Germany Virtual Reality Market

Germany Virtual Reality Market Size, Share & Trends Analysis Report by Component (Hardware, and Software), by System (Non-immersive VR, Semi-immersive VR, and Fully-immersive VR), by Application (Entertainment, Gaming, Tourism, Training & Education, and Others) Forecast Period 2019-2025
    Update Available - Forecast 2024-2030   

Published: Feb 2020 | Report Code: OMR2021045 | Category : Consumer Electronics | Delivery Format: /

Germany virtual reality market is growing at a CAGR of around 33.6% during the forecast period. Germany has one of the most technologically advanced telecommunications systems across the globe, owing to intensive capital expenditures infrastructure and development of innovative solutions in every field. The growth of the Germany virtual reality market is also due to various historical monuments and attractive locations situated in the country. Some of the most visited tourist cities in Germany are Berlin, Munich, Heidelberg, Nuremberg, Cologne, Frankfurt, Hamburg, and Rothenburg ob der Tauber. According to German National Tourist Board, it was estimated that around 83.9 million of foreign visitors have stayed overnight in Germany. The figure is expected to increase by 80% till the end of 2030. 

Visit for Global Virtual Reality (VR) Market Report at: https://www.omrglobal.com/industry-reports/virtual-reality-market

The DFB (Deutscher Fußball-Bund E.V.), the official authority of German soccer, has announced the partnership with the Dutch company Beyond Sports, in February 2018. Beyond Sports has an expertise in the player training and analysis of virtual reality and augmented reality. The company offers the enhanced virtual reality technology that provides real match data and, in turn, enables players to experience in-game scenarios or they can create custom-built circumstances using a tactical or narrative-based approach.

The Mercedes-Benz Germany has deployed virtual reality technology to enhance its sales force. There are two components that are introduced in the digitalization process with the market launch of the new Mercedes-Benz A-Class, which are the virtual reality set with data goggles and the 3D augmented reality app Mercedes car. The app lets the potential customers and prospective buyers to individually configure a vehicle of their choice by using a smartphone or tablet. This includes viewing every detail in a unique and 3D resolution – both from outside and inside, and in surroundings of their choice. Thus, such increased adoption of VR is expected to fuel the Germany virtual reality market.

Research Methodology

The market study of the Germany virtual reality market is incorporated by extensive primary and secondary research conducted by the research team at OMR.  Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior and macro-economic factors. Numbers extracted from Secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.

Secondary Sources Include

  • Financial reports of companies involved in the market.
  • Whitepapers, research-papers, and news blogs.
  • Company websites and their product catalog.

The report is intended for virtual reality software and service providers, VR devices manufacturers, and other related companies for overall market analysis and competitive analysis. The report provides an in-depth analysis of market size, intended quality of the service preferred by consumers. The report will serve as a source for a 360-degree analysis of the market thoroughly integrating different models.

Market Segmentation

  1. Germany Virtual Reality Market Research and Analysis by Component
  2. Germany Virtual Reality Market Research and Analysis by System
  3. Germany Virtual Reality Market Research and Analysis by Application

The Report Covers

  • Comprehensive research methodology of the Germany Virtual Reality market.
  • This report also includes a detailed and extensive market overview with key analyst insights.
  • An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.
  • Analysis of regional regulations and other government policies impacting the Germany Virtual Reality market.
  • Insights about market determinants which are stimulating the Germany Virtual Reality market.
  • Detailed and extensive market segments with regional distribution of forecasted revenues.
  • Extensive profiles and recent developments of market players.

1. Report Summary

1.1. Research Methods and Tools

1.2. Market Breakdown

1.2.1. By Segments

2. Market Overview and Insights

2.1. Scope of the Report

2.2. Analyst Insight & Current Market Trends

2.2.1. Key Findings

2.2.2. Recommendations

2.2.3. Conclusion

2.3. Rules & Regulations

3. Competitive Landscape

3.1. Company Share Analysis 

3.2. Key Strategy Analysis

3.3. Key Company Analysis

3.3.1. Overview

3.3.2. Financial Analysis

3.3.3. SWOT Analysis

3.3.4. Recent Developments

4. Market Determinants 

4.1. Motivators

4.2. Restraints

4.3. Opportunities 

5. Market Segmentation

5.1. Germany Virtual Reality Market by Component

5.1.1. Hardware 

5.1.2. Software

5.2. Germany Virtual Reality Market by System

5.2.1. Non-immersive VR

5.2.2. Semi-immersive VR

5.2.3. Fully-immersive VR

5.3. Germany Virtual Reality Market by Application

5.3.1. Entertainment 

5.3.2. Gaming 

5.3.3. Tourism 

5.3.4. Training & Education 

5.3.5. Others (Live Events and Real Estate)

6. Company Profiles

6.1. Apple Inc.

6.2. Google Inc.

6.3. HTC Corp.

6.4. Microsoft Corp.

6.5. Nvidia Corp.

6.6. Samsung Electronics Co. Ltd.

6.7. Sony Corp.

6.8. Zeiss international

1. GERMANY VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2018-2025 ($ MILLION)

2. GERMANY VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY SYSTEM, 2018-2025 ($ MILLION)

3. GERMANY VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2018-2025 ($ MILLION)

1. GERMANY VIRTUAL REALITY MARKET SHARE BY COMPONENT, 2018 VS 2025 (%)

2. GERMANY VIRTUAL REALITY MARKET SHARE BY SYSTEM, 2018 VS 2025 (%)

3. GERMANY VIRTUAL REALITY MARKET SHARE BY APPLICATION, 2018 VS 2025 (%)