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Report

Immersive VR Market Market by Head-Mounted Displays (HMDs), Gesture Tracking Devices, Display Walls & Projectors, Sensors, Semiconductor Components, Position & Room Trackers, Displays and Cameras - Global Forecast to 2029

Market Report I 2024-09-12 I 239 Pages I MarketsandMarkets

The global immersive VR market was valued at USD 10.1 billion in 2024 and is projected to reach USD 34.9 billion by 2029; it is expected to register a CAGR of 28.0% during the forecast period. Increasing integration of immersive VR technology in training & simulation in sectors such as enterprise (manufacturing), healthcare, and aerospace & defense, rising demand for fully immersive experiences in gaming & entertainment, and advancements in display technologies such as OLEDoS to drive the market growth.

"The Head-mounted Display (HMD's) segment is expected to grow at the highest CAGR during the forecast period."
During the forecast period, the Head-mounted Display (HMD) segment is anticipated to expand at the highest CAGR. Immersive VR gears are rising in popularity owing to the use of HMDs in entertainment and gaming. Gamers and entertainment enthusiasts can enter deep, interactive virtual worlds using immersive VR head-mounted displays, where they can explore, engage with virtual things, and play games that feel remarkably real. Thus, advances in this field have been accelerated by the formation of an expanding ecosystem of immersive VR content, as well as by the growth in funding and adoption of immersive VR head-mounted displays.

The software segment is likely to lead the immersive VR market during the forecast period
It is anticipated that the software segment would lead the market during the forecast period. The expansion is ascribed to immersive VR software finding uses outside of entertainment and games. Immersive VR is being used increasingly for training, simulations, and product design in sectors like healthcare, education, retail, and automotive. Immersive VR software generates virtual worlds that allow users to explore, interact, and manipulate various objects.

"The North America segment is likely to grow at the second highest CAGR during the forecast period."
The market in North America is expected to witness the second-highest CAGR during the forecast period. Adoption of immersive VR technology in various sectors especially in consumer application is expected to propel regional growth. Sectors like aerospace & defense, healthcare, consumer goods, and commercial industries are increasingly adopting immersive VR technologies for further advancements. Furthermore, the presence of established players offering immersive VR hardware and software in North America is expected to further strengthen its position in the overall market.

Breakdown of primaries
The study contains insights from various industry experts, ranging from component suppliers to Tier 1 companies and OEMs. The break-up of the primaries is as follows:

- By Company Type - Tier 1 - 35%, Tier 2 - 45%, Tier 3 - 20%
- By Designation- C-level Executives - 40%, Directors - 30%, Others - 30%
- By Region-North America - 40%, Europe - 20%, Asia Pacific - 30%, RoW - 10%

The immersive VR market is dominated by a few globally established players such as Meta (US), Sony Group Corporation (Japan), HTC Corporation (Taiwan), ByteDance (China), DPVR (China), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Unity Technologies (US), Barco (Belgium), and Penumbra, Inc. (US), and The study includes an in-depth competitive analysis of these key players in the immersive VR market, with their company profiles, recent developments, and key market strategies.

Research Coverage:
The report segments the immersive VR market and forecasts its size by technology, offering, device type, application, and region. The report also discusses the drivers, restraints, opportunities, and challenges pertaining to the market. It gives a detailed view of the market across four main regions-North America, Europe, Asia Pacific, and RoW. Supply chain analysis has been included in the report, along with the key players and their competitive analysis in the immersive VR ecosystem.

Key Benefits to Buy the Report:
- Analysis of key drivers (Rapid adoption of digital technologies in healthcare and gaming & entertainment sectors, Growing popularity of the Metaverse, Technological advances such as emergence of OLEDoS display technology, Ease of availability of immersive VR content creation tools). Restraint (High energy consumption and latency issues, Health concerns associated with excessive use of immersive VR devices), Opportunity (Continuous developments in 5G technology, Increasing adoption in the education sector), Challenges (Lack of high-quality immersive experience, Requirement for additional gears for full immersion)
- Product Development/Innovation: Detailed insights on upcoming technologies, research and development activities, and new product launches in the immersive VR market.
- Market Development: Comprehensive information about lucrative markets - the report analyses the immersive VR market across varied regions
- Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the immersive VR market.
- Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players like Meta (US), Sony Group Corporation (Japan), HTC Corporation (Taiwan), ByteDance (China), DPVR (China), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Unity Technologies (US), Barco (Belgium), and Penumbra, Inc. (US) among others in the immersive VR market.

