Immersive Virtual Reality Market

Global Immersive Virtual Reality Market Size, Share & Trends Analysis Report By Component (Hardware, Software, and Services), By Device, By Technology, By End-use, By Regional Outlook and Forecast, 2024 - 2031

Report Id: KBV-24721 Publication Date: September-2024 Number of Pages: 316
2023
USD 14.9 Billion
2031
USD 88.3 Billion
CAGR
25.6%
Historical Data
2020 to 2022
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Immersive Virtual Reality Market, by Component
1.4.2 Global Immersive Virtual Reality Market, by Device
1.4.3 Global Immersive Virtual Reality Market, by Technology
1.4.4 Global Immersive Virtual Reality Market, by End-use
1.4.5 Global Immersive Virtual Reality Market, by Geography
1.5 Methodology for the research

Chapter 2. Market at a Glance
2.1 Key Highlights

Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges

Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2022, Apr – 2024, Sep) Leading Players
4.5 Porter Five Forces Analysis

Chapter 5. Global Immersive Virtual Reality Market by Component
5.1 Global Hardware Market by Region
5.2 Global Software Market by Region
5.3 Global Services Market by Region

Chapter 6. Global Immersive Virtual Reality Market by Device
6.1 Global Head Mounted Display Market by Region
6.2 Global Gesture Tracking Device Market by Region
6.3 Global Projectors & Display Wall Market by Region

Chapter 7. Global Immersive Virtual Reality Market by Technology
7.1 Global Semi & Fully Immersive Market by Region
7.2 Global Non-Immersive Market by Region

Chapter 8. Global Immersive Virtual Reality Market by End-use
8.1 Global Gaming Market by Region
8.2 Global Media & Entertainment Market by Region
8.3 Global Healthcare Market by Region
8.4 Global Education Market by Region
8.5 Global Automotive Market by Region
8.6 Global Manufacturing Market by Region
8.7 Global Retail & E-commerce Market by Region
8.8 Global Aerospace, Defense & others Market by Region

