based on immersive VR have recently made significant strides due to the introduction of various products, including Meta's Quest 3 and Apple Vision Pro. These devices are lightweight, durable, and fun at the same time. An immersive experience in gaming has become much easier owing to various improvements, such as higher resolution, more defined graphics, and superior displays. Moreover, devices such as sophisticated haptic feedback devices, including suits and gloves, make the VR experience even better. For example, Ubisoft's haptic suit designed for Assassin's Creed Nexus - an exclusive game on a VR platform, intends to take players deeper into the virtual world by providing them with real touch sensations.

Restraint: Technological limitations

The field of vision (FOV) that users of immersive VR equipment can see is approximately 90 degrees, which is substantially less than the FOV of a human, which is approximately 120 degrees vertically and 190 degrees horizontally. Virtual reality experiences lose some immersive quality when consumers perceive a restriction in their peripheral vision compared to their real-world perception. These limitations may impact user involvement, in general, owing to the lesser feeling of immersion and realism in virtual environments. Furthermore, prolonged usage of existing VR headsets typically results in discomfort and heaviness. User discomfort is caused by various factors, including poor material selection, improper weight distribution, and ergonomic design errors.

Opportunity: Continuous developments in 5G technology

Immersive VR technology is becoming increasingly popular for both personal and business use. It is anticipated that the introduction of 5G technology will solve certain issues by enabling the most efficient deployment of processing power. 5 G's improved performance enhances the VR application user experience through reliable and faster connections. Virtual reality experiences can become more responsive with reduced latency and increased data transmission rates, while graphics can also allow for real-time streaming of complex 3D images and better-quality data. The capabilities of 5G have opened up new applications for virtual reality (VR), including edge computing and real-time cloud rendering. This makes complex and data-intensive applications possible, such as simulations of smart cities and virtual travel.

In May 2023, the Spanish professional football team Atlético de Madrid and Telefónica S.A. (Spain) agreed to develop a new immersive way to watch matches in VR and over 5G. The 5G Multicam concept allows football fans to view games in a whole new way. The action can be seen in real-time from a variety of locations, including behind the goal, the tunnel exit, the press area, and the stadium control center.

Challenge: High energy consumption and latency issues

The effectiveness of VR devices is influenced by a number of technological factors that need to be carefully considered. The two most significant factors are energy consumption and display latency. Latency, or the interval of time between a user's action in a virtual reality environment and its visual display, influences the user's sense of immersion with these technologies. The slightest delays could result in uneasiness, perplexity, or a sense of being cut off from the virtual world. Moreover, there is a strong correlation between usefulness, feasibility, and energy consumption in virtual environments. As a result, lower battery life leads to shorter immersed sessions and more frequent recharges.

Immersive VR Market Ecosystem

Prominent companies in this market include well-established, financially stable providers of immersive VR systems. These companies have been operating in the market for several years and possess a diversified product portfolio, state-of-the-art technologies, and strong global sales and marketing networks. Prominent companies in this market include Meta (US), Sony Group Corporation (Japan), Apple Inc. (US), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Unity Technologies (US), Barco (Belgium), Penumbra, Inc.  (US), HTC Corporation (Taiwan), ByteDance (China), and DPVR (China).

Immersive VR Market by Ecosystem

Immersive VR Market Segmentation

By offering, software segment to exhibit the highest CAGR from 2024 to 2029

The software segment is projected to register the highest CAGR during the period from 2024 to 2029. The need for innovative and flexible virtual reality (VR) experiences in numerous sectors drives up the demand for software. The rapid increase in demand for dependable software solutions that are capable of producing engaging and seamless VR content is fueling the rise of the immersive VR software segment. Additionally, as more companies show an interest in offering their clients exciting and captivating experiences, there is an increasing need for custom VR software that can integrate with current systems and deliver real-time analytics.

By device type, head-mounted displays segment to witness highest growth during forecast period

The market for the head-mounted displays (HMDs) segment is expected to register the highest CAGR during the forecast period. This high growth is attributed to the rising use in the business, gaming, and entertainment sectors. One of the main drivers of the immersive VR market expansion is its potential to offer completely immersive experiences, which are becoming increasingly prevalent as a result of affordable and advanced technology. Advancements in display technology have made head-mounted displays (HMDs) more appealing to both consumers and companies. Their larger field of view and higher resolution enhance the virtual reality (VR) experience. Moreover, the decreasing cost of devices with eye-tracking capabilities and wireless connectivity facilitates the adoption of HMDs in a variety of applications.

Immersive VR Industry Regional Analysis

Asia Pacific projected to register highest CAGR in immersive VR market

In 2029, the immersive VR market in Asia Pacific is predicted to expand at the highest CAGR. The Asia Pacific immersive VR industry is experiencing significant growth due to the rise of eSports. Immersive VR offers a new level of engagement for gamers, and the growing popularity of eSports fuels the demand for VR. Also, users in the region are increasingly using 5G networks to enhance virtual reality experiences and make them universally accessible as they provide lower latency and faster bandwidth. Additionally, companies are being prompted to use immersive VR technology in an attempt to improve customer engagement and offer unique purchasing experiences due to the region's e-commerce and digital marketplaces expanding quickly.

Augmented Reality Navigation Market by Region

Immersive VR Market by Region

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Top Immersive VR Companies - Key Market Players

Immersive VR Market Report Scope

Report Metric

Details

Estimated Market Size

USD 10.1 billion in 2024

Expected Market Size

USD 34.9 billion by 2029

Growth Rate

CAGR of 28.0%

Market Size Availability for Years

2020–2029

Base Year

2023

Forecast Period

2024–2029

Forecast Units

Value (USD Million/Billion)

Segments Covered

By offering, device type, application, and region

Geographies Covered

North America, Europe, Asia Pacific, and RoW

Companies Covered

Meta (US), Sony Group Corporation (Japan), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Apple Inc. (US), Barco (Belgium), HTC Corporation (Taiwan), ByteDance (China), DPVR (China), Penumbra, Inc.  (US), and Unity Technologies (US), are some of the key players in the immersive VR market.

Immersive VR Market Highlights

This research report categorizes the immersive VR market share based on offering, device type, application, and region.

