VR Market

Global VR Market Size, Share & Trends Analysis Report By Component (Hardware and Software), By Application (Entertainment, Gaming, Training and Education, Defense, Healthcare, and Others), Impact of COVID-19 on Global VR Industry, and Forecast 2019-2025

Published: Apr 2020 | Report Code: OMR2021657 | Category : Advanced Technologies | Delivery Format: /

The global VR market was $5.0 billion in 2018 and is expected to grow at a CAGR of over 30% during the forecast period 2019-2025. The VR market is mainly driven by the enhanced features of the technology, it has improved the performance of 3D multimedia. Increasing adoption of VR technology in various sectors such as training and education, automotive, healthcare, entertainment, and live events, is successfully implementing positive impacts on market growth. Moreover, increasing the smartphone consumer base & introduction of various applications on the smartphone is considerably driving the market growth. Technological advancement in VR technology along with its utilization in extreme training further augments the growth of the market.

The report analyzes the global VR market on the basis of component, application, and geography. Based on the component, the market is segmented into hardware and software. On the basis of application, the market is classified into entertainment, gaming, training and education, defense, healthcare, and others. Amid the recent outbreak of COVID-19, where other industry verticals are facing a serious crisis, the VR industry is likely to garner significant revenue. According to the Hyderabad-based Imaginate, demand for VR solutions has spiked more than two and a half times in February 2020. Manufacturing companies generated more demand as this vertical need to constantly train their staff, however, they may not have the option to send physical trainers due to lockdown. Moreover, remote troubleshooting for high-end machinery is also driving the demand for VR gears in the manufacturing sector.

Geographically, the market is analyzed on the basis of the geographical regions that are contributing significantly towards the growth of the market. The market has been segmented into North America, Europe, Asia Pacific and Rest of the World (RoW). North America contributes the largest share in the global VR market, owing to the increasing government support, rising funding programs, and investment subsidies. The favorable regulatory scenario by the government bodies is significantly contributing to the market growth of the region. Asia-Pacific is projected to exhibit the fastest growth in the global VR market over the forecast period. Rapid urbanization coupled with internet and smartphone penetration across major economies of the region such as China, India, Japan, South Korea, and others is expected to propel the growth of the overall market in the near future.

Further, Asia-Pacific has been impacted severely impacted by the outbreak of COVID-19 from China. Economies such as South Korea, India, China, and Australia have a perilous impact on their economy due to the spread of the virus. Government of these nations apart from other economies have imposed partial or full lockdown; thereby, forcing people to take shelter in place at home and prohibiting social gatherings. Industries are asked to work remotely with the quarantined workforces. This surges the demand for various VR solutions for visual communication to be used by corporates and several other verticals. For instance, Queppelin is witnessing an increased demand for VR solutions as the need for virtual meetings becomes essential these days. Queppelin is developing VR solutions for an India-based Bluechip Corporate Investment Centre Ltd.

Some of the key players operating in the global VR market are Microsoft, Google, HTC, Oculus VR, Samsung, Sony, among others. The companies are adopting various strategies in order to sustain the global VR market. Strategies such as acquisitions, mergers, expansions, joint ventures, and product development, among others are majorly adopted by these market players. For instance, in January 2018, HTC unveils its plan for enhanced VR headset by launching its new products, VIVE Pro and VIVE Wireless Adapter. VIVE Pro is designed with a face cushion and nose pad, which provides a deep sense of presence and exceptional experience by blocking light. VIVE Wireless adapter enhances VR experience and enables tether-free movement.

Research Methodology

The study on the VR industry is incorporated by extensive primary and secondary research conducted by the research team. In secondary research, different approaches have been adopted to derive the market value, market growth rate, and analyze trends in the industry due to the COVID-19 pandemic. In the report, the analysis of the country is provided by analyzing various regional players, laws & policies, consumer behavior, macro-economic factors, and impact of the pandemic. 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. 

Sources Include

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

The report provides an in-depth analysis on market size, intended quality of the service preferred by consumers. The report will serve as a source for 360-degree analysis of the market thoroughly integrating different models.