1 INTRODUCTION 23
1.1 STUDY OBJECTIVES 23
1.2 MARKET DEFINITION 23
1.3 STUDY SCOPE 24
1.3.1 MARKETS COVERED AND REGIONAL SNAPSHOT 24
1.3.2 YEARS CONSIDERED 25
1.3.3 INCLUSIONS AND EXCLUSIONS 25
1.4 CURRENCY CONSIDERED 25
1.5 UNITS CONSIDERED 26
1.6 LIMITATIONS 26
1.7 STAKEHOLDERS 26
2 RESEARCH METHODOLOGY 27
2.1 INTRODUCTION 27
2.2 RESEARCH DATA 28
2.2.1 SECONDARY DATA 29
2.2.1.1 Major secondary sources 29
2.2.1.2 Key data from secondary sources 29
2.2.2 PRIMARY DATA 30
2.2.2.1 Key participants in primary interviews 30
2.2.2.2 Breakdown of primary profiles 30
2.2.2.3 Key data from primary sources 31
2.2.2.4 Key industry insights 31
2.3 FACTOR ANALYSIS 32
2.3.1 SUPPLY-SIDE ANALYSIS 32
2.4 MARKET SIZE ESTIMATION METHODOLOGY 32
2.4.1 BOTTOM-UP APPROACH 33
2.4.1.1 Bottom-up approach to calculate market size (demand side) 33
2.4.2 TOP-DOWN APPROACH 34
2.4.2.1 Top-down approach to calculate market size (supply side) 34
2.4.3 GROWTH PROJECTIONS AND FORECAST-RELATED ASSUMPTIONS 35
2.5 MARKET BREAKDOWN AND DATA TRIANGULATION 36
2.6 RESEARCH ASSUMPTIONS 37
2.7 RESEARCH LIMITATIONS 37
2.8 RISK ASSESSMENT 38
3 EXECUTIVE SUMMARY 39
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4 PREMIUM INSIGHTS 43
4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR PLAYERS IN IMMERSIVE VR MARKET 43
4.2 IMMERSIVE VR MARKET FOR HARDWARE, BY COMPONENT 43
4.3 IMMERSIVE VR MARKET, BY OFFERING 44
4.4 IMMERSIVE VR MARKET, BY APPLICATION 44
4.5 IMMERSIVE VR MARKET, BY DEVICE TYPE 45
4.6 IMMERSIVE VR MARKET, BY REGION 45
5 MARKET OVERVIEW 46
5.1 INTRODUCTION 46
5.2 MARKET DYNAMICS 46
5.2.1 DRIVERS 47
5.2.1.1 Rising popularity of metaverse 47
5.2.1.2 Advancements in display technology 47
5.2.1.3 Increasing investments in immersive VR market 48
5.2.1.4 Easy availability of content creation tools 49
5.2.1.5 Growing adoption of immersive VR in education 49
5.2.2 RESTRAINTS 50
5.2.2.1 Health issues associated with prolonged use of VR devices 50
5.2.2.2 High energy consumption and latency issues 50
5.2.3 OPPORTUNITIES 51
5.2.3.1 Ongoing developments in 5G technology 51
5.2.3.2 Expansion of travel & tourism industry 51
5.2.4 CHALLENGES 52
5.2.4.1 Integration of real-time environmental data with immersive VR experiences 52
5.2.4.2 Unsatisfactory user experience due to technological hurdles 52
5.3 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 53
5.4 PRICING ANALYSIS 54
5.4.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE 54
5.4.2 AVERAGE SELLING PRICE TREND, BY REGION 55
5.5 SUPPLY CHAIN ANALYSIS 56
5.6 ECOSYSTEM ANALYSIS 58
5.7 INVESTMENT AND FUNDING SCENARIO 60
5.8 TECHNOLOGY ANALYSIS 60
5.8.1 KEY TECHNOLOGIES 60
5.8.1.1 Motion tracking 60
5.8.1.2 3D graphics rendering engines 61
5.8.2 COMPLEMENTARY TECHNOLOGIES 61
5.8.2.1 Artificial intelligence (AI) and machine learning (ML) 61
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5.8.3 ADJACENT TECHNOLOGIES 62
5.8.3.1 5G and high-speed networking 62
5.8.3.2 Extended reality (XR) 62
5.9 PATENT ANALYSIS 63
5.10 TRADE ANALYSIS 66
5.10.1 IMPORT DATA (HS CODE 9504) 66
5.10.2 EXPORT DATA (HS CODE 9504) 67
5.11 KEY CONFERENCES AND EVENTS, 2024-2025 68
5.12 CASE STUDY ANALYSIS 69
5.12.1 HTC CORPORATION FACILITATES IMMERSIVE REMOTE COLLABORATION BETWEEN AUTOMOTIVE DESIGN TEAMS 69
5.12.2 INNOWISE'S IMMERSIVE VR APP TRANSFORMS MANUFACTURING TRAINING PROCESS 70
5.12.3 QUEST CREATES VIRTUAL FACTORY TOURS FOR NESTLE PURINA SALES TEAM 70
5.12.4 FLAIM TRAINER PROVIDES COMPREHENSIVE TRAINING FOR FIREFIGHTERS 70
5.13 TARIFF AND REGULATORY LANDSCAPE 71
5.13.1 TARIFF ANALYSIS (HS CODE 9504) 71
5.13.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 71
5.13.3 REGULATORY STANDARDS 74
5.14 PORTER'S FIVE FORCES ANALYSIS 75
5.14.1 THREAT OF NEW ENTRANTS 76
5.14.2 THREAT OF SUBSTITUTES 76
5.14.3 BARGAINING POWER OF SUPPLIERS 76
5.14.4 BARGAINING POWER OF BUYERS 76
5.14.5 INTENSITY OF COMPETITIVE RIVALRY 77
5.15 KEY STAKEHOLDERS AND BUYING CRITERIA 77
5.15.1 KEY STAKEHOLDERS IN BUYING PROCESS 77
5.15.2 BUYING CRITERIA 78
5.16 IMPACT OF AI/GEN AI ON IMMERSIVE VR MARKET 79
6 IMMERSIVE VR MARKET, BY DEVICE TYPE 80
6.1 INTRODUCTION 81
6.2 HEAD-MOUNTED DISPLAYS 83
6.2.1 RISING ADOPTION IN DIVERSE APPLICATIONS FOR TRAINING & SIMULATION TO DRIVE MARKET 83
6.3 GESTURE-TRACKING DEVICES 83
6.3.1 INCREASING USE IN HEALTHCARE AND GAMING TO FUEL MARKET GROWTH 83
6.3.1.1 Data gloves 84
6.3.1.2 Other gesture-tracking devices 84
6.4 PROJECTORS & DISPLAY WALLS 85
6.4.1 INCREASING DEMAND FOR COMMUNAL VR EXPERIENCES TO FOSTER MARKET GROWTH 85
7 IMMERSIVE VR MARKET, BY OFFERING 86
7.1 INTRODUCTION 87
7.2 HARDWARE 88
7.2.1 SENSORS 94
7.2.1.1 Ability to enhance VR immersive experiences to boost demand 94
7.2.1.2 Accelerometers 95
7.2.1.3 Gyroscopes 95
7.2.1.4 Magnetometers 95
7.2.1.5 Proximity sensors 96
7.2.2 SEMICONDUCTOR COMPONENTS 96
7.2.2.1 Increasing demand for high-quality content to drive demand 96