Segment

Subsegment

By Offering

  • Introduction
  • Hardware
  • Software

By Device Type

  • Introduction
  • Head-Mounted Displays
  • Projectors & Display Walls
  • Gesture-Tracking Devices

By Application

  • Introduction
  • Consumer
  • Commercial
  • Aerospace & Defense
  • Healthcare
  • Enterprise (Manufacturing)
  • Other Applications

By Region

  • Introduction
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Rest of Asia Pacific
  • RoW
    • Middle East & Africa
      • GCC Countries
      • Rest of Middle East & Africa
    • South America

Recent Developments in Immersive VR Industry

  • In June 2024, Google formed a collaboration with the artist Grand Palais Immersif's recent exhibition, "Loading: Urban Art in the Digital Age Exhibition," which is an immersive exhibition that portrays the history of urban art and sheds light on the impact of digital technologies.
  • In May 2024, Alo Moves and Meta formed a partnership that will feature 3D classes for a new level of immersion. Under this partnership, Alo Moves will utilize Meta Quest 3 in the same rooms as the instructors for classes spanning yoga, Pilates, and meditation.
  • In December 2023, DPVR and SchooVR, a company that offers immersive educational content, entered into a partnership. This partnership between DPVR and SchooVR was aimed at improving instructional strategies for educators and learners by incorporating virtual reality (VR) into the classroom setting.
  • In September 2023, DPVR launched P2, a PC-based immersive virtual reality headset. It is ideal for traffic use and helps FEC owners with revenue growth and business transformation due to its stereo speakers, longer detachable cord, and leather faceliner.
  • In February 2023, Sony Group Corporation introduced the PlayStation VR2. It features high-fidelity visuals, new sensory features, and enhanced tracking, providing gamers with extraordinary experiences. The headset includes an OLED display with a resolution of 2000 x 2040 pixels per eye, a 110-degree field of view, and foveated rendering. It also incorporates innovative technology like the PlayStation VR2 Sense controller, 3D Audio, and eye tracking to enhance sensory features during gameplay.

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TABLE OF CONTENTS
 
1 INTRODUCTION (Page No. - 23)
    1.1 STUDY OBJECTIVES 
    1.2 IMMERSIVE VR MARKET DEFINITION 
    1.3 STUDY SCOPE 
           1.3.1 MARKETS COVERED AND REGIONAL SNAPSHOT
           1.3.2 YEARS CONSIDERED
           1.3.3 INCLUSIONS AND EXCLUSIONS
    1.4 CURRENCY CONSIDERED 
    1.5 UNITS CONSIDERED 
    1.6 LIMITATIONS 
    1.7 STAKEHOLDERS 
 
2 RESEARCH METHODOLOGY (Page No. - 27)
    2.1 INTRODUCTION 
    2.2 RESEARCH DATA 
           2.2.1 SECONDARY DATA
                    2.2.1.1 Major secondary sources
                    2.2.1.2 Key data from secondary sources
           2.2.2 PRIMARY DATA
                    2.2.2.1 Key participants in primary interviews
                    2.2.2.2 Breakdown of primary profiles
                    2.2.2.3 Key data from primary sources
                    2.2.2.4 Key industry insights
    2.3 FACTOR ANALYSIS 
           2.3.1 SUPPLY-SIDE ANALYSIS
    2.4 MARKET SIZE ESTIMATION METHODOLOGY 
           2.4.1 BOTTOM-UP APPROACH
                    2.4.1.1 Bottom-up approach to calculate market size (demand side)
           2.4.2 TOP-DOWN APPROACH
                    2.4.2.1 Top-down approach to calculate market size (supply side)
           2.4.3 GROWTH PROJECTIONS AND FORECAST-RELATED ASSUMPTIONS
    2.5 MARKET BREAKDOWN AND DATA TRIANGULATION 
    2.6 RESEARCH ASSUMPTIONS 
    2.7 RESEARCH LIMITATIONS 
    2.8 RISK ASSESSMENT 
 
3 EXECUTIVE SUMMARY (Page No. - 39)
 
4 PREMIUM INSIGHTS (Page No. - 43)
    4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR PLAYERS IN IMMERSIVE VR MARKET 
    4.2 MARKET FOR HARDWARE, BY COMPONENT 
    4.3 MARKET, BY OFFERING 
    4.4 MARKET, BY APPLICATION 
    4.5 MARKET, BY DEVICE TYPE 
    4.6 MARKET, BY REGION 
 
