REPORT OUTLOOK
Market Size | CAGR | Dominating Region |
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USD 328.42 billion by 2030 | 27.5% | North America |
by Device | by Technology | by Application |
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SCOPE OF THE REPORT
Virtual Reality Devices Market Overview
The global Virtual Reality Devices market size is projected to grow from USD 59.96 billion in 2023 to USD 328.42 billion by 2030, exhibiting a CAGR of 27.5% during the forecast period.
Virtual Reality (VR) gadgets are innovative technical tools that immerse users in computer-generated settings that approximate reality. These gadgets use a mix of hardware and software to produce an interactive, three-dimensional experience that engages numerous senses, including sight, sound, and, in some cases, touch. VR headsets are a key component, with high-resolution screens and motion-tracking sensors to give a believable visual and spatial experience. Additionally, hand controllers, touch-based devices, and motion platforms may be used in VR systems to improve user engagement and simulate real-world feelings. Virtual reality devices’ objective is to transfer users into a synthetic environment, allowing them to explore and interact with an alternate reality that can range from lifelike simulations to fanciful, fictitious realms. VR applications include gaming, education, healthcare, and professional training, providing users with an unprecedented degree of immersion and involvement.
The market for Virtual Reality (VR) devices is significant because of its transformational influence on different sectors and the way people engage with digital material. VR technologies enable exceptional immersive experiences in the realms of entertainment and gaming, transforming how users interact with virtual worlds. Beyond entertainment, virtual reality (VR) plays an important role in education, providing realistic simulations for training, medical procedures, and skill development. VR in healthcare offers therapeutic treatments, surgical training, and exposure therapy for mental health disorders. Furthermore, the business sector benefits from virtual meetings, remote cooperation, and staff training. As technology advances, the VR devices market is a driving force behind innovation, encouraging the creation of cutting-edge applications and solutions. The market’s expansion reflects not only an increase in demand for enhanced digital experiences, but also a trend toward more interactive and impactful means of learning, working, and entertaining, positioning it as a crucial actor in the expanding landscape of technology and human interaction. The market for Virtual Reality (VR) devices is huge and continues to grow as technology progresses. The growing popularity of VR devices in a variety of industries, including gaming, healthcare, education, manufacturing, and enterprise, demonstrates their flexible applicability. In the gaming industry, VR devices provide a more immersive and realistic experience, with potential growth driven by the creation of more sophisticated games and interactive content. The healthcare business uses virtual reality (VR) for medical training, treatment, and patient education, with further applications being researched.VR in education promotes learning by offering students with virtual field excursions, simulations, and interactive experiences. Manufacturing industries, for example, benefit from virtual reality for product design, prototyping, and staff training.
ATTRIBUTE | DETAILS |
Study period | 2020-2030 |
Base year | 2022 |
Estimated year | 2023 |
Forecasted year | 2023-2030 |
Historical period | 2019-2021 |
Unit | Value (USD Billion) (Thousand Units) |
Segmentation | By Application, Product, Material, Distribution Channel and Region |
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By Device Type |
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By Technology |
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By Application |
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By End User |
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 By Region  |
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Virtual Reality Devices market Segmentation Analysis
The global Virtual Reality Devices market is bifurcated three segments, device, technology and region. By device type, the market is bifurcated into head-mounted displays, VR glasses, VR treadmills and haptic gloves. By technology, the market is bifurcated into tethered VR, standalone VR, cloud-based VR and region.
Based on device type, the market is bifurcated into head-mounted displays, VR glasses, VR treadmills and haptic gloves. This market category controls 80% of the market. By entirely filtering out the outside environment and giving a broad field of view, HMDs provide the most immersive VR experience. These demand a powerful computer for processing and display, and while they provide high-quality graphics and performance, they limit mobility. These self-contained devices are more portable and convenient than linked choices, although they may have inadequate graphical capabilities. Furthermore, the corporate sector is embracing virtual reality for virtual meetings, remote collaboration, and training programs. The scope of the VR devices market is likely to expand further as technology evolves, with innovations such as augmented reality (AR) integration, increased mobility, and improved haptic feedback contributing to its ongoing growth and relevance in shaping the future of digital experiences across diverse sectors.