7.2.2.2 Graphics processing units (GPUs) 97
7.2.2.3 Headphones and speakers 97
7.2.2.4 Controllers and processors 98
7.2.2.5 Integrated circuits 98
7.2.3 DISPLAYS & PROJECTORS 98
7.2.3.1 Advancements in display technology to boost market 98
7.2.4 POSITION & ROOM TRACKERS 100
7.2.4.1 Increasing need to track user movement within virtual environments to drive market 100
7.2.5 CAMERAS 101
7.2.5.1 Growing demand for front-facing cameras in VR systems to fuel market 101
7.2.6 OTHER COMPONENTS 101
7.3 SOFTWARE 102
7.3.1 CONTENT-RELATED SOFTWARE 104
7.3.1.1 Ability to create 3D models and scene animation to boost demand 104
7.3.2 VR PLATFORMS 104
7.3.2.1 Ability to produce high-resolution, stereoscopic 3D visuals to spike demand 104
7.3.3 SOFTWARE DEVELOPMENT KITS 104
7.3.3.1 Significant demand for training simulations and mobile apps to drive market 104
8 IMMERSIVE VR MARKET, BY APPLICATION 106
8.1 INTRODUCTION 107
8.2 CONSUMER 109
8.2.1 ADVANCEMENTS IN IMMERSIVE VR HARDWARE AND DECLINING COSTS TO DRIVE MARKET 109
8.2.2 GAMING AND ENTERTAINMENT 113
8.2.3 SPORTS 113
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8.3 COMMERCIAL 114
8.3.1 NEED FOR IMPACTFUL ADVERTISING AND EFFECTIVE PROMOTIONS TO FUEL GROWTH 114
8.3.2 RETAIL & ECOMMERCE 118
8.3.3 EDUCATION & TRAINING 118
8.3.4 TRAVEL & TOURISM 118
8.3.5 ADVERTISING 119
8.4 ENTERPRISE 119
8.4.1 INCREASING USE OF IMMERSIVE VR DEVICES TO TRAIN WORKFORCE TO DRIVE MARKET 119
8.5 HEALTHCARE 124
8.5.1 GROWING USE FOR MEDICAL TRAINING AND PATIENT CARE TO BOOST MARKET 124
8.5.2 SURGERY 129
8.5.3 PATIENT CARE MANAGEMENT 129
8.5.4 FITNESS MANAGEMENT 129
8.5.5 PHARMACY MANAGEMENT 129
8.5.6 MEDICAL TRAINING AND EDUCATION 129
8.6 AEROSPACE & DEFENSE 129
8.6.1 RISING USE OF IMMERSIVE VR IN TRAINING & SIMULATION TO DRIVE MARKET 129
8.7 OTHER APPLICATIONS 134
8.7.1 AUTOMOTIVE 139
8.7.2 REAL ESTATE (ARCHITECTURE & BUILDING DESIGN) 139
8.7.3 GEOSPATIAL MINING 139
9 IMMERSIVE VR MARKET, BY REGION 140
9.1 INTRODUCTION 141
9.2 NORTH AMERICA 143
9.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA 146
9.2.2 US 146
9.2.2.1 Advancements in display technologies to drive market 146
9.2.3 CANADA 147
9.2.3.1 Expanding technology sector to propel market 147
9.2.4 MEXICO 147
9.2.4.1 Increasing adoption of immersive VR in training & simulation to drive market 147
9.3 EUROPE 148
9.3.1 MACROECONOMIC OUTLOOK FOR EUROPE 151
9.3.2 GERMANY 151
9.3.2.1 Increasing use of immersive VR in consumer applications to drive demand 151
9.3.3 FRANCE 152
9.3.3.1 Rising emphasis on online advertising to spur growth 152
9.3.4 UK 152
9.3.4.1 Investments in technology sector to boost market 152
9.3.5 REST OF EUROPE 153
9.4 ASIA PACIFIC 153
9.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC 156
9.4.2 CHINA 156
9.4.2.1 Growth in gaming and video content industries to drive market 156
9.4.3 INDIA 157
9.4.3.1 Increasing awareness of advanced technologies to accelerate market 157
9.4.4 JAPAN 157
9.4.4.1 Growing demand for advanced technologies across sectors to fuel market 157
9.4.5 SOUTH KOREA 158
9.4.5.1 Digital transformation in enterprise sector to boost market 158
9.4.6 REST OF ASIA PACIFIC 158
9.5 ROW 159
9.5.1 MACROECONOMIC OUTLOOK FOR ROW 160
9.5.2 SOUTH AMERICA 161
9.5.2.1 Expanding consumer market to create opportunities 161
9.5.3 MIDDLE EAST & AFRICA 161
9.5.3.1 Increasing adoption in healthcare to drive market 161
9.5.3.2 GCC countries 162
9.5.3.3 Rest of Middle East & Africa 163
10 COMPETITIVE LANDSCAPE 164
10.1 OVERVIEW 164
10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020-2024 164
10.3 REVENUE ANALYSIS, 2019-2023 165
10.4 MARKET SHARE ANALYSIS, 2023 166
10.5 COMPANY VALUATION AND FINANCIAL METRICS 168
10.6 BRAND/PRODUCT COMPARISON 169
10.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023 170
10.7.1 STARS 170
10.7.2 EMERGING LEADERS 170
10.7.3 PERVASIVE PLAYERS 170
10.7.4 PARTICIPANTS 170
10.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023 172
10.7.5.1 Company footprint 172
10.7.5.2 Offering footprint 173
10.7.5.3 Device type footprint 174
10.7.5.4 Application footprint 175
10.7.5.5 Region footprint 176
10.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023 177
10.8.1 PROGRESSIVE COMPANIES 177
10.8.2 RESPONSIVE COMPANIES 177
10.8.3 DYNAMIC COMPANIES 177
10.8.4 STARTING BLOCKS 177
10.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023 179
10.8.5.1 Detailed list of key startups/SMEs 179
10.8.5.2 Competitive benchmarking of key startups/SMEs 180
10.9 COMPETITIVE SCENARIO 181
10.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS 181
10.9.2 DEALS 184
11 COMPANY PROFILES 187
11.1 KEY PLAYERS 187
11.1.1 SONY GROUP CORPORATION 187
11.1.1.1 Business overview 187
11.1.1.2 Products/Solutions/Services offered 188
11.1.1.3 Recent developments 189
11.1.1.3.1 Product launches and enhancements 189
11.1.1.3.2 Deals 190
11.1.1.4 MnM view 190
11.1.1.4.1 Key strengths 190
