Immersive VR Market Size, Share, Companies & Industry

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

[240 Pages Report] The global immersive VR market was valued at USD 10.1 billion in 2024 and is projected to reach USD 34.9 billion by 2029; it is expected to register a CAGR of 28.0% during the forecast period. Some of the key factors propelling the growth of the immersive VR 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.

Impact of AI/Gen AI on the 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 key 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


Immersive VR Market


Immersive VR Market

Immersive VR Market Forecast to 2029

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Market Dynamics:

Driver: Increasing use of VR HMDs in the gaming sector

VR technology keeps on 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 have become so much easier owing to improvements done over time like higher resolution, more defined graphics, and superior displays among others. 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 intended to take players deeper into 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. 5G’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.

For example, 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

When it comes to how effective VR devices are, there are a number of technical issues that must be carefully looked at. The most important among these factors are display latency and energy usage. Latency, which is the time elapsed between a user's action in a virtual reality setting and its visual presentation, maybe a big factor in how much a user feels involved while using these technologies. Even the slightest delay can cause discomfort, confusion, or a feeling of being cut off from the virtual environment. Furthermore, energy consumption in virtual environments is directly connected to usability/feasibility. Consequently, shorter immersed sessions and more frequent recharges are the outcome of decreased battery life.

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

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

It is expected that the software market will grow at the highest CAGR during 2024–2029. The need for innovative and flexible virtual reality (VR) experiences throughout numerous sectors drives up the demand for software even further. 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, the head-mounted displays segment is expected to grow with the highest CAGR by 2029.

By device type, head-mounted displays (HMDs) are projected to have the fastest growth rate due to their increasing usage in business, gaming, and entertainment sectors. As one of the key components behind the growth of the VR industry, they provide fully immersive experiences which are gaining popularity with advancements in technology and affordability. Continuous advancements in display technology have increased the appeal of HMDs to businesses and consumers alike by improving the VR experience with their wider field of view and higher resolution. Moreover, the increasing affordability of HMDs with wireless connectivity and eye-tracking capabilities is accelerating the adoption of HMDs in many applications.

In 2029, Asia Pacific is projected to hold the highest CAGR of the 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 market is experiencing significant growth due to the rise of eSports; hence, immersive gaming experiences is a major driver. Immersive VR offers a new level of engagement for gamers, and the growing popularity of eSports fuels the demand for VR. Significant players from the region Sony Group Corporation (Japan), Samsung Electronics Co., Ltd. (South Korea), DPVR (China), FOVE, Inc (Japan), and ByteDance (China).

Immersive VR Market by Region

Immersive VR Market by Region

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Key Market Players

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

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Scope of the Report

Report Metric

Details

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 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 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 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.

Frequently Asked Questions (FAQs):

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TABLE OF CONTENTS
 
1 Introduction 
    1.1. Study Objectives  
    1.2. Market Definition and Scope 
           1.2.1. Inclusions and Exclusions
    1.3. Study Scope 
           1.3.1. Markets Covered
           1.3.2. Geographic Segmentation
           1.3.3. Years Considered for the Study
    1.4. Currency 
    1.5. Limitations 
    1.6. Stakeholders 
 
2 Research Methodology 
    2.1. Research Data 
           2.1.1. Secondary Data
                    2.1.1.1. Major Secondary Sources
                    2.1.1.2. Key Data from Secondary Sources
           2.1.2. Primary Data
                    2.1.2.1. Primary Interviews with Experts
                    2.1.2.2. Key Data from Primary Sources
                    2.1.2.3. Key Industry Insights
                    2.1.2.4. Breakdown of Primaries
    2.2. Market Size Estimation 
           2.2.1. Bottom-Up Approach 
                    2.2.1.1. Approach for Capturing Market Share by Bottom-Up Analysis (Demand Side)
           2.2.2.  Top-Down Approach
                    2.2.2.1. Approach for Capturing Market Share by Top-Down Analysis (Supply Side)
    2.3. Market Breakdown and Data Triangulation 
    2.4. Research Assumptions 
    2.5. Risk Assessment 
    2.6. Limitations of Research 
 
3 Executive Summary 
 
4 Premium Insights  
 
5 Market Overview 
    5.1. Introduction 
    5.2. Market Dynamics 
    5.3. Trends/Disruptions Impacting Customer’s 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. Value Chain Analysis 
    5.6. Impact of AI/Gen AI on Immersive VR Market 
    5.7. Ecosystem Analysis 
    5.8. Investment and Funding Scenario 
    5.9. Funding, By Application 
    5.10. Technology Analysis 
           5.10.1. Key Technologies
                    5.10.1.1. Motion Tracking Systems 
                    5.10.1.2. 3D Graphics Rendering Engines
           5.10.2. Complementary Technology
                    5.10.2.1. Artificial Intelligence (AI) and Machine Learning (ML)
           5.10.3. Adjacent Technology
                    5.10.3.1. Extended Reality
    5.11. Patent Analysis 
    5.12. Trade Analysis 
    5.13. Key Conferences and Events (2024-2025) 
    5.14. Case Study Analysis 
    5.15. Regulatory Landscape 
           5.15.1. Regulatory Bodies, Government Agencies, and Other Organizations
    5.16. Porters Five Force Analysis 
           5.16.1. Threat from New Entrants
           5.16.2. Threat of Substitutes
           5.16.3. Bargaining Power of Suppliers
           5.16.4. Bargaining Power of Buyers
           5.16.5. Intensity of Competitive Rivalry
    5.17. Key Stakeholders and Buying Criteria 
           5.17.1. Key Stakeholders in Buying Process
           5.17.2. Buying Criteria
 