The market for virtual reality (VR) devices is bifurcated into three major areas based on technology- tethered VR, standalone VR, and cloud-based VR. Tethered VR systems are distinguished by a physical connection between the VR headset and a powerful computer device, such as a PC or game console. This configuration enables high-quality visuals and complicated simulations, making it popular in gaming and immersive experiences where top-tier performance is critical. Standalone VR devices, on the other hand, work without the requirement for external connectivity. These gadgets include all required components, including as CPUs and sensors, into the headset itself, providing users with more flexibility of movement and simplicity of use. Standalone VR is frequently preferred for purposes such as virtual tourism, education, and training. Cloud-based VR is a cutting-edge method that offloads the computational heavy work to remote servers. This enables consumers to access VR experiences via lightweight devices, with rendering and processing occurring in the cloud. This approach improves mobility and scalability, making VR more accessible to a wider audience without requiring expensive technology. It also allows for real-time collaboration and updates, which reduces dependency on local device capabilities. Each of these technology divisions caters to distinct consumer demands and preferences, adding to the market’s diversified and dynamic landscape. These technologies’ continued development and refinement are expected to affect the future of virtual reality experiences across numerous sectors.
Virtual Reality Devices Market Dynamics
Driver
The gaming industry remains a significant driver for VR device adoption.
The gaming industry is an essential factor of the broad use of Virtual Reality (VR) devices, adding a transformational and immersive layer to game experiences. The capacity of VR technology to transport users into virtual worlds, allowing them to interact with landscapes and characters in a more lifelike manner, has captured the attention of a large customer base. The appeal of cutting-edge entertainment, typified by unparalleled levels of immersion and interaction, draws gamers looking for a more engaging and realistic gaming experience. VR equipment, including as headgear and motion controllers, allow players to interact with virtual surroundings physically, boosting gameplay beyond standard interfaces. VR’s sensation of presence and spatial awareness forges a deep bond between users and the virtual worlds they explore. This increased degree of immersion appeals to gamers searching for new and exciting ways to play their favorite games. The game industry’s dedication to creating VR-compatible content boosts demand for VR devices even more. Game developers to create experiences that go beyond traditional gaming, such as virtual adventures, simulations, and interactive storytelling, are rapidly using virtual reality technology. The possibility of becoming an active participant in the gaming environment rather than a passive viewer has positioned VR as a game-changer in the industry. The gaming community is expected to remain a bastion for VR device adoption as VR gear evolves, becoming more accessible and sophisticated. The game industry’s continuing search of more realistic and fascinating virtual experiences assures that it will continue to drive innovation and push the boundaries of what is possible with Virtual Reality devices.
Restraint
The cost of high-quality VR devices, including VR headsets and powerful computing hardware required for some systems remains a significant barrier in market growth.
The high expense of Virtual Reality (VR) equipment, which includes both VR headgear and the sophisticated computational hardware frequently required for good performance, is a significant barrier to mainstream consumer adoption. A successful VR experience necessitates not just the initial purchase of the headgear, but also the possible requirement for high-end computers or game consoles capable of creating sophisticated virtual landscapes. Affordability is a significant element in deciding the availability of VR technology to a larger market. The significant upfront costs associated with premium VR devices can deter a significant portion of potential consumers, limiting the technology’s penetration into mainstream households. This problem is exacerbated when compared to other established gaming and entertainment platforms that may provide more cost-effective options. The high cost of VR equipment also includes the constant expenditure of maintaining and upgrading supporting gear, which adds to customers’ financial burden. As technology advances and new, more capable VR models are produced, buyers may find themselves in need of periodic hardware updates to stay up with the latest breakthroughs, increasing the total cost of ownership.
Opportunities
Exploring and expanding into untapped markets or regions provides growth opportunities.
The use of Virtual Reality (VR) in workplace training and simulation provides a tempting possibility in a variety of industries, including healthcare, manufacturing, and aviation. The ability of VR to generate realistic and immersive simulations overcomes long-standing difficulties in traditional teaching approaches. In industries where hands-on experience is critical, such as healthcare, VR provides an innovative approach by presenting trainees with lifelike scenarios, allowing them to practice and develop their abilities in a risk-free virtual environment. In healthcare, for example, VR enables surgical simulations, medical procedures, and patient care scenarios. Medical practitioners may improve their abilities, make key judgments, and manage difficult procedures in a virtual setting, promoting enhanced confidence and competence. This not only improves the overall quality of healthcare education, but it also adds to better patient outcomes. Similarly, in the industrial industry, VR enables personnel to receive training for complicated assembly processes, equipment operation, and safety measures. The capacity to perform realistic simulations in a virtual world eliminates the need for actual prototypes, speeds the learning curve, and decreases the chance of mistakes, eventually enhancing operational efficiency. In the aviation sector, virtual reality (VR) aids pilot training by providing realistic flight simulators and emergency scenarios. This immersive training experience allows pilots to practice responding to numerous scenarios in a controlled setting, contributing to higher safety standards and preparation.