11.1.1.4.2 Strategic choices 190
11.1.1.4.3 Weaknesses and competitive threats 190
11.1.2 MICROSOFT 191
11.1.2.1 Business overview 191
11.1.2.2 Products/Solutions/Services offered 192
11.1.2.3 Recent developments 193
11.1.2.3.1 Deals 193
11.1.2.4 MnM view 194
11.1.2.4.1 Key strengths 194
11.1.2.4.2 Strategic choices 194
11.1.2.4.3 Weaknesses and competitive threats 195
11.1.3 META 196
11.1.3.1 Business overview 196
11.1.3.2 Products/Solutions/Services offered 197
11.1.3.3 Recent developments 198
11.1.3.3.1 Product launches and enhancements 198
11.1.3.3.2 Deals 198
11.1.3.4 MnM view 199
11.1.3.4.1 Key strengths 199
11.1.3.4.2 Strategic choices 199
11.1.3.4.3 Weaknesses and competitive threats 199
11.1.4 HTC CORPORATION 200
11.1.4.1 Business overview 200
11.1.4.2 Products/Solutions/Services offered 201
11.1.4.3 Recent developments 202
11.1.4.3.1 Product launches and enhancements 202
11.1.4.3.2 Deals 203
11.1.4.4 MnM view 203
11.1.4.4.1 Key strengths 203
11.1.4.4.2 Strategic choices 203
11.1.4.4.3 Weaknesses and competitive threats 203
11.1.5 BYTEDANCE 204
11.1.5.1 Business overview 204
11.1.5.2 Products/Solutions/Services offered 204
11.1.5.3 Recent developments 205
11.1.5.3.1 Product launches and enhancements 205
11.1.5.3.2 Deals 205
11.1.5.4 MnM view 206
11.1.5.4.1 Key strengths 206
11.1.5.4.2 Strategic choices 206
11.1.5.4.3 Weaknesses and competitive threats 206
11.1.6 DPVR 207
11.1.6.1 Business overview 207
11.1.6.2 Products/Solutions/Services offered 207
11.1.6.3 Recent developments 208
11.1.6.3.1 Product launches and enhancements 208
11.1.6.3.2 Deals 209
11.1.6.4 MnM view 209
11.1.6.4.1 Key strengths 209
11.1.6.4.2 Strategic choices 209
11.1.6.4.3 Weaknesses and competitive threats 209
11.1.7 APPLE INC. 210
11.1.7.1 Business overview 210
11.1.7.2 Products/Solutions/Services offered 211
11.1.7.3 Recent developments 212
11.1.7.3.1 Product launches and enhancements 212
11.1.8 SAMSUNG ELECTRONICS CO., LTD. 213
11.1.8.1 Business overview 213
11.1.8.2 Products/Solutions/Services offered 215
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11.1.9 BARCO 216
11.1.9.1 Business overview 216
11.1.9.2 Products/Solutions/Services offered 217
11.1.9.3 Recent developments 219
11.1.9.3.1 Product launches and enhancements 219
11.1.9.3.2 Deals 219
11.1.10 LENOVO 220
11.1.10.1 Business overview 220
11.1.10.2 Products/Solutions/Services offered 221
11.1.10.3 Recent developments 222
11.1.10.3.1 Product launches and enhancements 222
11.1.10.3.2 Deals 222
11.2 OTHER PLAYERS 223
11.2.1 INTEL CORPORATION 223
11.2.2 ULTRALEAP 224
11.2.3 UNITY TECHNOLOGIES 224
11.2.4 PENUMBRA, INC. 225
11.2.5 FOVE INC 226
11.2.6 QUYTECH 226
11.2.7 HQSOFTWARE 227
11.2.8 INNOWISE 227
11.2.9 XRHEALTH IL LTD. 228
11.2.10 VECTION TECHNOLOGIES 228
11.2.11 MINDMAZE 229
11.2.12 VIRTUALLY LIVE 229
11.2.13 WORLDVIZ, INC. 230
11.2.14 VIRTUIX 230
11.2.15 NINTENDO 231
12 APPENDIX 232
12.1 INSIGHTS FROM INDUSTRY EXPERTS 232
12.2 DISCUSSION GUIDE 233
12.3 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL 235
12.4 CUSTOMIZATION OPTIONS 237
12.5 RELATED REPORTS 237
12.6 AUTHOR DETAILS 238

TABLE 1 IMMERSIVE VR MARKET: GROWTH ASSUMPTIONS 35
TABLE 2 IMMERSIVE VR MARKET: RESEARCH ASSUMPTIONS 37
TABLE 3 IMMERSIVE VR MARKET: RISK ASSESSMENT 38
TABLE 4 AVERAGE SELLING PRICE TREND OF HMDS OFFERED BY KEY PLAYERS,
2020-2023 (USD) 55
TABLE 5 AVERAGE SELLING PRICE TREND OF GESTURE-TRACKING DEVICES OFFERED
BY KEY PLAYERS, 2020-2023 (USD) 55
TABLE 6 AVERAGE SELLING PRICE TREND FOR HMDS, BY REGION, 2019-2023 (USD) 56
TABLE 7 IMMERSIVE VR MARKET: ROLE OF COMPANIES IN ECOSYSTEM 59
TABLE 8 IMMERSIVE VR-RELATED INNOVATIONS AND PATENT REGISTRATIONS, 2022-2023 64
TABLE 9 IMPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023 66
TABLE 10 EXPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023 67
TABLE 11 IMMERSIVE VR MARKET: KEY CONFERENCES AND EVENTS, 2024-2025 68
TABLE 12 MFN TARIFFS FOR HS CODE 9504-COMPLIANT PRODUCTS EXPORTED BY US, 2023 71
TABLE 13 NORTH AMERICA: REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 71
TABLE 14 EUROPE: REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 72
TABLE 15 ASIA PACIFIC: REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 73
TABLE 16 ROW: REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 74
TABLE 17 IMMERSIVE VR MARKET: IMPACT OF PORTER'S FIVE FORCES 75
TABLE 18 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING (%) 77
TABLE 19 KEY BUYING CRITERIA, BY OFFERING 78
TABLE 20 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 81
TABLE 21 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 81
TABLE 22 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (THOUSAND UNITS) 82
TABLE 23 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (THOUSAND UNITS) 82
TABLE 24 IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION) 87
TABLE 25 IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION) 87