5 IMMERSIVE VR MARKET OVERVIEW (Page No. - 46)
    5.1 INTRODUCTION 
    5.2 MARKET DYNAMICS 
           5.2.1 DRIVERS
                    5.2.1.1 Rising popularity of metaverse
                    5.2.1.2 Advancements in display technology
                    5.2.1.3 Increasing investments in immersive VR market
                    5.2.1.4 Easy availability of content creation tools
                    5.2.1.5 Growing adoption of immersive VR in education
           5.2.2 RESTRAINTS
                    5.2.2.1 Health issues associated with prolonged use of VR devices
                    5.2.2.2 High energy consumption and latency issues
           5.2.3 OPPORTUNITIES
                    5.2.3.1 Ongoing developments in 5G technology
                    5.2.3.2 Expansion of travel & tourism industry
           5.2.4 CHALLENGES
                    5.2.4.1 Integration of real-time environmental data with immersive VR experiences
                    5.2.4.2 Unsatisfactory user experience due to technological hurdles
    5.3 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 
    5.4 PRICING ANALYSIS 
           5.4.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE
           5.4.2 AVERAGE SELLING PRICE TREND, BY REGION
    5.5 SUPPLY CHAIN ANALYSIS 
    5.6 ECOSYSTEM ANALYSIS 
    5.7 INVESTMENT AND FUNDING SCENARIO 
    5.8 TECHNOLOGY ANALYSIS 
           5.8.1 KEY TECHNOLOGIES
                    5.8.1.1 Motion tracking
                    5.8.1.2 3D graphics rendering engines
           5.8.2 COMPLEMENTARY TECHNOLOGIES
                    5.8.2.1 Artificial intelligence (AI) and machine learning (ML)
           5.8.3 ADJACENT TECHNOLOGIES
                    5.8.3.1 5G and high-speed networking
                    5.8.3.2 Extended reality (XR)
    5.9 PATENT ANALYSIS 
    5.10 TRADE ANALYSIS 
           5.10.1 IMPORT DATA (HS CODE 9504)
           5.10.2 EXPORT DATA (HS CODE 9504)
    5.11 KEY CONFERENCES AND EVENTS, 2024–2025 
    5.12 CASE STUDY ANALYSIS 
           5.12.1 HTC CORPORATION FACILITATES IMMERSIVE REMOTE COLLABORATION BETWEEN AUTOMOTIVE DESIGN TEAMS
           5.12.2 INNOWISE’S IMMERSIVE VR APP TRANSFORMS MANUFACTURING TRAINING PROCESS
           5.12.3 QUEST CREATES VIRTUAL FACTORY TOURS FOR NESTLE PURINA SALES TEAM
           5.12.4 FLAIM TRAINER PROVIDES COMPREHENSIVE TRAINING FOR FIREFIGHTERS
    5.13 TARIFF AND REGULATORY LANDSCAPE 
           5.13.1 TARIFF ANALYSIS (HS CODE 9504)
           5.13.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
           5.13.3 REGULATORY STANDARDS
    5.14 PORTER’S FIVE FORCES ANALYSIS 
           5.14.1 THREAT OF NEW ENTRANTS
           5.14.2 THREAT OF SUBSTITUTES
           5.14.3 BARGAINING POWER OF SUPPLIERS
           5.14.4 BARGAINING POWER OF BUYERS
           5.14.5 INTENSITY OF COMPETITIVE RIVALRY
    5.15 KEY STAKEHOLDERS AND BUYING CRITERIA 
           5.15.1 KEY STAKEHOLDERS IN BUYING PROCESS
           5.15.2 BUYING CRITERIA
    5.16 IMPACT OF AI/GEN AI ON MARKET 
 
6 IMMERSIVE VR MARKET, BY DEVICE TYPE (Page No. - 80)
    6.1 INTRODUCTION 
    6.2 HEAD-MOUNTED DISPLAYS 
           6.2.1 RISING ADOPTION IN DIVERSE APPLICATIONS FOR TRAINING & SIMULATION TO DRIVE MARKET
    6.3 GESTURE-TRACKING DEVICES 
           6.3.1 INCREASING USE IN HEALTHCARE AND GAMING TO FUEL MARKET GROWTH
                    6.3.1.1 Data gloves
                    6.3.1.2 Other gesture-tracking devices
    6.4 PROJECTORS & DISPLAY WALLS 
           6.4.1 INCREASING DEMAND FOR COMMUNAL VR EXPERIENCES TO FOSTER MARKET GROWTH
 
7 IMMERSIVE VR MARKET, BY OFFERING (Page No. - 86)
    7.1 INTRODUCTION 
    7.2 HARDWARE 
           7.2.1 SENSORS
                    7.2.1.1 Ability to enhance VR immersive experiences to boost demand
                    7.2.1.2 Accelerometers
                    7.2.1.3 Gyroscopes
                    7.2.1.4 Magnetometers
                    7.2.1.5 Proximity sensors
           7.2.2 SEMICONDUCTOR COMPONENTS
                    7.2.2.1 Increasing demand for high-quality content to drive demand
                    7.2.2.2 Graphics processing units (GPUs)
                    7.2.2.3 Headphones and speakers
                    7.2.2.4 Controllers and processors
                    7.2.2.5 Integrated circuits
           7.2.3 DISPLAYS & PROJECTORS
                    7.2.3.1 Advancements in display technology to boost market
           7.2.4 POSITION & ROOM TRACKERS
                    7.2.4.1 Increasing need to track user movement within virtual environments to drive market
           7.2.5 CAMERAS
                    7.2.5.1 Growing demand for front-facing cameras in VR systems to fuel market
           7.2.6 OTHER COMPONENTS
    7.3 SOFTWARE 
           7.3.1 CONTENT-RELATED SOFTWARE
                    7.3.1.1 Ability to create 3D models and scene animation to boost demand
           7.3.2 VR PLATFORMS
                    7.3.2.1 Ability to produce high-resolution, stereoscopic 3D visuals to spike demand
           7.3.3 SOFTWARE DEVELOPMENT KITS
                    7.3.3.1 Significant demand for training simulations and mobile apps to drive market
 
8 IMMERSIVE VR MARKET, BY APPLICATION (Page No. - 106)
    8.1 INTRODUCTION 
    8.2 CONSUMER 
           8.2.1 ADVANCEMENTS IN IMMERSIVE VR HARDWARE AND DECLINING COSTS TO DRIVE MARKET
           8.2.2 GAMING AND ENTERTAINMENT
           8.2.3 SPORTS
    8.3 COMMERCIAL 
           8.3.1 NEED FOR IMPACTFUL ADVERTISING AND EFFECTIVE PROMOTIONS TO FUEL GROWTH
           8.3.2 RETAIL & ECOMMERCE
           8.3.3 EDUCATION & TRAINING
           8.3.4 TRAVEL & TOURISM
           8.3.5 ADVERTISING
    8.4 ENTERPRISE 
           8.4.1 INCREASING USE OF IMMERSIVE VR DEVICES TO TRAIN WORKFORCE TO DRIVE MARKET
    8.5 HEALTHCARE 
           8.5.1 GROWING USE FOR MEDICAL TRAINING AND PATIENT CARE TO BOOST MARKET
           8.5.2 SURGERY
           8.5.3 PATIENT CARE MANAGEMENT
           8.5.4 FITNESS MANAGEMENT
           8.5.5 PHARMACY MANAGEMENT
           8.5.6 MEDICAL TRAINING AND EDUCATION
    8.6 AEROSPACE & DEFENSE 
           8.6.1 RISING USE OF IMMERSIVE VR IN TRAINING & SIMULATION TO DRIVE MARKET
    8.7 OTHER APPLICATIONS 
           8.7.1 AUTOMOTIVE
           8.7.2 REAL ESTATE (ARCHITECTURE & BUILDING DESIGN)
           8.7.3 GEOSPATIAL MINING
 