Virtual Reality Devices Market Trends
- The industry has shifted toward wireless and independent VR systems, giving customers more mobility and simplicity of use. This trend attempts to reduce the requirement for tethered connectivity, boosting the overall user experience and making VR more accessible.
- AR integration with VR systems was becoming more widespread. This hybrid method provides users with a mix of virtual and real-world features, broadening the variety of applications beyond standard virtual environments.
- Employee training, virtual meetings, and collaborative projects have all benefited from the use of VR in the company. VR is becoming increasingly popular in industries such as healthcare, manufacturing, and education because to its capacity to imitate real-world settings and improve learning and efficiency.
- Virtual reality was being used for therapeutic objectives such as mental health treatments, exposure therapy, and pain management. Because of its immersive nature, VR has proven to be a beneficial tool in healthcare for both patient care and medical professional training.
- Cloud-based VR solutions were on the increase, allowing consumers to enjoy high-quality VR experiences without the need for powerful local gear. This approach intended to make VR more scalable, inexpensive, and compatible with a wider range of devices.
- Collaborative and social VR experiences were becoming more popular. Virtual places for socializing, gaming, and events were becoming increasingly common, motivated by the need to interact with people in immersive digital surroundings.
- Continuous developments in VR technology, such as higher-resolution screens, better tracking systems, and enhanced haptic feedback, were improving the overall quality of VR experiences.
- The VR content gathering was expanding and it now included experiences other than gaming. Educational material, virtual tourism, and interactive storytelling were becoming increasingly popular.
Competitive Landscape
The competitive landscape of the Virtual Reality Devices market was dynamic, with several prominent companies competing to provide innovative and advanced Virtual Reality Devices solutions.
- HTC Corporation
- Sony Corporation
- Microsoft Corporation
- Samsung Electronics
- Valve Corporation
- Pimax
- Varjo
- Epic Games
- Acer Inc
- Lenovo Group Limited
- Avegant Corporation
- Qualcomm Incorporated
- Razer Inc
- Sixense Enterprises Inc
- Ultraleap
- Vuzix Corporation
- Kopin Corporation
- UHP Networks
- StarVR Corporation
Recent Developments:
December 7, 2023- Qualcomm at NeurIPS 2023 Cutting-edge research in generative and embodied AI, model efficiency.
October 12, 2023- Acer’s first 27-inch SpatialLabs display not only brings an enhanced realm of immersive 3D vision and collaboration for creative professionals, new Acer Immerse Audio technology compliments the Visual-Audio experience.
Regional Analysis
North America has dominated the market for Virtual Reality (VR) equipment. The United States, in particular, has played a critical role in propelling the advancement of VR technology. This dominance may be due to a number of causes, including a vibrant ecosystem of digital businesses, large investments in research and development, and a high degree of consumer acceptance. Silicon Valley, in California, is home to numerous top VR firms and startups that contribute to the research and development of cutting-edge VR technology. Furthermore, the region has a strong gaming culture, and VR has gained significant popularity in the gaming and entertainment industries.
Furthermore, North America has been in the leading edge of incorporating virtual reality (VR) into a variety of enterprise applications such as healthcare, education, and corporate training. Major regional tech companies such as Facebook (now Meta), Google, Microsoft, and others have extensively invested in VR technology, pushing consumer and industry adoption. The availability of venture capital investment, as well as a tech-savvy customer population, have all contributed to North America’s supremacy in the VR device industry. It is vital to remember that market dynamics may fluctuate, and regional dominance might shift over time. Recent market reports and analysis should be consulted for the most up-to-date and accurate information.
Target Audience for Virtual Reality Devices Market
- Enterprises and Businesses
- Healthcare Professionals
- Educational Institutions
- Architects and Designers
- Travel and Tourism Industry
- Real Estate Professionals
- Military and Defense Sector
- Content Creators and Developers
- Automotive Industry
- Sports and Fitness Enthusiasts
- Event Planners and Organizers
- Aerospace and Aviation Industry
- Interior Designers
Import & Export Data for Virtual Reality Devices Market
Exactitude consultancy provides import and export data for the recent years. It also offers insights on production and consumption volume of the product. Understanding the import and export data is pivotal for any player in the Virtual Reality Devices market. This knowledge equips businesses with strategic advantages, such as:
- Identifying emerging markets with untapped potential.