TABLE 26 HARDWARE: IMMERSIVE VR MARKET, BY COMPONENT,
2020-2023 (USD MILLION) 89
TABLE 27 HARDWARE: IMMERSIVE VR MARKET, BY COMPONENT,
2024-2029 (USD MILLION) 89
TABLE 28 HARDWARE: IMMERSIVE VR MARKET FOR HEAD-MOUNTED DISPLAYS,
BY COMPONENT, 2020-2023 (USD MILLION) 89
TABLE 29 HARDWARE: IMMERSIVE VR MARKET FOR HEAD-MOUNTED DISPLAYS,
BY COMPONENT, 2024-2029 (USD MILLION) 90
TABLE 30 HARDWARE: IMMERSIVE VR MARKET FOR GESTURE-TRACKING DEVICES,
BY COMPONENT, 2020-2023 (USD MILLION) 90
TABLE 31 HARDWARE: IMMERSIVE VR MARKET FOR GESTURE-TRACKING DEVICES,
BY COMPONENT, 2024-2029 (USD MILLION) 90
TABLE 32 HARDWARE: IMMERSIVE VR MARKET FOR PROJECTORS & DISPLAY WALLS,
BY COMPONENT, 2020-2023 (USD MILLION) 91
TABLE 33 HARDWARE: IMMERSIVE VR MARKET FOR PROJECTORS & DISPLAY WALLS,
BY COMPONENT, 2024-2029 (USD MILLION) 91
TABLE 34 HARDWARE: IMMERSIVE VR MARKET, BY APPLICATION,
2020-2023 (USD MILLION) 91
TABLE 35 HARDWARE: IMMERSIVE VR MARKET, BY APPLICATION,
2024-2029 (USD MILLION) 92
TABLE 36 HARDWARE: IMMERSIVE VR MARKET FOR HEAD-MOUNTED DISPLAYS,
BY APPLICATION, 2020-2023 (USD MILLION) 92
TABLE 37 HARDWARE: IMMERSIVE VR MARKET FOR HEAD-MOUNTED DISPLAYS,
BY APPLICATION, 2024-2029 (USD MILLION) 92
TABLE 38 HARDWARE: IMMERSIVE VR MARKET FOR GESTURE-TRACKING DEVICES,
BY APPLICATION, 2020-2023 (USD MILLION) 93
TABLE 39 HARDWARE: IMMERSIVE VR MARKET FOR GESTURE-TRACKING DEVICES,
BY APPLICATION, 2024-2029 (USD MILLION) 93
TABLE 40 HARDWARE: IMMERSIVE VR MARKET FOR PROJECTORS & DISPLAY WALLS,
BY APPLICATION, 2020-2023 (USD MILLION) 93
TABLE 41 HARDWARE: IMMERSIVE VR MARKET FOR PROJECTORS & DISPLAY WALLS,
BY APPLICATION, 2024-2029 (USD MILLION) 94
TABLE 42 SENSORS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 94
TABLE 43 SENSORS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 95
TABLE 44 SEMICONDUCTOR COMPONENTS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 96
TABLE 45 SEMICONDUCTOR COMPONENTS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 97
TABLE 46 DISPLAYS & PROJECTORS: IMMERSIVE VR MARKET, BY DEVICE TYPE,
2020-2023 (USD MILLION) 98
TABLE 47 DISPLAYS & PROJECTORS: IMMERSIVE VR MARKET, BY DEVICE TYPE,
2024-2029 (USD MILLION) 99
TABLE 48 DISPLAYS & PROJECTORS: IMMERSIVE VR MARKET, TECHNOLOGY,
2020-2023 (USD MILLION) 99
TABLE 49 DISPLAYS & PROJECTORS: IMMERSIVE VR MARKET, BY TECHNOLOGY,
2024-2029 (USD MILLION) 99
TABLE 50 POSITION & ROOM TRACKERS: IMMERSIVE VR MARKET, BY DEVICE TYPE,
2020-2023 (USD MILLION) 100
TABLE 51 POSITION & ROOM TRACKERS: IMMERSIVE VR MARKET, BY DEVICE TYPE,
2024-2029 (USD MILLION) 100
TABLE 52 CAMERAS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION) 101
TABLE 53 CAMERAS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION) 101
TABLE 54 OTHER COMPONENTS: IMMERSIVE VR MARKET, BY DEVICE TYPE,
2020-2023 (USD MILLION) 102
TABLE 55 OTHER COMPONENTS: IMMERSIVE VR MARKET, BY DEVICE TYPE,
2024-2029 (USD MILLION) 102
TABLE 56 SOFTWARE: IMMERSIVE VR MARKET, BY TYPE, 2020-2023 (USD MILLION) 103
TABLE 57 SOFTWARE: IMMERSIVE VR MARKET, BY TYPE, 2024-2029 (USD MILLION) 103
TABLE 58 SOFTWARE: IMMERSIVE VR MARKET, BY APPLICATION,
2020-2023 (USD MILLION) 105
TABLE 59 SOFTWARE: IMMERSIVE VR MARKET, BY APPLICATION,
2024-2029 (USD MILLION) 105
TABLE 60 IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 107
TABLE 61 IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 108
TABLE 62 CONSUMER: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION) 109
TABLE 63 CONSUMER: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION) 109
TABLE 64 CONSUMER: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE,
2020-2023 (USD MILLION) 110
TABLE 65 CONSUMER: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE,
2024-2029 (USD MILLION) 110
TABLE 66 CONSUMER: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION) 110
TABLE 67 CONSUMER: IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION) 110
TABLE 68 CONSUMER: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY,
2020-2023 (USD MILLION) 111
TABLE 69 CONSUMER: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY,
2024-2029 (USD MILLION) 111
TABLE 70 CONSUMER: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2020-2023 (USD MILLION) 111
TABLE 71 CONSUMER: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2024-2029 (USD MILLION) 111
TABLE 72 CONSUMER: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY,
2020-2023 (USD MILLION) 112
TABLE 73 CONSUMER: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY,
2024-2029 (USD MILLION) 112
TABLE 74 CONSUMER: IMMERSIVE VR MARKET IN ROW, BY REGION,
2020-2023 (USD MILLION) 112
TABLE 75 CONSUMER: IMMERSIVE VR MARKET IN ROW, BY REGION,
2024-2029 (USD MILLION) 112
TABLE 76 CONSUMER: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION) 113
TABLE 77 CONSUMER: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION) 113
TABLE 78 COMMERCIAL: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION) 114