9 IMMERSIVE VR MARKET, BY REGION (Page No. - 140)
    9.1 INTRODUCTION 
    9.2 NORTH AMERICA 
           9.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
           9.2.2 US
                    9.2.2.1 Advancements in display technologies to drive market
           9.2.3 CANADA
                    9.2.3.1 Expanding technology sector to propel market
           9.2.4 MEXICO
                    9.2.4.1 Increasing adoption of immersive VR in training & simulation to drive market
    9.3 EUROPE 
           9.3.1 MACROECONOMIC OUTLOOK FOR EUROPE
           9.3.2 GERMANY
                    9.3.2.1 Increasing use of immersive VR in consumer applications to drive demand
           9.3.3 FRANCE
                    9.3.3.1 Rising emphasis on online advertising to spur growth
           9.3.4 UK
                    9.3.4.1 Investments in technology sector to boost market
           9.3.5 REST OF EUROPE
    9.4 ASIA PACIFIC 
           9.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
           9.4.2 CHINA
                    9.4.2.1 Growth in gaming and video content industries to drive market
           9.4.3 INDIA
                    9.4.3.1 Increasing awareness of advanced technologies to accelerate market
           9.4.4 JAPAN
                    9.4.4.1 Growing demand for advanced technologies across sectors to fuel market
           9.4.5 SOUTH KOREA
                    9.4.5.1 Digital transformation in enterprise sector to boost market
           9.4.6 REST OF ASIA PACIFIC
    9.5 ROW 
           9.5.1 MACROECONOMIC OUTLOOK FOR ROW
           9.5.2 SOUTH AMERICA
                    9.5.2.1 Expanding consumer market to create opportunities
           9.5.3 MIDDLE EAST & AFRICA
                    9.5.3.1 Increasing adoption in healthcare to drive market
                    9.5.3.2 GCC countries
                    9.5.3.3 Rest of Middle East & Africa
 
10 COMPETITIVE LANDSCAPE (Page No. - 164)
     10.1 OVERVIEW 
     10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020–2024 
     10.3 REVENUE ANALYSIS, 2019–2023 
     10.4 MARKET SHARE ANALYSIS, 2023 
     10.5 COMPANY VALUATION AND FINANCIAL METRICS 
     10.6 BRAND/PRODUCT COMPARISON 
     10.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023 
             10.7.1 STARS
             10.7.2 EMERGING LEADERS
             10.7.3 PERVASIVE PLAYERS
             10.7.4 PARTICIPANTS
             10.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023
                        10.7.5.1 Company footprint
                        10.7.5.2 Offering footprint
                        10.7.5.3 Device type footprint
                        10.7.5.4 Application footprint
                        10.7.5.5 Region footprint
     10.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023 
             10.8.1 PROGRESSIVE COMPANIES
             10.8.2 RESPONSIVE COMPANIES
             10.8.3 DYNAMIC COMPANIES
             10.8.4 STARTING BLOCKS
             10.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023
                        10.8.5.1 Detailed list of key startups/SMEs
                        10.8.5.2 Competitive benchmarking of key startups/SMEs
     10.9 COMPETITIVE SCENARIO 
             10.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS
             10.9.2 DEALS
 
11 COMPANY PROFILES (Page No. - 187)
     11.1 KEY PLAYERS 
             11.1.1 SONY GROUP CORPORATION
                        11.1.1.1 Business overview
                        11.1.1.2 Products/Solutions/Services offered
                        11.1.1.3 Recent developments
                                     11.1.1.3.1 Product launches and enhancements
                                     11.1.1.3.2 Deals
                        11.1.1.4 MnM view
                                     11.1.1.4.1 Key strengths
                                     11.1.1.4.2 Strategic choices
                                     11.1.1.4.3 Weaknesses and competitive threats
             11.1.2 MICROSOFT
                        11.1.2.1 Business overview
                        11.1.2.2 Products/Solutions/Services offered
 
                                     11.1.2.3.1 Deals
                        11.1.2.4 MnM view
                                     11.1.2.4.1 Key strengths
                                     11.1.2.4.2 Strategic choices
                                     11.1.2.4.3 Weaknesses and competitive threats
             11.1.3 META
                        11.1.3.1 Business overview
                        11.1.3.2 Products/Solutions/Services offered
                        11.1.3.3 Recent developments
                                     11.1.3.3.1 Product launches and enhancements
                                     11.1.3.3.2 Deals
                        11.1.3.4 MnM view
                                     11.1.3.4.1 Key strengths
                                     11.1.3.4.2 Strategic choices
                                     11.1.3.4.3 Weaknesses and competitive threats
             11.1.4 HTC CORPORATION
                        11.1.4.1 Business overview
                        11.1.4.2 Products/Solutions/Services offered
                        11.1.4.3 Recent developments
                                     11.1.4.3.1 Product launches and enhancements
                                     11.1.4.3.2 Deals
                        11.1.4.4 MnM view
                                     11.1.4.4.1 Key strengths
                                     11.1.4.4.2 Strategic choices
                                     11.1.4.4.3 Weaknesses and competitive threats
             11.1.5 BYTEDANCE
                        11.1.5.1 Business overview
                        11.1.5.2 Products/Solutions/Services offered
                        11.1.5.3 Recent developments
                                     11.1.5.3.1 Product launches and enhancements
                                     11.1.5.3.2 Deals
                        11.1.5.4 MnM view
                                     11.1.5.4.1 Key strengths
                                     11.1.5.4.2 Strategic choices
                                     11.1.5.4.3 Weaknesses and competitive threats
             11.1.6 DPVR
                        11.1.6.1 Business overview
                        11.1.6.2 Products/Solutions/Services offered
                        11.1.6.3 Recent developments
                                     11.1.6.3.1 Product launches and enhancements
                                     11.1.6.3.2 Deals
                        11.1.6.4 MnM view
                                     11.1.6.4.1 Key strengths
                                     11.1.6.4.2 Strategic choices
                                     11.1.6.4.3 Weaknesses and competitive threats
             11.1.7 APPLE INC.
                        11.1.7.1 Business overview
                        11.1.7.2 Products/Solutions/Services offered
                        11.1.7.3 Recent developments
                                     11.1.7.3.1 Product launches and enhancements
             11.1.8 SAMSUNG ELECTRONICS CO., LTD.
                        11.1.8.1 Business overview
                        11.1.8.2 Products/Solutions/Services offered
             11.1.9 BARCO
                        11.1.9.1 Business overview
                        11.1.9.2 Products/Solutions/Services offered
                        11.1.9.3 Recent developments
                                     11.1.9.3.1 Product launches and enhancements
                                     11.1.9.3.2 Deals
             11.1.10 LENOVO
                        11.1.10.1 Business overview
                        11.1.10.2 Products/Solutions/Services offered
                        11.1.10.3 Recent developments
                                     11.1.10.3.1 Product launches and enhancements
                                     11.1.10.3.2 Deals
     11.2 OTHER PLAYERS 
             11.2.1 INTEL CORPORATION
             11.2.2 ULTRALEAP
             11.2.3 UNITY TECHNOLOGIES
             11.2.4 PENUMBRA, INC.
             11.2.5 FOVE INC
             11.2.6 QUYTECH
             11.2.7 HQSOFTWARE
             11.2.8 INNOWISE
             11.2.9 XRHEALTH IL LTD.
             11.2.10 VECTION TECHNOLOGIES
             11.2.11 MINDMAZE
             11.2.12 VIRTUALLY LIVE
             11.2.13 WORLDVIZ, INC.
             11.2.14 VIRTUIX
             11.2.15 NINTENDO
 