Chapter 9. Global Immersive Virtual Reality Market by Region
9.1 North America Immersive Virtual Reality Market
9.1.1 North America Immersive Virtual Reality Market by Component
9.1.1.1 North America Hardware Market by Country
9.1.1.2 North America Software Market by Country
9.1.1.3 North America Services Market by Country
9.1.2 North America Immersive Virtual Reality Market by Device
9.1.2.1 North America Head Mounted Display Market by Country
9.1.2.2 North America Gesture Tracking Device Market by Country
9.1.2.3 North America Projectors & Display Wall Market by Country
9.1.3 North America Immersive Virtual Reality Market by Technology
9.1.3.1 North America Semi & Fully Immersive Market by Country
9.1.3.2 North America Non-Immersive Market by Country
9.1.4 North America Immersive Virtual Reality Market by End-use
9.1.4.1 North America Gaming Market by Country
9.1.4.2 North America Media & Entertainment Market by Country
9.1.4.3 North America Healthcare Market by Country
9.1.4.4 North America Education Market by Country
9.1.4.5 North America Automotive Market by Country
9.1.4.6 North America Manufacturing Market by Country
9.1.4.7 North America Retail & E-commerce Market by Country
9.1.4.8 North America Aerospace, Defense & others Market by Country
9.1.5 North America Immersive Virtual Reality Market by Country
9.1.5.1 US Immersive Virtual Reality Market
9.1.5.1.1 US Immersive Virtual Reality Market by Component
9.1.5.1.2 US Immersive Virtual Reality Market by Device
9.1.5.1.3 US Immersive Virtual Reality Market by Technology
9.1.5.1.4 US Immersive Virtual Reality Market by End-use
9.1.5.2 Canada Immersive Virtual Reality Market
9.1.5.2.1 Canada Immersive Virtual Reality Market by Component
9.1.5.2.2 Canada Immersive Virtual Reality Market by Device
9.1.5.2.3 Canada Immersive Virtual Reality Market by Technology
9.1.5.2.4 Canada Immersive Virtual Reality Market by End-use
9.1.5.3 Mexico Immersive Virtual Reality Market
9.1.5.3.1 Mexico Immersive Virtual Reality Market by Component
9.1.5.3.2 Mexico Immersive Virtual Reality Market by Device
9.1.5.3.3 Mexico Immersive Virtual Reality Market by Technology
9.1.5.3.4 Mexico Immersive Virtual Reality Market by End-use
9.1.5.4 Rest of North America Immersive Virtual Reality Market
9.1.5.4.1 Rest of North America Immersive Virtual Reality Market by Component
9.1.5.4.2 Rest of North America Immersive Virtual Reality Market by Device
9.1.5.4.3 Rest of North America Immersive Virtual Reality Market by Technology
9.1.5.4.4 Rest of North America Immersive Virtual Reality Market by End-use
9.2 Europe Immersive Virtual Reality Market
9.2.1 Europe Immersive Virtual Reality Market by Component
9.2.1.1 Europe Hardware Market by Country
9.2.1.2 Europe Software Market by Country
9.2.1.3 Europe Services Market by Country
9.2.2 Europe Immersive Virtual Reality Market by Device
9.2.2.1 Europe Head Mounted Display Market by Country
9.2.2.2 Europe Gesture Tracking Device Market by Country
9.2.2.3 Europe Projectors & Display Wall Market by Country
9.2.3 Europe Immersive Virtual Reality Market by Technology
9.2.3.1 Europe Semi & Fully Immersive Market by Country
9.2.3.2 Europe Non-Immersive Market by Country
9.2.4 Europe Immersive Virtual Reality Market by End-use
9.2.4.1 Europe Gaming Market by Country
9.2.4.2 Europe Media & Entertainment Market by Country
9.2.4.3 Europe Healthcare Market by Country
9.2.4.4 Europe Education Market by Country
9.2.4.5 Europe Automotive Market by Country
9.2.4.6 Europe Manufacturing Market by Country
9.2.4.7 Europe Retail & E-commerce Market by Country
9.2.4.8 Europe Aerospace, Defense & others Market by Country
9.2.5 Europe Immersive Virtual Reality Market by Country
9.2.5.1 Germany Immersive Virtual Reality Market
9.2.5.1.1 Germany Immersive Virtual Reality Market by Component
9.2.5.1.2 Germany Immersive Virtual Reality Market by Device
9.2.5.1.3 Germany Immersive Virtual Reality Market by Technology
9.2.5.1.4 Germany Immersive Virtual Reality Market by End-use
9.2.5.2 UK Immersive Virtual Reality Market
9.2.5.2.1 UK Immersive Virtual Reality Market by Component
9.2.5.2.2 UK Immersive Virtual Reality Market by Device