TABLE 79 COMMERCIAL: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION) 114
TABLE 80 COMMERCIAL: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE,
2020-2023 (USD MILLION) 115
TABLE 81 COMMERCIAL: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE,
2024-2029 (USD MILLION) 115
TABLE 82 COMMERCIAL: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION) 115
TABLE 83 COMMERCIAL: IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION) 115
TABLE 84 COMMERCIAL: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY,
2020-2023 (USD MILLION) 116
TABLE 85 COMMERCIAL: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY,
2024-2029 (USD MILLION) 116
TABLE 86 COMMERCIAL: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2020-2023 (USD MILLION) 116
TABLE 87 COMMERCIAL: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2024-2029 (USD MILLION) 116
TABLE 88 COMMERCIAL: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY,
2020-2023 (USD MILLION) 117
TABLE 89 COMMERCIAL: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY,
2024-2029 (USD MILLION) 117
TABLE 90 COMMERCIAL: IMMERSIVE VR MARKET IN ROW, BY REGION,
2020-2023 (USD MILLION) 117
TABLE 91 COMMERCIAL: IMMERSIVE VR MARKET IN ROW, BY REGION,
2024-2029 (USD MILLION) 117
TABLE 92 COMMERCIAL: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION) 118
TABLE 93 COMMERCIAL: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION) 118
TABLE 94 ENTERPRISE: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION) 119
TABLE 95 ENTERPRISE: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION) 120
TABLE 96 ENTERPRISE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE,
2020-2023 (USD MILLION) 120
TABLE 97 ENTERPRISE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE,
2024-2029 (USD MILLION) 120
TABLE 98 ENTERPRISE: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION) 120
TABLE 99 ENTERPRISE: IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION) 121
TABLE 100 ENTERPRISE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY,
2020-2023 (USD MILLION) 121
TABLE 101 ENTERPRISE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY,
2024-2029 (USD MILLION) 121
TABLE 102 ENTERPRISE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2020-2023 (USD MILLION) 121
TABLE 103 ENTERPRISE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2024-2029 (USD MILLION) 122
TABLE 104 ENTERPRISE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY,
2020-2023 (USD MILLION) 122
TABLE 105 ENTERPRISE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY,
2024-2029 (USD MILLION) 122
TABLE 106 ENTERPRISE: IMMERSIVE VR MARKET IN ROW, BY REGION,
2020-2023 (USD MILLION) 123
TABLE 107 ENTERPRISE: IMMERSIVE VR MARKET IN ROW, BY REGION,
2024-2029 (USD MILLION) 123
TABLE 108 ENTERPRISE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION) 123
TABLE 109 ENTERPRISE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION) 123
TABLE 110 HEALTHCARE: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION) 124
TABLE 111 HEALTHCARE: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION) 125
TABLE 112 HEALTHCARE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE,
2020-2023 (USD MILLION) 125
TABLE 113 HEALTHCARE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE,
2024-2029 (USD MILLION) 125
TABLE 114 HEALTHCARE: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION) 125
TABLE 115 HEALTHCARE IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION) 126
TABLE 116 HEALTHCARE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY,
2020-2023 (USD MILLION) 126
TABLE 117 HEALTHCARE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY,
2024-2029 (USD MILLION) 126
TABLE 118 HEALTHCARE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2020-2023 (USD MILLION) 126
TABLE 119 HEALTHCARE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2024-2029 (USD MILLION) 127
TABLE 120 HEALTHCARE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY,
2020-2023 (USD MILLION) 127
TABLE 121 HEALTHCARE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY,
2024-2029 (USD MILLION) 127
TABLE 122 HEALTHCARE: IMMERSIVE VR MARKET IN ROW, BY REGION,
2020-2023 (USD MILLION) 128
TABLE 123 HEALTHCARE: IMMERSIVE VR MARKET IN ROW, BY REGION,
2024-2029 (USD MILLION) 128
TABLE 124 HEALTHCARE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION) 128
TABLE 125 HEALTHCARE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION) 128
TABLE 126 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET, BY REGION,
2020-2023 (USD MILLION) 130
TABLE 127 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET, BY REGION,
2024-2029 (USD MILLION) 130
TABLE 128 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET FOR HARDWARE,
BY DEVICE TYPE, 2020-2023 (USD MILLION) 130
TABLE 129 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET FOR HARDWARE,
BY DEVICE TYPE, 2024-2029 (USD MILLION) 131