12 APPENDIX (Page No. - 232)
     12.1 INSIGHTS FROM INDUSTRY EXPERTS 
     12.2 DISCUSSION GUIDE 
     12.3 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 
     12.4 CUSTOMIZATION OPTIONS 
     12.5 RELATED REPORTS 
     12.6 AUTHOR DETAILS 
 
LIST OF TABLES (223 TABLES)
 
TABLE 1 IMMERSIVE VR MARKET: GROWTH ASSUMPTIONS
TABLE 2 MARKET: RESEARCH ASSUMPTIONS
TABLE 3 MARKET: RISK ASSESSMENT
TABLE 4 AVERAGE SELLING PRICE TREND OF HMDS OFFERED BY KEY PLAYERS, 2020–2023 (USD)
TABLE 5 AVERAGE SELLING PRICE TREND OF GESTURE-TRACKING DEVICES OFFERED BY KEY PLAYERS, 2020–2023 (USD)
TABLE 6 AVERAGE SELLING PRICE TREND FOR HMDS, BY REGION, 2019–2023 (USD)
TABLE 7 MARKET: ROLE OF COMPANIES IN ECOSYSTEM
TABLE 8 IMMERSIVE VR-RELATED INNOVATIONS AND PATENT REGISTRATIONS, 2022–2023
TABLE 9 IMPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023
TABLE 10 EXPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023
TABLE 11 MARKET: KEY CONFERENCES AND EVENTS, 2024–2025
TABLE 12 MFN TARIFFS FOR HS CODE 9504-COMPLIANT PRODUCTS EXPORTED BY US, 2023
TABLE 13 NORTH AMERICA: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 14 EUROPE: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 15 ASIA PACIFIC: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 16 ROW: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 17 IMMERSIVE VR MARKET: IMPACT OF PORTER’S FIVE FORCES
TABLE 18 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING (%)
TABLE 19 KEY BUYING CRITERIA, BY OFFERING
TABLE 20 MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 21 MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 22 MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)
TABLE 23 MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)
TABLE 24 MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 25 MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 26 HARDWARE: MARKET, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 27 HARDWARE: MARKET, BY COMPONENT, 2024–2029 (USD MILLION)
TABLE 28 HARDWARE: MARKET FOR HEAD-MOUNTED DISPLAYS, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 29 HARDWARE: MARKET FOR HEAD-MOUNTED DISPLAYS, BY COMPONENT, 2024–2029 (USD MILLION)
TABLE 30 HARDWARE: MARKET FOR GESTURE-TRACKING DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 31 HARDWARE: MARKET FOR GESTURE-TRACKING DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)
TABLE 32 HARDWARE: MARKET FOR PROJECTORS & DISPLAY WALLS, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 33 HARDWARE: MARKET FOR PROJECTORS & DISPLAY WALLS, BY COMPONENT, 2024–2029 (USD MILLION)
TABLE 34 HARDWARE: MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 35 HARDWARE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 36 HARDWARE: MARKET FOR HEAD-MOUNTED DISPLAYS, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 37 HARDWARE: MARKET FOR HEAD-MOUNTED DISPLAYS, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 38 HARDWARE: MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 39 HARDWARE: MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 40 HARDWARE: MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 41 HARDWARE: MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 42 SENSORS: MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 43 SENSORS: MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 44 SEMICONDUCTOR COMPONENTS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 45 SEMICONDUCTOR COMPONENTS: MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 46 DISPLAYS & PROJECTORS: MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 47 DISPLAYS & PROJECTORS: MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 48 DISPLAYS & PROJECTORS: MARKET, TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 49 DISPLAYS & PROJECTORS: MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
TABLE 50 POSITION & ROOM TRACKERS: MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 51 POSITION & ROOM TRACKERS: MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 52 CAMERAS: MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 53 CAMERAS: MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 54 OTHER COMPONENTS: MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 55 OTHER COMPONENTS: MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 56 SOFTWARE: MARKET, BY TYPE, 2020–2023 (USD MILLION)
TABLE 57 SOFTWARE: MARKET, BY TYPE, 2024–2029 (USD MILLION)
TABLE 58 SOFTWARE: MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 59 SOFTWARE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 60 MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 61 MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 62 CONSUMER: IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 63 CONSUMER: MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 64 CONSUMER: MARKET FOR HARDWARE, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 65 CONSUMER: MARKET FOR HARDWARE, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 66 CONSUMER: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 67 CONSUMER: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 68 CONSUMER: MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 69 CONSUMER: MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 70 CONSUMER: MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 71 CONSUMER: MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 72 CONSUMER: MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 73 CONSUMER: MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 74 CONSUMER: MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
TABLE 75 CONSUMER: MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
TABLE 76 CONSUMER: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 77 CONSUMER: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 78 COMMERCIAL: IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 79 COMMERCIAL: MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 80 COMMERCIAL: MARKET FOR HARDWARE, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 81 COMMERCIAL: MARKET FOR HARDWARE, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 82 COMMERCIAL: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 83 COMMERCIAL: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 84 COMMERCIAL: MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 85 COMMERCIAL: MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 86 COMMERCIAL: MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 87 COMMERCIAL: MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 88 COMMERCIAL: MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 89 COMMERCIAL: MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 90 COMMERCIAL: MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
TABLE 91 COMMERCIAL: MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
TABLE 92 COMMERCIAL: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 93 COMMERCIAL: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 94 ENTERPRISE: IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 95 ENTERPRISE: MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 96 ENTERPRISE: MARKET FOR HARDWARE, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 97 ENTERPRISE: MARKET FOR HARDWARE, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 98 ENTERPRISE: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 99 ENTERPRISE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 100 ENTERPRISE: MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 101 ENTERPRISE: MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 102 ENTERPRISE: MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 103 ENTERPRISE: MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 104 ENTERPRISE: MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 105 ENTERPRISE: MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 106 ENTERPRISE: MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