9.2.5.2.3 UK Immersive Virtual Reality Market by Technology
9.2.5.2.4 UK Immersive Virtual Reality Market by End-use
9.2.5.3 France Immersive Virtual Reality Market
9.2.5.3.1 France Immersive Virtual Reality Market by Component
9.2.5.3.2 France Immersive Virtual Reality Market by Device
9.2.5.3.3 France Immersive Virtual Reality Market by Technology
9.2.5.3.4 France Immersive Virtual Reality Market by End-use
9.2.5.4 Russia Immersive Virtual Reality Market
9.2.5.4.1 Russia Immersive Virtual Reality Market by Component
9.2.5.4.2 Russia Immersive Virtual Reality Market by Device
9.2.5.4.3 Russia Immersive Virtual Reality Market by Technology
9.2.5.4.4 Russia Immersive Virtual Reality Market by End-use
9.2.5.5 Spain Immersive Virtual Reality Market
9.2.5.5.1 Spain Immersive Virtual Reality Market by Component
9.2.5.5.2 Spain Immersive Virtual Reality Market by Device
9.2.5.5.3 Spain Immersive Virtual Reality Market by Technology
9.2.5.5.4 Spain Immersive Virtual Reality Market by End-use
9.2.5.6 Italy Immersive Virtual Reality Market
9.2.5.6.1 Italy Immersive Virtual Reality Market by Component
9.2.5.6.2 Italy Immersive Virtual Reality Market by Device
9.2.5.6.3 Italy Immersive Virtual Reality Market by Technology
9.2.5.6.4 Italy Immersive Virtual Reality Market by End-use
9.2.5.7 Rest of Europe Immersive Virtual Reality Market
9.2.5.7.1 Rest of Europe Immersive Virtual Reality Market by Component
9.2.5.7.2 Rest of Europe Immersive Virtual Reality Market by Device
9.2.5.7.3 Rest of Europe Immersive Virtual Reality Market by Technology
9.2.5.7.4 Rest of Europe Immersive Virtual Reality Market by End-use
9.3 Asia Pacific Immersive Virtual Reality Market
9.3.1 Asia Pacific Immersive Virtual Reality Market by Component
9.3.1.1 Asia Pacific Hardware Market by Country
9.3.1.2 Asia Pacific Software Market by Country
9.3.1.3 Asia Pacific Services Market by Country
9.3.2 Asia Pacific Immersive Virtual Reality Market by Device
9.3.2.1 Asia Pacific Head Mounted Display Market by Country
9.3.2.2 Asia Pacific Gesture Tracking Device Market by Country
9.3.2.3 Asia Pacific Projectors & Display Wall Market by Country
9.3.3 Asia Pacific Immersive Virtual Reality Market by Technology
9.3.3.1 Asia Pacific Semi & Fully Immersive Market by Country
9.3.3.2 Asia Pacific Non-Immersive Market by Country
9.3.4 Asia Pacific Immersive Virtual Reality Market by End-use
9.3.4.1 Asia Pacific Gaming Market by Country
9.3.4.2 Asia Pacific Media & Entertainment Market by Country
9.3.4.3 Asia Pacific Healthcare Market by Country
9.3.4.4 Asia Pacific Education Market by Country
9.3.4.5 Asia Pacific Automotive Market by Country
9.3.4.6 Asia Pacific Manufacturing Market by Country
9.3.4.7 Asia Pacific Retail & E-commerce Market by Country
9.3.4.8 Asia Pacific Aerospace, Defense & others Market by Country
9.3.5 Asia Pacific Immersive Virtual Reality Market by Country
9.3.5.1 China Immersive Virtual Reality Market
9.3.5.1.1 China Immersive Virtual Reality Market by Component
9.3.5.1.2 China Immersive Virtual Reality Market by Device
9.3.5.1.3 China Immersive Virtual Reality Market by Technology
9.3.5.1.4 China Immersive Virtual Reality Market by End-use
9.3.5.2 Japan Immersive Virtual Reality Market
9.3.5.2.1 Japan Immersive Virtual Reality Market by Component
9.3.5.2.2 Japan Immersive Virtual Reality Market by Device
9.3.5.2.3 Japan Immersive Virtual Reality Market by Technology
9.3.5.2.4 Japan Immersive Virtual Reality Market by End-use
9.3.5.3 India Immersive Virtual Reality Market
9.3.5.3.1 India Immersive Virtual Reality Market by Component
9.3.5.3.2 India Immersive Virtual Reality Market by Device
9.3.5.3.3 India Immersive Virtual Reality Market by Technology
9.3.5.3.4 India Immersive Virtual Reality Market by End-use
9.3.5.4 South Korea Immersive Virtual Reality Market
9.3.5.4.1 South Korea Immersive Virtual Reality Market by Component
9.3.5.4.2 South Korea Immersive Virtual Reality Market by Device
9.3.5.4.3 South Korea Immersive Virtual Reality Market by Technology
9.3.5.4.4 South Korea Immersive Virtual Reality Market by End-use
9.3.5.5 Singapore Immersive Virtual Reality Market
9.3.5.5.1 Singapore Immersive Virtual Reality Market by Component