- Adapting supply chain strategies to optimize cost-efficiency and market responsiveness.
- Navigating competition by assessing major players’ trade dynamics.
Key insights
- Trade volume trends: our report dissects import and export data spanning the last five years to reveal crucial trends and growth patterns within the global Virtual Reality Devices market. This data-driven exploration empowers readers with a deep understanding of the market’s trajectory.
- Market players:Â gain insights into the leading players driving the Virtual Reality Devices trade. From established giants to emerging contenders, our analysis highlights the key contributors to the import and export landscape.
- Geographical dynamics: delve into the geographical distribution of trade activities. Uncover which regions dominate exports and which ones hold the reins on imports, painting a comprehensive picture of the industry’s global footprint.
- Product breakdown: by segmenting data based on Virtual Reality Devices types –– we provide a granular view of trade preferences and shifts, enabling businesses to align strategies with the evolving technological landscape.
Import and export data is crucial in reports as it offers insights into global market trends, identifies emerging opportunities, and informs supply chain management. By analyzing trade flows, businesses can make informed decisions, manage risks, and tailor strategies to changing demand. This data aids government in policy formulation and trade negotiations, while investors use it to assess market potential. Moreover, import and export data contributes to economic indicators, influences product innovation, and promotes transparency in international trade, making it an essential component for comprehensive and informed analyses.
Segments Covered in the Virtual Reality Devices Market Report
Virtual Reality Devices Market by Device
- Head-Mounted Displays (HMDs)
- VR Glasses
- VR Treadmills and Haptic Gloves
Virtual Reality Devices Market by Technology
- Tethered VR
- Standalone VR
- Cloud-based VR
Virtual Reality Devices Market by Application
- Gaming
- Entertainment
- Education and Training
- Healthcare
- Design and Engineering
Virtual Reality Devices Market by End User
- Consumers
- Businesses
- Educational Institutions
Virtual Reality Devices Market by Region
- North America
- Europe
- Asia Pacific
- South America
- Middle East and Africa
Key Question Answered
- What is the expected growth rate of the Virtual Reality Devices market over the next 7 years?
- Who are the key market participants in Virtual Reality Devices, and what are their market share?
- What are the end-user industries driving market demand and what is their outlook?
- What are the opportunities for growth in emerging markets such as Asia-Pacific, the Middle East, and Africa?
- How is the economic environment affecting the Virtual Reality Devices market, including factors such as interest rates, inflation, and exchange rates?
- What is the expected impact of government policies and regulations on the Virtual Reality Devices market?
- What is the current and forecasted size and growth rate of the global Virtual Reality Devices market?
- What are the key drivers of growth in the Virtual Reality Devices market?
- Who are the major players in the market and what is their market share?
- What are the distribution channels and supply chain dynamics in the Virtual Reality Devices market?
- What are the technological advancements and innovations in the Virtual Reality Devices market and their impact on product development and growth?
- What are the regulatory considerations and their impact on the market?
- What are the challenges faced by players in the Virtual Reality Devices market and how are they addressing these challenges?
- What are the opportunities for growth and expansion in the Virtual Reality Devices market?
- What are the product offerings and specifications of leading players in the market?