TABLE 130 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET, BY OFFERING,
2020-2023 (USD MILLION) 131
TABLE 131 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET, BY OFFERING,
2024-2029 (USD MILLION) 131
TABLE 132 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN NORTH AMERICA,
BY COUNTRY, 2020-2023 (USD MILLION) 131
TABLE 133 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN NORTH AMERICA,
BY COUNTRY, 2024-2029 (USD MILLION) 132
TABLE 134 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2020-2023 (USD MILLION) 132
TABLE 135 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2024-2029 (USD MILLION) 132
TABLE 136 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2020-2023 (USD MILLION) 133
TABLE 137 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2024-2029 (USD MILLION) 133
TABLE 138 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN ROW, BY REGION,
2020-2023 (USD MILLION) 133
TABLE 139 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN ROW, BY REGION,
2024-2029 (USD MILLION) 133
TABLE 140 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA,
BY COUNTRY, 2020-2023 (USD MILLION) 134
TABLE 141 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA,
BY COUNTRY, 2024-2029 (USD MILLION) 134
TABLE 142 OTHER APPLICATIONS: IMMERSIVE VR MARKET, BY REGION,
2020-2023 (USD MILLION) 134
TABLE 143 OTHER APPLICATIONS: IMMERSIVE VR MARKET, BY REGION,
2024-2029 (USD MILLION) 135
TABLE 144 OTHER APPLICATIONS: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2020-2023 (USD MILLION) 135
TABLE 145 OTHER APPLICATIONS: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2024-2029 (USD MILLION) 135
TABLE 146 OTHER APPLICATIONS: IMMERSIVE VR MARKET, BY OFFERING,
2020-2023 (USD MILLION) 135
TABLE 147 OTHER APPLICATIONS: IMMERSIVE VR MARKET, BY OFFERING,
2024-2029 (USD MILLION) 136
TABLE 148 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2020-2023 (USD MILLION) 136
TABLE 149 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2024-2029 (USD MILLION) 136
TABLE 150 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2020-2023 (USD MILLION) 136
TABLE 151 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY,
2024-2029 (USD MILLION) 137
TABLE 152 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2020-2023 (USD MILLION) 137
TABLE 153 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2024-2029 (USD MILLION) 137
TABLE 154 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN ROW, BY REGION,
2020-2023 (USD MILLION) 138
TABLE 155 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN ROW, BY REGION,
2024-2029 (USD MILLION) 138
TABLE 156 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA,
BY COUNTRY, 2020-2023 (USD MILLION) 138
TABLE 157 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA,
BY COUNTRY, 2024-2029 (USD MILLION) 138
TABLE 158 IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION) 142
TABLE 159 IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION) 142
TABLE 160 NORTH AMERICA: IMMERSIVE VR MARKET, BY COUNTRY,
2020-2023 (USD MILLION) 144
TABLE 161 NORTH AMERICA: IMMERSIVE VR MARKET, BY COUNTRY,
2024-2029 (USD MILLION) 145
TABLE 162 NORTH AMERICA: IMMERSIVE VR MARKET, BY APPLICATION,
2020-2023 (USD MILLION) 145
TABLE 163 NORTH AMERICA: IMMERSIVE VR MARKET, BY APPLICATION,
2024-2029 (USD MILLION) 145
TABLE 164 EUROPE: IMMERSIVE VR MARKET, BY COUNTRY, 2020-2023 (USD MILLION) 149
TABLE 165 EUROPE: IMMERSIVE VR MARKET, BY COUNTRY, 2024-2029 (USD MILLION) 150
TABLE 166 EUROPE: IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 150
TABLE 167 EUROPE: IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 150
TABLE 168 ASIA PACIFIC: IMMERSIVE VR MARKET, BY COUNTRY, 2020-2023 (USD MILLION) 154
TABLE 169 ASIA PACIFIC: IMMERSIVE VR MARKET, BY COUNTRY, 2024-2029 (USD MILLION) 155
TABLE 170 ASIA PACIFIC: IMMERSIVE VR MARKET, BY APPLICATION,
2020-2023 (USD MILLION) 155
TABLE 171 ASIA PACIFIC: IMMERSIVE VR MARKET, BY APPLICATION,
2024-2029 (USD MILLION) 155
TABLE 172 ROW: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION) 160
TABLE 173 ROW: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION) 160
TABLE 174 ROW: IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION) 161
TABLE 175 ROW: IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION) 161
TABLE 176 MIDDLE EAST & AFRICA: IMMERSIVE VR MARKET, BY COUNTRY,
2020-2023 (USD MILLION) 162
TABLE 177 MIDDLE EAST & AFRICA: IMMERSIVE VR MARKET, BY COUNTRY,
2024-2029 (USD MILLION) 162
TABLE 178 IMMERSIVE VR MARKET: KEY STRATEGIES ADOPTED BY LEADING PLAYERS, 2020-2024 164
TABLE 179 IMMERSIVE VR MARKET: DEGREE OF COMPETITION, 2023 166
TABLE 180 IMMERSIVE VR MARKET: OFFERING FOOTPRINT 173
TABLE 181 IMMERSIVE VR MARKET: DEVICE TYPE FOOTPRINT 174
TABLE 182 IMMERSIVE VR MARKET: APPLICATION FOOTPRINT 175
TABLE 183 IMMERSIVE VR MARKET: REGION FOOTPRINT 176
TABLE 184 IMMERSIVE VR MARKET: KEY STARTUPS/SMES 179