9.3.5.5.2 Singapore Immersive Virtual Reality Market by Device
9.3.5.5.3 Singapore Immersive Virtual Reality Market by Technology
9.3.5.5.4 Singapore Immersive Virtual Reality Market by End-use
9.3.5.6 Malaysia Immersive Virtual Reality Market
9.3.5.6.1 Malaysia Immersive Virtual Reality Market by Component
9.3.5.6.2 Malaysia Immersive Virtual Reality Market by Device
9.3.5.6.3 Malaysia Immersive Virtual Reality Market by Technology
9.3.5.6.4 Malaysia Immersive Virtual Reality Market by End-use
9.3.5.7 Rest of Asia Pacific Immersive Virtual Reality Market
9.3.5.7.1 Rest of Asia Pacific Immersive Virtual Reality Market by Component
9.3.5.7.2 Rest of Asia Pacific Immersive Virtual Reality Market by Device
9.3.5.7.3 Rest of Asia Pacific Immersive Virtual Reality Market by Technology
9.3.5.7.4 Rest of Asia Pacific Immersive Virtual Reality Market by End-use
9.4 LAMEA Immersive Virtual Reality Market
9.4.1 LAMEA Immersive Virtual Reality Market by Component
9.4.1.1 LAMEA Hardware Market by Country
9.4.1.2 LAMEA Software Market by Country
9.4.1.3 LAMEA Services Market by Country
9.4.2 LAMEA Immersive Virtual Reality Market by Device
9.4.2.1 LAMEA Head Mounted Display Market by Country
9.4.2.2 LAMEA Gesture Tracking Device Market by Country
9.4.2.3 LAMEA Projectors & Display Wall Market by Country
9.4.3 LAMEA Immersive Virtual Reality Market by Technology
9.4.3.1 LAMEA Semi & Fully Immersive Market by Country
9.4.3.2 LAMEA Non-Immersive Market by Country
9.4.4 LAMEA Immersive Virtual Reality Market by End-use
9.4.4.1 LAMEA Gaming Market by Country
9.4.4.2 LAMEA Media & Entertainment Market by Country
9.4.4.3 LAMEA Healthcare Market by Country
9.4.4.4 LAMEA Education Market by Country
9.4.4.5 LAMEA Automotive Market by Country
9.4.4.6 LAMEA Manufacturing Market by Country
9.4.4.7 LAMEA Retail & E-commerce Market by Country
9.4.4.8 LAMEA Aerospace, Defense & others Market by Country
9.4.5 LAMEA Immersive Virtual Reality Market by Country
9.4.5.1 Brazil Immersive Virtual Reality Market
9.4.5.1.1 Brazil Immersive Virtual Reality Market by Component
9.4.5.1.2 Brazil Immersive Virtual Reality Market by Device
9.4.5.1.3 Brazil Immersive Virtual Reality Market by Technology
9.4.5.1.4 Brazil Immersive Virtual Reality Market by End-use
9.4.5.2 Argentina Immersive Virtual Reality Market
9.4.5.2.1 Argentina Immersive Virtual Reality Market by Component
9.4.5.2.2 Argentina Immersive Virtual Reality Market by Device
9.4.5.2.3 Argentina Immersive Virtual Reality Market by Technology
9.4.5.2.4 Argentina Immersive Virtual Reality Market by End-use
9.4.5.3 UAE Immersive Virtual Reality Market
9.4.5.3.1 UAE Immersive Virtual Reality Market by Component
9.4.5.3.2 UAE Immersive Virtual Reality Market by Device
9.4.5.3.3 UAE Immersive Virtual Reality Market by Technology
9.4.5.3.4 UAE Immersive Virtual Reality Market by End-use
9.4.5.4 Saudi Arabia Immersive Virtual Reality Market
9.4.5.4.1 Saudi Arabia Immersive Virtual Reality Market by Component
9.4.5.4.2 Saudi Arabia Immersive Virtual Reality Market by Device
9.4.5.4.3 Saudi Arabia Immersive Virtual Reality Market by Technology
9.4.5.4.4 Saudi Arabia Immersive Virtual Reality Market by End-use
9.4.5.5 South Africa Immersive Virtual Reality Market
9.4.5.5.1 South Africa Immersive Virtual Reality Market by Component
9.4.5.5.2 South Africa Immersive Virtual Reality Market by Device
9.4.5.5.3 South Africa Immersive Virtual Reality Market by Technology
9.4.5.5.4 South Africa Immersive Virtual Reality Market by End-use
9.4.5.6 Nigeria Immersive Virtual Reality Market
9.4.5.6.1 Nigeria Immersive Virtual Reality Market by Component
9.4.5.6.2 Nigeria Immersive Virtual Reality Market by Device
9.4.5.6.3 Nigeria Immersive Virtual Reality Market by Technology
9.4.5.6.4 Nigeria Immersive Virtual Reality Market by End-use
9.4.5.7 Rest of LAMEA Immersive Virtual Reality Market
9.4.5.7.1 Rest of LAMEA Immersive Virtual Reality Market by Component
9.4.5.7.2 Rest of LAMEA Immersive Virtual Reality Market by Device
9.4.5.7.3 Rest of LAMEA Immersive Virtual Reality Market by Technology
9.4.5.7.4 Rest of LAMEA Immersive Virtual Reality Market by End-use