6 Immersive VR Market, By Offering 
    6.1. Introduction 
    6.2. Hardware 
           6.2.1. Sensors
           6.2.2. Cameras
           6.2.3. Displays
           6.2.4. Room/Position Trackers
           6.2.5. Other Components
    6.3. Software 
 
7 Immersive VR Market, By Device Type 
    7.1. Introduction 
    7.2. Head-mounted Displays (HMDs) 
    7.3. Gesture Tracking Devices 
    7.4. Projectors and Display Walls 
 
8 Immersive VR Market, By Vertical 
    8.1. Introduction 
    8.2. Consumer 
    8.3. Commercial 
    8.4. Enterprise 
    8.5. Healthcare 
    8.6. Aerospace & Defense 
    8.7. Other Applications 
 
9 Immersive VR Market, By Region  
    9.1. Introduction 
    9.2. North America 
           9.2.1. Macro-economic Outlook
           9.2.2. US
           9.2.3. Canada
           9.2.4. Mexico
    9.3. Europe 
           9.3.1. Macro-economic Outlook
           9.3.2. UK
           9.3.3. Germany
           9.3.4. France
           9.3.5. Rest of Europe
    9.4. Asia Pacific 
           9.4.1. Macro-economic Outlook
           9.4.2. China
           9.4.3. Japan
           9.4.4. South Korea
           9.4.5. India
           9.4.6. Rest of Asia Pacific
    9.5. RoW 
           9.5.1. Macro-economic Outlook
           9.5.2. Middle East & Africa
                    9.5.2.1. GCC Countries
                    9.5.2.2. Rest of Middle East & Africa
           9.5.3. South America
 
10 Immersive VR Market, Competitive Landscape 
     10.1. Key Player Strategies/Right to Win 
     10.2. Revenue Analysis 
     10.3. Market Share Analysis 
     10.4. Company Valuation and Financial Metrics 
     10.5. Product/Brand Comparison 
     10.6. Company Evaluation Matrix: Key Players, 2023 
             10.6.1. Stars
             10.6.2. Emerging Leaders
             10.6.3. Pervasive Players
             10.6.4. Participants
             10.6.5. Company Footprint: Key Players, 2023
                        10.6.5.1. Company Footprint
                        10.6.5.2. Region Footprint
                        10.6.5.3. Offering Footprint
                        10.6.5.4. Device Type Footprint
                        10.6.5.5. Vertical Footprint
     10.7. Company Evaluation Matrix: Startups/SMEs, 2023 
             10.7.1. Progressive Companies
             10.7.2. Responsive Companies
             10.7.3. Dynamic Companies
             10.7.4. Starting Blocks
             10.7.5. Competitive Benchmarking: Startups/SMEs, 2023
                        10.7.5.1. Detailed List of Key Startups/SMEs
                        10.7.5.2. Competitive Benchmarking of Key Startups/SMEs
     10.8. Competitive Situation and Trends 
 
11 Immersive VR Market, Company Profiles  
     11.1. Key Players 
             11.1.1. Meta
             11.1.2. Sony Group Corporation
             11.1.3. Apple Inc.
             11.1.4. ByteDance
             11.1.5. DPVR
             11.1.6. Microsoft 
             11.1.7. SAMSUNG
             11.1.8. HTC Corporation
             11.1.9. Lenovo
             11.1.10. Barco
     11.2. Other Players 
             11.2.1. Unity Technologies
             11.2.2. Intel Corporation
             11.2.3. Penumbra, Inc
             11.2.4. Ultraleap
             11.2.5. FOVE Inc.
             11.2.6. QUYTECH
             11.2.7. Innowise
             11.2.8. MindMaze
             11.2.9. Virtuix
             11.2.10. WorldViz, Inc.
             11.2.11. Virtually Live
             11.2.12. HQSoftware
             11.2.13. Vection Technologies
             11.2.14. XRHealth Inc.
             11.2.15. Nintendo
 
12 Appendix 
     12.1. Discussion Guide 
     12.2. Knowledge Store: MarketsandMarkets’ Subscription Portal 
     12.3. Available Customizations 
     12.4. Related Reports 
     12.5. Author Details  
                         
 

 

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
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Report Code
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