The Report Covers

  • Comprehensive research methodology of the global VR industry.
  • 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 global VR Industry.
  • Insights about market determinants that are stimulating the global VR industry.
  • 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

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. Supply & Demand Analysis

3. Market Overview

3.1. Historical market growth estimation in the VR Industry not accounting COVID-19 pandemic effect

3.2. Deviations in the VR Industry growth rate taking COVID-19 pandemic effect into account

4. Market Segmentation

4.1. Component

4.1.1. Hardware

4.1.2. Software

4.2. Application

4.2.1. Entertainment

4.2.2. Gaming

4.2.3. Training and Education

4.2.4. Defense

4.2.5. Healthcare

4.2.6. Other (Tourism)

5. Regional Analysis

5.1. North America

5.1.1. United States

5.1.2. Canada

5.2. Europe

5.2.1. UK

5.2.2. Germany

5.2.3. Italy

5.2.4. Spain

5.2.5. France

5.3. Rest of Europe 

5.3.1. Asia-Pacific

5.3.2. China

5.3.3. India

5.3.4. Japan

5.3.5. Rest of Asia-Pacific 

5.3.6.      Rest of the World

7. Companies Studied 

7.1. Apple Inc.

7.2. Unity Technologies SF 

7.3. Facebook Inc.

7.4. Google LLC

7.5. HTC Corp.

7.6. Microsoft Corp.

7.7. Immersion Medical Inc. 

7.8. Nvidia Corp.

7.9. Samsung Electronics Co., Ltd.

7.10. Sony Corp.

7.11. Magic Leap, Inc. 

7.12. Worldviz LLC 


1. GLOBAL VR INDUSTRY RESEARCH AND ANALYSIS BY COMPONENT, 2018-2025 ($ MILLION)

2. GLOBAL VR HARDWARE INDUSTRY RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

3. GLOBAL VR SOFTWARE INDUSTRY RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

4. GLOBAL VR INDUSTRY RESEARCH AND ANALYSIS BY APPLICATION, 2018-2025 ($ MILLION)

5. GLOBAL VR IN ENTERTAINMENT INDUSTRY RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

6. GLOBAL VR IN GAMING INDUSTRY RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

7. GLOBAL VR IN TRAINING AND EDUCATION INDUSTRY RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

8. GLOBAL VR IN DEFENSE INDUSTRY RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

9. GLOBAL VR IN HEALTHCARE INDUSTRY RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

10. GLOBAL VR IN OTHER APPLICATIONS INDUSTRY RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

11. GLOBAL VR INDUSTRY RESEARCH AND ANALYSIS BY GEOGRAPHY, 2018-2025 ($ MILLION)

12. NORTH AMERICAN VR INDUSTRY RESEARCH AND ANALYSIS BY COUNTRY, 2018-2025 ($ MILLION)

13. NORTH AMERICAN VR INDUSTRY RESEARCH AND ANALYSIS BY COMPONENT, 2018-2025 ($ MILLION)

14. NORTH AMERICAN VR INDUSTRY RESEARCH AND ANALYSIS BY APPLICATION, 2018-2025 ($ MILLION)

15. EUROPEAN VR INDUSTRY RESEARCH AND ANALYSIS BY COUNTRY, 2018-2025 ($ MILLION)

16. EUROPEAN VR INDUSTRY RESEARCH AND ANALYSIS BY COMPONENT, 2018-2025 ($ MILLION)

17. EUROPEAN VR INDUSTRY RESEARCH AND ANALYSIS BY APPLICATION, 2018-2025 ($ MILLION)

18. ASIA-PACIFIC VR INDUSTRY RESEARCH AND ANALYSIS BY COUNTRY, 2018-2025 ($ MILLION)

19. ASIA-PACIFIC VR INDUSTRY RESEARCH AND ANALYSIS BY COMPONENT, 2018-2025 ($ MILLION)

20. ASIA-PACIFIC VR INDUSTRY RESEARCH AND ANALYSIS BY APPLICATION, 2018-2025 ($ MILLION)

21. REST OF THE WORLD VR INDUSTRY RESEARCH AND ANALYSIS BY COMPONENT, 2018-2025 ($ MILLION)

22. REST OF THE WORLD VR INDUSTRY RESEARCH AND ANALYSIS BY APPLICATION, 2018-2025 ($ MILLION)

1. GLOBAL VR INDUSTRY TREND PRE AND POST COVID-19, 2019-2025 (%)

2. NORTH AMERICAN VR INDUSTRY TREND PRE AND POST COVID-19, 2019-2025 (%)

3. EUROPEAN VR INDUSTRY TREND PRE AND POST COVID-19, 2019-2025 (%)

4. ASIA-PACIFIC VR INDUSTRY TREND PRE AND POST COVID-19, 2019-2025 (%)

5. REST OF THE WORLD VR INDUSTRY TREND PRE AND POST COVID-19, 2019-2025 (%)