TABLE 107 ENTERPRISE: MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
TABLE 108 ENTERPRISE: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 109 ENTERPRISE: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 110 HEALTHCARE: IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 111 HEALTHCARE: MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 112 HEALTHCARE: MARKET FOR HARDWARE, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 113 HEALTHCARE: MARKET FOR HARDWARE, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 114 HEALTHCARE: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 115 HEALTHCARE MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 116 HEALTHCARE: MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 117 HEALTHCARE: MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 118 HEALTHCARE: MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 119 HEALTHCARE: MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 120 HEALTHCARE: MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 121 HEALTHCARE: MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 122 HEALTHCARE: MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
TABLE 123 HEALTHCARE: MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
TABLE 124 HEALTHCARE: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 125 HEALTHCARE: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 126 AEROSPACE & DEFENSE: MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 127 AEROSPACE & DEFENSE: MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 128 AEROSPACE & DEFENSE: MARKET FOR HARDWARE, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 129 AEROSPACE & DEFENSE: MARKET FOR HARDWARE, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 130 AEROSPACE & DEFENSE: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 131 AEROSPACE & DEFENSE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 132 AEROSPACE & DEFENSE: MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 133 AEROSPACE & DEFENSE: MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 134 AEROSPACE & DEFENSE: MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 135 AEROSPACE & DEFENSE: MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 136 AEROSPACE & DEFENSE: MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 137 AEROSPACE & DEFENSE: MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 138 AEROSPACE & DEFENSE: MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
TABLE 139 AEROSPACE & DEFENSE: MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
TABLE 140 AEROSPACE & DEFENSE: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 141 AEROSPACE & DEFENSE: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 142 OTHER APPLICATIONS: IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 143 OTHER APPLICATIONS: MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 144 OTHER APPLICATIONS: MARKET FOR HARDWARE, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 145 OTHER APPLICATIONS: MARKET FOR HARDWARE, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 146 OTHER APPLICATIONS: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 147 OTHER APPLICATIONS: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 148 OTHER APPLICATIONS: MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 149 OTHER APPLICATIONS: MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 150 OTHER APPLICATIONS: MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 151 OTHER APPLICATIONS: MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 152 OTHER APPLICATIONS: MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 153 OTHER APPLICATIONS: MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 154 OTHER APPLICATIONS: MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
TABLE 155 OTHER APPLICATIONS: MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
TABLE 156 OTHER APPLICATIONS: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 157 OTHER APPLICATIONS: MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 158 IMMERSIVE VR MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 159 MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 160 NORTH AMERICA: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 161 NORTH AMERICA: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 162 NORTH AMERICA: MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 163 NORTH AMERICA: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 164 EUROPE: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 165 EUROPE: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 166 EUROPE: MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 167 EUROPE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 168 ASIA PACIFIC: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 169 ASIA PACIFIC: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 170 ASIA PACIFIC: MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 171 ASIA PACIFIC: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 172 ROW: MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 173 ROW: MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 174 ROW: MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 175 ROW: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 176 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 177 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 178 IMMERSIVE VR MARKET: KEY STRATEGIES ADOPTED BY LEADING PLAYERS, 2020–2024
TABLE 179 MARKET: DEGREE OF COMPETITION, 2023
TABLE 180 MARKET: OFFERING FOOTPRINT
TABLE 181 MARKET: DEVICE TYPE FOOTPRINT
TABLE 182 MARKET: APPLICATION FOOTPRINT
TABLE 183 MARKET: REGION FOOTPRINT
TABLE 184 MARKET: KEY STARTUPS/SMES
TABLE 185 MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
TABLE 186 MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, FEBRUARY 2020–JUNE 2024
TABLE 187 MARKET: DEALS, FEBRUARY 2020–JUNE 2024
TABLE 188 SONY GROUP CORPORATION: COMPANY OVERVIEW
TABLE 189 SONY GROUP CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 190 SONY GROUP CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 191 SONY GROUP CORPORATION: DEALS
TABLE 192 MICROSOFT: COMPANY OVERVIEW
TABLE 193 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 194 MICROSOFT: DEALS
TABLE 195 META: COMPANY OVERVIEW
TABLE 196 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 197 META: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 198 META: DEALS
TABLE 199 HTC CORPORATION: COMPANY OVERVIEW
TABLE 200 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 201 HTC CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 202 HTC CORPORATION: DEALS
TABLE 203 BYTEDANCE: COMPANY OVERVIEW
TABLE 204 BYTEDANCE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 205 BYTEDANCE: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 206 BYTEDANCE: DEALS
TABLE 207 DPVR: COMPANY OVERVIEW
TABLE 208 DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 209 DPVR: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 210 DPVR: DEALS
TABLE 211 APPLE INC.: COMPANY OVERVIEW
TABLE 212 APPLE INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 213 APPLE INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 214 SAMSUNG ELECTRONICS CO., LTD.: COMPANY OVERVIEW
TABLE 215 SAMSUNG ELECTRONICS CO., LTD.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 216 BARCO: COMPANY OVERVIEW
TABLE 217 BARCO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 218 BARCO: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 219 BARCO: DEALS
TABLE 220 LENOVO: COMPANY OVERVIEW
TABLE 221 LENOVO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 222 LENOVO: PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 223 LENOVO: DEALS
 