Table of Content
- INTRODUCTION
- MARKET DEFINITION
- MARKET SEGMENTATION
- RESEARCH TIMELINES
- ASSUMPTIONS AND LIMITATIONS
- RESEARCH METHODOLOGY
- DATA MINING
- SECONDARY RESEARCH
- PRIMARY RESEARCH
- SUBJECT-MATTER EXPERTS’ ADVICE
- QUALITY CHECKS
- FINAL REVIEW
- DATA TRIANGULATION
- BOTTOM-UP APPROACH
- TOP-DOWN APPROACH
- RESEARCH FLOW
- DATA SOURCES
- DATA MINING
- EXECUTIVE SUMMARY
- MARKET OVERVIEW
- GLOBAL VIRTUAL REALITY DEVICES MARKET OUTLOOK
- MARKET DRIVERS
- MARKET RESTRAINTS
- MARKET OPPORTUNITIES
- IMPACT OF COVID-19 ON THE VIRTUAL REALITY DEVICES MARKET
- PORTER’S FIVE FORCES MODEL
- THREAT FROM NEW ENTRANTS
- THREAT FROM SUBSTITUTES
- BARGAINING POWER OF SUPPLIERS
- BARGAINING POWER OF CUSTOMERS
- DEGREE OF COMPETITION
- INDUSTRY VALUE CHAIN ANALYSIS
- GLOBAL VIRTUAL REALITY DEVICES MARKET OUTLOOK
- GLOBAL VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE, 2020-2030, (USD BILLION) (THOUSAND UNITS)
- HEAD-MOUNTED DISPLAYS (HMDS)
- VR GLASSES
- VR TREADMILLS AND HAPTIC GLOVES
- GLOBAL VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY, 2020-2030, (USD BILLION) (THOUSAND UNITS)
- TETHERED VR
- STANDALONE VR
- CLOUD-BASED VR
- GLOBAL VIRTUAL REALITY DEVICES MARKET BY APPLICATION, 2020-2030, (USD BILLION) (THOUSAND UNITS)
- GAMING
- ENTERTAINMENT
- EDUCATION AND TRAINING
- HEALTHCARE
- DESIGN AND ENGINEERING
- GLOBAL VIRTUAL REALITY DEVICES MARKET BY END USER, 2020-2030, (USD BILLION) (THOUSAND UNITS)
- CONSUMERS
- BUSINESSES
- EDUCATIONAL INSTITUTIONS
- GLOBAL VIRTUAL REALITY DEVICES MARKET BY REGION, 2020-2030, (USD BILLION) (THOUSAND UNITS)
- NORTH AMERICA
- US
- CANADA
- MEXICO
- SOUTH AMERICA
- BRAZIL
- ARGENTINA
- COLOMBIA
- REST OF SOUTH AMERICA
- EUROPE
- GERMANY
- UK
- FRANCE
- ITALY
- SPAIN
- RUSSIA
- REST OF EUROPE
- ASIA PACIFIC
- INDIA
- CHINA
- JAPAN
- SOUTH KOREA
- AUSTRALIA
- SOUTH-EAST ASIA
- REST OF ASIA PACIFIC
- MIDDLE EAST AND AFRICA
- UAE
- SAUDI ARABIA
- SOUTH AFRICA
- REST OF MIDDLE EAST AND AFRICA
- NORTH AMERICA
- COMPANY PROFILES*(BUSINESS OVERVIEW, COMPANY SNAPSHOT, PRODUCTS OFFERED, RECENT DEVELOPMENTS)
- HTC CORPORATION
- SONY CORPORATION
- MICROSOFT CORPORATION
- SAMSUNG ELECTRONICS
- VALVE CORPORATION
- PIMAX
- VARJO
- EPIC GAMES
- ACER INC
- LENOVO GROUP LIMITED
- AVEGANT CORPORATION
- QUALCOMM INCORPORATED
- RAZER INC
- SIXENSE ENTERPRISES INC
- ULTRALEAP
- VUZIX CORPORATION
- KOPIN CORPORATION
- UHP NETWORKS
- STARVR CORPORATION *THE COMPANY LIST IS INDICATIVE
LIST OF TABLES
TABLE 1Â Â Â Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 2Â Â Â Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 3Â Â Â Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 4Â Â Â Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 5Â Â Â Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 6Â Â Â Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 7Â Â Â Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 8Â Â Â Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 9Â Â Â Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY REGION (USD BILLION) 2020-2030
TABLE 10Â Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY REGION (THOUSAND UNITS) 2020-2030
TABLE 11Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 12Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 13Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 14Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 15Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 16Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 17Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 18Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 19Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 20Â Â Â Â Â Â NORTH AMERICA VIRTUAL REALITY DEVICES MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 21Â Â Â Â Â Â US VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 22Â Â Â Â Â Â US VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 23Â Â Â Â Â Â US VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 24Â Â Â Â Â Â US VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 25Â Â Â Â Â Â US VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 26Â Â Â Â Â Â US VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 27Â Â Â Â Â Â US VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 28Â Â Â Â Â Â US VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 29Â Â Â Â Â Â CANADA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 30Â Â Â Â Â Â CANADA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 31Â Â Â Â Â Â CANADA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 32Â Â Â Â Â Â CANADA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 33Â Â Â Â Â Â CANADA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 34Â Â Â Â Â Â CANADA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 35Â Â Â Â Â Â CANADA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 36Â Â Â Â Â Â CANADA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 37Â Â Â Â Â Â MEXICO VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 38Â Â Â Â Â Â MEXICO VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 39Â Â Â Â Â Â MEXICO VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 40Â Â Â Â Â Â MEXICO VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 41Â Â Â Â Â Â MEXICO VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 42Â Â Â Â Â Â MEXICO VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 43Â Â Â Â Â Â MEXICO VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 44Â Â Â Â Â Â MEXICO VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 45Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 46Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 47Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 48Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 49Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 50Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 51Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 52Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 53Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 54Â Â Â Â Â Â SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 55Â Â Â Â Â Â BRAZIL VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 56Â Â Â Â Â Â BRAZIL VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 57Â Â Â Â Â Â BRAZIL VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 58Â Â Â Â Â Â BRAZIL VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 59Â Â Â Â Â Â BRAZIL VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 60Â Â Â Â Â Â BRAZIL VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 61Â Â Â Â Â Â BRAZIL VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 62Â Â Â Â Â Â BRAZIL VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 63Â Â Â Â Â Â ARGENTINA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 64Â Â Â Â Â Â ARGENTINA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 65Â Â Â Â Â Â ARGENTINA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 66Â Â Â Â Â Â ARGENTINA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 67Â Â Â Â Â Â ARGENTINA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 68Â Â Â Â Â Â ARGENTINA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 69Â Â Â Â Â Â ARGENTINA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 70Â Â Â Â Â Â ARGENTINA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 71Â Â Â Â Â Â COLOMBIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 72Â Â Â Â Â Â COLOMBIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 73Â Â Â Â Â Â COLOMBIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 74Â Â Â Â Â Â COLOMBIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 75Â Â Â Â Â Â COLOMBIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 76Â Â Â Â Â Â COLOMBIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 77Â Â Â Â Â Â COLOMBIA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 78Â Â Â Â Â Â COLOMBIA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 79Â Â Â Â Â Â REST OF SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 80Â Â Â Â Â Â REST OF SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 81Â Â Â Â Â Â REST OF SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 82Â Â Â Â Â Â REST OF SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 83Â Â Â Â Â Â REST OF SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 84Â Â Â Â Â Â REST OF SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 85Â Â Â Â Â Â REST OF SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 86Â Â Â Â Â Â REST OF SOUTH AMERICA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 87Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 88Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 89Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 90Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 91Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 92Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 93Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 94Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 95Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 96Â Â Â Â Â Â ASIA-PACIFIC VIRTUAL REALITY DEVICES MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 97Â Â Â Â Â Â INDIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 98Â Â Â Â Â Â INDIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 99Â Â Â Â Â Â INDIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 100Â Â Â Â INDIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 101Â Â Â Â INDIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 102Â Â Â Â INDIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 103Â Â Â Â INDIA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 104Â Â Â Â INDIA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 105Â Â Â Â CHINA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 106Â Â Â Â CHINA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 107Â Â Â Â CHINA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 108Â Â Â Â CHINA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 109Â Â Â Â CHINA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 110Â Â Â Â CHINA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 111Â Â Â Â CHINA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 112Â Â Â Â CHINA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 113Â Â Â Â JAPAN VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 114Â Â Â Â JAPAN VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 115Â Â Â Â JAPAN VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 116Â Â Â Â JAPAN VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 117Â Â Â Â JAPAN VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 118Â Â Â Â JAPAN VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 119Â Â Â Â JAPAN VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 120Â Â Â Â JAPAN VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 121Â Â Â Â SOUTH KOREA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 122Â Â Â Â SOUTH KOREA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 123Â Â Â Â SOUTH KOREA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 124Â Â Â Â SOUTH KOREA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 125Â Â Â Â SOUTH KOREA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 126Â Â Â Â SOUTH KOREA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 127Â Â Â Â SOUTH KOREA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 128Â Â Â Â SOUTH KOREA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 129Â Â Â Â AUSTRALIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 130Â Â Â Â AUSTRALIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 131Â Â Â Â AUSTRALIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 132Â Â Â Â AUSTRALIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 133Â Â Â Â AUSTRALIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 134Â Â Â Â AUSTRALIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 135Â Â Â Â AUSTRALIA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 136Â Â Â Â AUSTRALIA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 137Â Â Â Â SOUTH-EAST ASIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 138Â Â Â Â