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Virtual Reality (VR) Market (Offering - Hardware, and Software; Device Type - Head-mounted Displays, Gesture-tracking Devices, and Projectors and Display Walls; Application - Commercial, Enterprise, Healthcare, Aerospace & Defense, Gaming and Entertainment, and Others): Global Industry Analysis, Trends, Size, Share and Forecasts to 2025

  • Published : August, 2019

  • Rep Id : ICT1271

  • Category : Electronics, ICT and Semiconductors

  • Status : Published

This report provides exclusive insights into the COVID-19 impact on the Virtual Reality. The detailed analysis provides information about the impact of the outbreak on the demand and supply conditions, trends and forecasts of the Virtual Reality. Moreover, the impact analysis covers the study of the COVID-19 on the supply chain of Virtual Reality. The sectoral impact shall provide insights into both short term and long term effects of the pandemic on the related and support industries.

A recent report published by Infinium Global Research on virtual reality (VR) Market provides an in-depth analysis of segments and sub-segments in the global as well as regional virtual reality market. The study also highlights the impact of drivers, restraints, and macro indicators on the global and regional virtual reality market over the short term as well as long term. The report is a comprehensive presentation of trends, forecast and dollar values of the global virtual reality market. According to the report, the global virtual reality market is projected to grow at a CAGR of 35% over the forecast period of 2019-2025. 


Market Insight

virtual reality (VR) is the use of computer technology to generate a replicated environment. VR places the user inside an experience. Users are immersed and able to interact with 3D worlds instead of viewing a screen in front of them. By simulating as many senses as possible, such as touch, vision, hearing, even smell, the computer is converted into a porter to this artificial world. The only restrictions to near-real VR experiences are the accessibility of content and cheap computing power. 


Growing the investment of key players in the virtual reality is the driving factor for the growth of the global virtual reality market. The growing use of head-mounted displays in the gaming and entertainment sector boosts the growth of the market. On the other hand, health concerns due to the lack of movement and low resolution may hamper the growth of the global virtual reality market. High costs associated with virtual reality devices. Moreover, increasing adoption of the HMDs in aerospace & defence and healthcare may create an opportunity for the growth of the global virtual reality market. A growing number of smartphones and tablet users also is the factor that creates an opportunity for the market. 


Global virtual reality market is segmented regionally into North America, Europe, Asia-Pacific and Rest of World (RoW). North America holds the highest market in the global virtual reality market due to the presence of the major players and increasing capital investment in the gaming and media and entertainment industries. In North America, the U.S. dominates the market followed by Canada and Mexico. Asia-Pacific is expected to grow with the highest CAGR during 2018-2025. A growing number of smartphone and tablet users and an increasing number of mobile application boost the growth of the market in the Asia-Pacific region. In Asia-Pacific, China dominates the market followed by Japan and India. 


Segment Covered

The report on global virtual reality market covers segments such as offering, device type, and application. On the basis of offering, the sub-markets include hardware, and software. On the basis of device type, the sub-markets include head-mounted displays, gesture-tracking devices, and projectors and display walls. On the basis of application, the sub-markets include commercial, enterprise, healthcare, aerospace & defense, gaming and entertainment, and others. 


Companies Profiled: 

The report provides profiles of the companies in the market such as Google Inc., Sony Corporation, Magic Leap Inc., HTC Corporation, Microsoft Corporation, Osterhout Design Group, CyberGlove Systems, Leap Motion, Nintendo Co., Ltd., and Psious. 


Report Highlights: 

The report provides deep insights into the demand forecasts, market trends, and micro and macro indicators. In addition, this report provides insights into the factors that are driving and restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis given in the report brings an insight into the investment areas that existing or new market players can consider. The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of the virtual reality market. Moreover, the study highlights current market trends and provides forecast from 2019-2025. We also have highlighted future trends in the market that will affect the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight into the market share of the leading players.

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