Chapter 10. Company Profiles
10.1 Microsoft Corporation
10.1.1 Company Overview
10.1.2 Financial Analysis
10.1.3 Segmental and Regional Analysis
10.1.4 Research & Development Expenses
10.1.5 Recent strategies and developments:
10.1.5.1 Partnerships, Collaborations, and Agreements:
10.1.5.2 Product Launches and Product Expansions:
10.1.5.3 Acquisition and Mergers:
10.1.6 SWOT Analysis
10.2 Google LLC (Alphabet Inc.)
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Segmental and Regional Analysis
10.2.4 Research & Development Expense
10.2.5 Recent strategies and developments:
10.2.5.1 Partnerships, Collaborations, and Agreements:
10.2.6 SWOT Analysis
10.3 HTC Corporation
10.3.1 Company Overview
10.3.2 Financial Analysis
10.3.3 Research & Development Expenses
10.3.4 Recent strategies and developments:
10.3.4.1 Partnerships, Collaborations, and Agreements:
10.3.4.2 Product Launches and Product Expansions:
10.3.5 SWOT Analysis
10.4 Magic Leap, Inc.
10.4.1 Company Overview
10.4.2 Recent strategies and developments:
10.4.2.1 Product Launches and Product Expansions:
10.4.3 SWOT Analysis
10.5 Meta Platforms, Inc.
10.5.1 Company Overview
10.5.2 Financial Analysis
10.5.3 Segment and Regional Analysis
10.5.4 Research & Development Expense
10.5.5 Recent strategies and developments:
10.5.5.1 Partnerships, Collaborations, and Agreements:
10.5.5.2 Product Launches and Product Expansions:
10.5.6 SWOT Analysis
10.6 Samsung Electronics Co., Ltd. (Samsung Group)
10.6.1 Company Overview
10.6.2 Financial Analysis
10.6.3 Segmental and Regional Analysis
10.6.4 Research & Development Expenses
10.6.5 Recent strategies and developments:
10.6.5.1 Partnerships, Collaborations, and Agreements:
10.6.6 SWOT Analysis
10.7 Sony Corporation
10.7.1 Company Overview
10.7.2 Financial Analysis
10.7.3 Segmental and Regional Analysis
10.7.4 Research & Development Expenses
10.7.5 Recent strategies and developments:
10.7.5.1 Acquisition and Mergers:
10.7.6 SWOT Analysis
10.8 Unity Software, Inc.
10.8.1 Company Overview
10.8.2 Financial Analysis
10.8.3 Segmental and Regional Analysis
10.8.4 Research & Development Expenses
10.8.5 Recent strategies and developments:
10.8.5.1 Partnerships, Collaborations, and Agreements:
10.9 Apple, Inc.
10.9.1 Company Overview
10.9.2 Financial Analysis
10.9.3 Regional Analysis
10.9.4 Research & Development Expense
10.9.5 Recent strategies and developments:
10.9.5.1 Product Launches and Product Expansions:
10.9.5.2 Acquisition and Mergers:
10.9.6 SWOT Analysis
10.10. Qualcomm Incorporated (Qualcomm Technologies, Inc.)
10.10.1 Company Overview
10.10.2 Financial Analysis
10.10.3 Segmental and Regional Analysis
10.10.4 Research & Development Expense
10.10.5 Recent strategies and developments:
10.10.5.1 Product Launches and Product Expansions:
10.10.6 SWOT Analysis

Chapter 11. Winning Imperatives for Immersive Virtual Reality Market
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