 
LIST OF FIGURES (65 FIGURES)
 
FIGURE 1 MARKET SEGMENTATION
FIGURE 2 IMMERSIVE VR MARKET: RESEARCH DESIGN
FIGURE 3 MARKET: RESEARCH APPROACH
FIGURE 4 REVENUE GENERATED FROM SALES OF IMMERSIVE VR SOLUTIONS
FIGURE 5 MARKET: SUPPLY-SIDE ANALYSIS
FIGURE 6 MARKET: BOTTOM-UP APPROACH
FIGURE 7 MARKET: TOP-DOWN APPROACH
FIGURE 8 MARKET: DATA TRIANGULATION
FIGURE 9 MARKET, 2020–2029 (USD MILLION)
FIGURE 10 SOFTWARE SEGMENT TO LEAD MARKET BETWEEN 2024 AND 2029
FIGURE 11 GESTURE-TRACKING DEVICES SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
FIGURE 12 CONSUMER SEGMENT TO DOMINATE MARKET DURING FORECAST PERIOD
FIGURE 13 MARKET IN ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
FIGURE 14 RISING ADOPTION OF IMMERSIVE VR FOR TRAINING PURPOSES TO DRIVE MARKET
FIGURE 15 DISPLAYS & PROJECTORS TO CAPTURE LARGEST MARKET SHARE FROM 2024 TO 2029
FIGURE 16 SOFTWARE SEGMENT TO COMMAND MARKET DURING FORECAST PERIOD
FIGURE 17 CONSUMER SEGMENT TO ACCOUNT FOR LADRGEST MARKET SHARE DURING FORECAST PERIOD
FIGURE 18 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE MARKET FROM 2024 TO 2029
FIGURE 19 ASIA PACIFIC TO ACCOUNT FOR LARGEST MARKET SIZE IN 2029
FIGURE 20 MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
FIGURE 21 IMPACT OF DRIVERS
FIGURE 22 IMPACT OF RESTRAINTS
FIGURE 23 IMPACT OF OPPORTUNITIES
FIGURE 24 IMPACT OF CHALLENGES
FIGURE 25 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
FIGURE 26 AVERAGE SELLING PRICE TREND FOR DEVICES OFFERED BY KEY PLAYERS
FIGURE 27 AVERAGE SELLING PRICE TREND FOR HMDS, BY REGION, 2020–2023
FIGURE 28 IMMERSIVE VR MARKET: SUPPLY CHAIN ANALYSIS
FIGURE 29 MARKET: ECOSYSTEM ANALYSIS
FIGURE 30 MARKET: INVESTMENT AND FUNDING SCENARIO, 2019–2023
FIGURE 31 MARKET: PATENT ANALYSIS, 2013–2023
FIGURE 32 IMPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS FOR TOP FIVE COUNTRIES, 2019–2023
FIGURE 33 EXPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS FOR TOP FIVE COUNTRIES, 2019–2023
FIGURE 34 MARKET: PORTER’S FIVE FORCES ANALYSIS
FIGURE 35 MARKET: IMPACT OF PORTER’S FIVE FORCES ANALYSIS
FIGURE 36 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING
FIGURE 37 KEY BUYING CRITERIA, BY OFFERING
FIGURE 38 IMPACT OF AI/GEN AI ON MARKET
FIGURE 39 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE MARKET BETWEEN 2024 AND 2029
FIGURE 40 SOFTWARE SEGMENT TO LEAD MARKET BETWEEN 2024 AND 2029
FIGURE 41 DISPLAYS & PROJECTORS SEGMENT TO DOMINATE MARKET DURING FORECAST PERIOD
FIGURE 42 CONTENT-RELATED SOFTWARE TO LEAD MARKET BETWEEN 2024 AND 2029
FIGURE 43 CONSUMER APPLICATION TO DOMINATE MARKET BETWEEN 2024 AND 2029
FIGURE 44 ASIA PACIFIC TO RECORD HIGHEST CAGR IN MARKET BETWEEN 2024 AND 2029
FIGURE 45 CHINA TO REGISTER HIGHEST CAGR IN GLOBAL IMMERSIVE VR MARKET BETWEEN 2024 AND 2029
FIGURE 46 NORTH AMERICA: MARKET SNAPSHOT
FIGURE 47 EUROPE: MARKET SNAPSHOT
FIGURE 48 ASIA PACIFIC: MARKET SNAPSHOT
FIGURE 49 ROW: MARKET SNAPSHOT
FIGURE 50 MARKET: REVENUE ANALYSIS OF TOP PLAYERS, 2019–2023
FIGURE 51 MARKET SHARE ANALYSIS, 2023
FIGURE 52 MARKET: COMPANY VALUATION
FIGURE 53 MARKET: FINANCIAL METRICS (EV/EBITDA)
FIGURE 54 MARKET: BRAND/PRODUCT COMPARISON
FIGURE 55 MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023
FIGURE 56 MARKET: COMPANY FOOTPRINT
FIGURE 57 IMMERSIVE VR MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023
FIGURE 58 SONY GROUP CORPORATION: COMPANY SNAPSHOT
FIGURE 59 MICROSOFT: COMPANY SNAPSHOT
FIGURE 60 META: COMPANY SNAPSHOT
FIGURE 61 HTC CORPORATION: COMPANY SNAPSHOT
FIGURE 62 APPLE INC.: COMPANY SNAPSHOT
FIGURE 63 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
FIGURE 64 BARCO: COMPANY SNAPSHOT
FIGURE 65 LENOVO: COMPANY SNAPSHOT

 

 

The research study involved 4 major activities in estimating the size of the immersive VR market. Exhaustive secondary research has been done to collect important information about the market and peer markets. The validation of these findings, assumptions, and sizing with the help of primary research with industry experts across the supply chain has been the next step. Both top-down and bottom-up approaches have been used to estimate the market size. Post which the market breakdown and data triangulation have been adopted to estimate the market sizes of segments and sub-segments.