SOUTH-EAST ASIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 139Â Â Â Â SOUTH-EAST ASIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 140Â Â Â Â SOUTH-EAST ASIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 141Â Â Â Â SOUTH-EAST ASIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 142Â Â Â Â SOUTH-EAST ASIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 143Â Â Â Â SOUTH-EAST ASIA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 144Â Â Â Â SOUTH-EAST ASIA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 145Â Â Â Â REST OF ASIA PACIFIC VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 146Â Â Â Â REST OF ASIA PACIFIC VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 147Â Â Â Â REST OF ASIA PACIFIC VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 148Â Â Â Â REST OF ASIA PACIFIC VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 149Â Â Â Â REST OF ASIA PACIFIC VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 150Â Â Â Â REST OF ASIA PACIFIC VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 151Â Â Â Â REST OF ASIA PACIFIC VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 152Â Â Â Â REST OF ASIA PACIFIC VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 153Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 154Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 155Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 156Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 157Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 158Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 159Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 160Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 161Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 162Â Â Â Â EUROPE VIRTUAL REALITY DEVICES MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 163Â Â Â Â GERMANY VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 164Â Â Â Â GERMANY VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 165Â Â Â Â GERMANY VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 166Â Â Â Â GERMANY VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 167Â Â Â Â GERMANY VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 168Â Â Â Â GERMANY VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 169Â Â Â Â GERMANY VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 170Â Â Â Â GERMANY VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 171Â Â Â Â UK VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 172Â Â Â Â UK VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 173Â Â Â Â UK VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 174Â Â Â Â UK VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 175Â Â Â Â UK VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 176Â Â Â Â UK VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 177Â Â Â Â UK VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 178Â Â Â Â UK VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 179Â Â Â Â FRANCE VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 180Â Â Â Â FRANCE VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 181Â Â Â Â FRANCE VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 182Â Â Â Â FRANCE VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 183Â Â Â Â FRANCE VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 184Â Â Â Â FRANCE VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 185Â Â Â Â FRANCE VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 186Â Â Â Â FRANCE VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 187Â Â Â Â ITALY VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 188Â Â Â Â ITALY VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 189Â Â Â Â ITALY VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 190Â Â Â Â ITALY VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 191Â Â Â Â ITALY VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 192Â Â Â Â ITALY VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 193Â Â Â Â ITALY VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 194Â Â Â Â ITALY VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 195Â Â Â Â SPAIN VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 196Â Â Â Â SPAIN VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 197Â Â Â Â SPAIN VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 198Â Â Â Â SPAIN VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 199Â Â Â Â SPAIN VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 200Â Â Â Â SPAIN VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 201Â Â Â Â SPAIN VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 202Â Â Â Â SPAIN VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 203Â Â Â Â RUSSIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 204Â Â Â Â RUSSIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 205Â Â Â Â RUSSIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 206Â Â Â Â RUSSIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 207Â Â Â Â RUSSIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 208Â Â Â Â RUSSIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 209Â Â Â Â RUSSIA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 210Â Â Â Â RUSSIA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 211Â Â Â Â REST OF EUROPE VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 212Â Â Â Â REST OF EUROPE VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 213Â Â Â Â REST OF EUROPE VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 214Â Â Â Â REST OF EUROPE VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 215Â Â Â Â REST OF EUROPE VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 216Â Â Â Â REST OF EUROPE VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 217Â Â Â Â REST OF EUROPE VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 218Â Â Â Â REST OF EUROPE VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 219Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 220Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 221Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 222Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 223Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 224Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 225Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 226Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 227Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 228Â Â Â Â MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 229Â Â Â Â UAE VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 230Â Â Â Â UAE VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 231Â Â Â Â UAE VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 232Â Â Â Â UAE VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 233Â Â Â Â UAE VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 234Â Â Â Â UAE VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 235Â Â Â Â UAE VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 236Â Â Â Â UAE VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 237Â Â Â Â SAUDI ARABIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 238Â Â Â Â SAUDI ARABIA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 239Â Â Â Â SAUDI ARABIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 240Â Â Â Â SAUDI ARABIA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 241Â Â Â Â SAUDI ARABIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 242Â Â Â Â SAUDI ARABIA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 243Â Â Â Â SAUDI ARABIA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 244Â Â Â Â SAUDI ARABIA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 245Â Â Â Â SOUTH AFRICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 246Â Â Â Â SOUTH AFRICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 247Â Â Â Â SOUTH AFRICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 248Â Â Â Â SOUTH AFRICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 249Â Â Â Â SOUTH AFRICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 250Â Â Â Â SOUTH AFRICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 251Â Â Â Â SOUTH AFRICA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 252Â Â Â Â SOUTH AFRICA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
TABLE 253Â Â Â Â REST OF MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 254Â Â Â Â REST OF MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE (THOUSAND UNITS) 2020-2030
TABLE 255Â Â Â Â REST OF MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (USD BILLION) 2020-2030
TABLE 256Â Â Â Â REST OF MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY (THOUSAND UNITS) 2020-2030
TABLE 257Â Â Â Â REST OF MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 258Â Â Â Â REST OF MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 259Â Â Â Â REST OF MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY END USER (USD BILLION) 2020-2030
TABLE 260Â Â Â Â REST OF MIDDLE EAST AND AFRICA VIRTUAL REALITY DEVICES MARKET BY END USER (THOUSAND UNITS) 2020-2030
LIST OF FIGURES
FIGURE 1Â Â Â Â Â MARKET DYNAMICS
FIGURE 2Â Â Â Â Â MARKET SEGMENTATION
FIGURE 3Â Â Â Â Â REPORT TIMELINES: YEARS CONSIDERED
FIGURE 4Â Â Â Â Â DATA TRIANGULATION
FIGURE 5Â Â Â Â Â BOTTOM-UP APPROACH
FIGURE 6Â Â Â Â Â TOP-DOWN APPROACH
FIGURE 7Â Â Â Â Â RESEARCH FLOW
FIGURE 8Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE, USD BILLION, 2020-2030
FIGURE 9Â Â Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY, USD BILLION, 2020-2030
FIGURE 10Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY APPLICATION, USD BILLION, 2020-2030
FIGURE 11Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY END USER, USD BILLION, 2020-2030
FIGURE 12Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY REGION, USD BILLION, 2020-2030
FIGURE 13   PORTER’S FIVE FORCES MODEL
FIGURE 14Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY DEVICE TYPE, USD BILLION, 2022
FIGURE 15Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY TECHNOLOGY, USD BILLION, 2022
FIGURE 16Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY APPLICATION, USD BILLION, 2022
FIGURE 17Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY END USER, USD BILLION, 2022
FIGURE 18Â Â Â GLOBAL VIRTUAL REALITY DEVICES MARKET BY REGION, USD BILLIONÂ 2022
FIGURE 19Â Â Â MARKET SHARE ANALYSIS
FIGURE 20Â Â HTC CORPORATION: COMPANY SNAPSHOT
FIGURE 21Â Â Â Â SONY CORPORATION: COMPANY SNAPSHOT
FIGURE 22Â Â Â Â MICROSOFT CORPORATION: COMPANY SNAPSHOT
FIGURE 23Â Â Â Â SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
FIGURE 24Â Â Â Â VALVE CORPORATION: COMPANY SNAPSHOT
FIGURE 25Â Â Â Â PIMAX: COMPANY SNAPSHOT
FIGURE 26Â Â Â Â VARJO: COMPANY SNAPSHOT
FIGURE 27Â Â Â Â EPIC GAMES: COMPANY SNAPSHOT
FIGURE 28Â Â Â Â ACER INC: COMPANY SNAPSHOT
FIGURE 29Â Â Â Â LENOVO GROUP LIMITED: COMPANY SNAPSHOT
FIGURE 30Â Â Â Â AVEGANT CORPORATION: COMPANY SNAPSHOT
FIGURE 31Â Â Â Â QUALCOMM INCORPORATED: COMPANY SNAPSHOT
FIGURE 32Â Â Â Â RAZER INC: COMPANY SNAPSHOT
FIGURE 33Â Â Â Â SIXENSE ENTERPRISES INC: COMPANY SNAPSHOT
FIGURE 34Â Â Â Â ULTRALEAP: COMPANY SNAPSHOT
FIGURE 35Â Â Â Â VUZIX CORPORATION: COMPANY SNAPSHOT
FIGURE 36Â Â Â Â KOPIN CORPORATION: COMPANY SNAPSHOT
FIGURE 37Â Â Â Â UHP NETWORKS: COMPANY SNAPSHOT
FIGURE 38Â Â Â Â STARVR CORPORATION
FAQ
The global Virtual Reality Devices market size is projected to grow from USD 59.96 billion in 2023 to USD 328.42 billion by 2030, exhibiting a CAGR of 27.5% during the forecast period.
North America accounted for the largest market in the Virtual Reality Devices market.
HTC Corporation, Sony Corporation, Microsoft Corporation, Samsung Electronics, Valve Corporation, Pimax, Varjo, Epic Games, Acer Inc, Lenovo Group Limited, Avegant Corporation, Qualcomm Incorporated, Razer Inc, Sixense Enterprises Inc, Ultraleap, Vuzix Corporation, Kopin Corporation, UHP Networks, StarVR Corporation.
The VR content collection expanded to include a larger spectrum of activities other than gaming. VR content creators focusing on generating interesting and immersive content for a variety of sectors.
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