Secondary Research

In the secondary research process, various secondary sources have been referred to for identifying and collecting information required for this study. The secondary sources include annual reports, press releases, and investor presentations of companies, white papers, and articles from recognized authors. Secondary research has been mainly done to obtain key information about the market’s value chain, the pool of key market players, market segmentation according to industry trends, regional outlook and developments from both market and technology perspectives.

Primary Research

In primary research, various primary sources from both supply and demand sides have been interviewed to obtain qualitative and quantitative insights required for this report. Primary sources from the supply side include experts such as CEOs, vice presidents, marketing directors, manufacturers, technology and innovation directors, end users, and related executives from multiple key companies and organizations operating in the augmented and immersive VR market ecosystem. After interacting with industry experts, brief sessions were conducted with highly experienced independent consultants to reinforce the findings from our primary. This, along with the in-house subject matter experts’ opinions, has led us to the findings as described in the remainder of this report. The breakdown of primary respondents is as follows:

Immersive VR Market Size, and Share

Market Size Estimation

The bottom-up procedure has been employed to arrive at the overall size of the immersive VR market.

  • Identifying applications wherein immersive VR systems are deployed or are expected to use
  • Analyzing major providers of immersive VR equipment and original equipment manufacturers (OEMs), as well as studying their portfolios and understanding different technologies used
  • Analyzing the average selling price of immersive VR systems
  • Arriving at the market estimates by analyzing the revenue of companies and then combining these figures to arrive at the market size
  • Studying various paid and unpaid sources, such as annual reports, press releases, white papers, and databases, to gather the required information
  • Tracking the ongoing developments and identifying the upcoming developments in the market that include investments, research and development activities, product launches, contracts, collaborations, and partnerships undertaken, and forecasting the market size based on these developments
  • Carrying out multiple discussions with key opinion leaders to understand the types of immersive VR hardware and software designed and developed, thereby analyzing the break-up of the scope of work carried out by the major companies in the immersive VR market
  • Arriving at the market estimates by analyzing the revenue generated by key companies providing immersive VR products on the basis of their locations (countries) and then combining the market size for each country to get the market estimate by region
  • Verifying and crosschecking the estimates at every level by discussing with key opinion leaders, including CXOs, directors, and operation managers, and then finally with the domain experts at MarketsandMarkets

Immersive VR Market Size, and Bottom-Up Approach

The top-down approach has been used to estimate and validate the total size of the immersive VR market.

  • Focusing on top-line investments and expenditures being made in the ecosystems of various applications
  • Calculating the market size, considering revenues from major players through the cost of immersive VR systems
  • Segmenting each application of the immersive VR system in each region and deriving the global market size based on the region
  • Acquiring and analyzing information related to revenues generated by players through their crucial product offerings
  • Conducting multiple on-field discussions with key opinion leaders involved in developing various immersive VR solutions
  • Estimating geographical splits by using secondary sources on the basis of various factors, such as the number of players in a specific country and region, types of immersive VR products/solutions offered across various applications.

Immersive VR Market Size, and Top-Down Approach

Data Triangulation

After arriving at the overall market size-using the market size estimation processes as explained above-the market has been split into several segments and subsegments. To complete the entire market engineering process and arrive at the exact statistics of each market segment and subsegment, data triangulation and market breakdown procedures have been employed, wherever applicable. The data has been triangulated by studying various factors and trends from the demand and supply sides of the immersive VR market.

Market Definition

Immersive VR is the simulated experience using 3D near-eye displays and pose tracking that makes the user feel as if they are actually present in the virtual world. It creates similar or entirely different simulated environments for applications in entertainment, education, and healthcare. These environments are meant to be interactive and immersive such that users believe they are actually within these virtual settings. VR usually employs headsets with near-eye displays and tracking mechanisms for creating movement and position within the visualization. Additionally, other senses including sound as well as haptics might be included to make the whole experience better.

Key Stakeholders

  • Raw material and manufacturing equipment suppliers
  • Semiconductor foundries
  • Original equipment manufacturers (OEMs)
  • Immersive VR device manufacturers
  • Original design manufacturers (ODMs) and OEM technology solution providers
  • Research organizations
  • Technology standard organizations, forums, alliances, and associations
  • Technology investors
  • Governments, financial institutions, and investment communities
  • Analysts and strategic business planners

Report Objectives

  • To describe and forecast the size of the immersive VR market by offering, device type, application, and region in terms of value
  • To describe and forecast the market size of various segments across four key regions—North America, Europe, Asia Pacific, and Rest of the World (RoW), in terms of value
  • To forecast the size of the immersive VR market by device type in terms of volume
  • To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the immersive VR market 
  • To analyze the immersive VR value chain and ecosystem, along with the average selling price of immersive VR systems
  • To strategically analyze the regulatory landscape, tariff, standards, patents, Porter’s five forces, import and export scenarios, trade values, and case studies pertaining to the market under study
  • To strategically analyze micromarkets with regard to individual growth trends, prospects, and contributions to the overall market
  • To analyze opportunities in the market for stakeholders by identifying high-growth segments
  • To provide details of the competitive landscape for market leaders
  • To analyze strategies such as product launches, expansion, collaborations, acquisitions, partnerships, and expansions adopted by players in the immersive VR market
  • To profile key players in the immersive VR market and comprehensively analyze their market ranking based on their revenue, market share, and core competencies.

Available customizations:

With the given market data, MarketsandMarkets offers customizations according to the specific requirements of companies. The following customization options are available for the report:

  • Detailed analysis and profiling of additional market players based on various blocks of the supply chain
Custom Market Research Services

We will customize the research for you, in case the report listed above does not meet with your exact requirements. Our custom research will comprehensively cover the business information you require to help you arrive at strategic and profitable business decisions.

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Report Code
SE 9155
Published ON
Sep, 2024
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