TABLE 185 IMMERSIVE VR MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES 180
TABLE 186 IMMERSIVE VR MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS,
FEBRUARY 2020-JUNE 2024 181
TABLE 187 IMMERSIVE VR MARKET: DEALS, FEBRUARY 2020-JUNE 2024 184
TABLE 188 SONY GROUP CORPORATION: COMPANY OVERVIEW 187
TABLE 189 SONY GROUP CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 188
TABLE 190 SONY GROUP CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS 189
TABLE 191 SONY GROUP CORPORATION: DEALS 190
TABLE 192 MICROSOFT: COMPANY OVERVIEW 191
TABLE 193 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 192
TABLE 194 MICROSOFT: DEALS 193
TABLE 195 META: COMPANY OVERVIEW 196
TABLE 196 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED 197
TABLE 197 META: PRODUCT LAUNCHES AND ENHANCEMENTS 198
TABLE 198 META: DEALS 198
TABLE 199 HTC CORPORATION: COMPANY OVERVIEW 200
TABLE 200 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 201
TABLE 201 HTC CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS 202
TABLE 202 HTC CORPORATION: DEALS 203
TABLE 203 BYTEDANCE: COMPANY OVERVIEW 204
TABLE 204 BYTEDANCE: PRODUCTS/SOLUTIONS/SERVICES OFFERED 204
TABLE 205 BYTEDANCE: PRODUCT LAUNCHES AND ENHANCEMENTS 205
TABLE 206 BYTEDANCE: DEALS 205
TABLE 207 DPVR: COMPANY OVERVIEW 207
TABLE 208 DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED 207
TABLE 209 DPVR: PRODUCT LAUNCHES AND ENHANCEMENTS 208
TABLE 210 DPVR: DEALS 209
TABLE 211 APPLE INC.: COMPANY OVERVIEW 210
TABLE 212 APPLE INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 211
TABLE 213 APPLE INC.: PRODUCT LAUNCHES AND ENHANCEMENTS 212
TABLE 214 SAMSUNG ELECTRONICS CO., LTD.: COMPANY OVERVIEW 213
TABLE 215 SAMSUNG ELECTRONICS CO., LTD.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 215
TABLE 216 BARCO: COMPANY OVERVIEW 216
TABLE 217 BARCO: PRODUCTS/SOLUTIONS/SERVICES OFFERED 217
TABLE 218 BARCO: PRODUCT LAUNCHES AND ENHANCEMENTS 219
TABLE 219 BARCO: DEALS 219
TABLE 220 LENOVO: COMPANY OVERVIEW 220
TABLE 221 LENOVO: PRODUCTS/SOLUTIONS/SERVICES OFFERED 221
TABLE 222 LENOVO: PRODUCT LAUNCHES AND ENHANCEMENTS 222
TABLE 223 LENOVO: DEALS 222

FIGURE 1 MARKET SEGMENTATION 24
FIGURE 2 IMMERSIVE VR MARKET: RESEARCH DESIGN 27
FIGURE 3 IMMERSIVE VR MARKET: RESEARCH APPROACH 28
FIGURE 4 REVENUE GENERATED FROM SALES OF IMMERSIVE VR SOLUTIONS 32
FIGURE 5 IMMERSIVE VR MARKET: SUPPLY-SIDE ANALYSIS 33
FIGURE 6 IMMERSIVE VR MARKET: BOTTOM-UP APPROACH 34
FIGURE 7 IMMERSIVE VR MARKET: TOP-DOWN APPROACH 35
FIGURE 8 IMMERSIVE VR MARKET: DATA TRIANGULATION 36
FIGURE 9 IMMERSIVE VR MARKET, 2020-2029 (USD MILLION) 39
FIGURE 10 SOFTWARE SEGMENT TO LEAD MARKET BETWEEN 2024 AND 2029 40
FIGURE 11 GESTURE-TRACKING DEVICES SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 40
FIGURE 12 CONSUMER SEGMENT TO DOMINATE MARKET DURING FORECAST PERIOD 41
FIGURE 13 IMMERSIVE VR MARKET IN ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 42
FIGURE 14 RISING ADOPTION OF IMMERSIVE VR FOR TRAINING PURPOSES TO DRIVE MARKET 43
FIGURE 15 DISPLAYS & PROJECTORS TO CAPTURE LARGEST MARKET SHARE FROM
2024 TO 2029 43
FIGURE 16 SOFTWARE SEGMENT TO COMMAND MARKET DURING FORECAST PERIOD 44
FIGURE 17 CONSUMER SEGMENT TO ACCOUNT FOR LADRGEST MARKET SHARE DURING FORECAST PERIOD 44
FIGURE 18 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE MARKET FROM
2024 TO 2029 45
FIGURE 19 ASIA PACIFIC TO ACCOUNT FOR LARGEST MARKET SIZE IN 2029 45
FIGURE 20 IMMERSIVE VR MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES,
AND CHALLENGES 46
FIGURE 21 IMPACT OF DRIVERS 47
FIGURE 22 IMPACT OF RESTRAINTS 50
FIGURE 23 IMPACT OF OPPORTUNITIES 51
FIGURE 24 IMPACT OF CHALLENGES 52
FIGURE 25 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 53
FIGURE 26 AVERAGE SELLING PRICE TREND FOR DEVICES OFFERED BY KEY PLAYERS 54
FIGURE 27 AVERAGE SELLING PRICE TREND FOR HMDS, BY REGION, 2020-2023 55
FIGURE 28 IMMERSIVE VR MARKET: SUPPLY CHAIN ANALYSIS 56
FIGURE 29 IMMERSIVE VR MARKET: ECOSYSTEM ANALYSIS 58
FIGURE 30 IMMERSIVE VR MARKET: INVESTMENT AND FUNDING SCENARIO, 2019-2023 60
FIGURE 31 IMMERSIVE VR MARKET: PATENT ANALYSIS, 2013-2023 63
FIGURE 32 IMPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS FOR
TOP FIVE COUNTRIES, 2019-2023 66
FIGURE 33 EXPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS FOR
TOP FIVE COUNTRIES, 2019-2023 67
FIGURE 34 IMMERSIVE VR MARKET: PORTER'S FIVE FORCES ANALYSIS 75
FIGURE 35 IMMERSIVE VR MARKET: IMPACT OF PORTER'S FIVE FORCES ANALYSIS 76
FIGURE 36 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING 77
FIGURE 37 KEY BUYING CRITERIA, BY OFFERING 78
FIGURE 38 IMPACT OF AI/GEN AI ON IMMERSIVE VR MARKET 79
FIGURE 39 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE MARKET BETWEEN
2024 AND 2029 81
FIGURE 40 SOFTWARE SEGMENT TO LEAD MARKET BETWEEN 2024 AND 2029 87
FIGURE 41 DISPLAYS & PROJECTORS SEGMENT TO DOMINATE MARKET
DURING FORECAST PERIOD 88
FIGURE 42 CONTENT-RELATED SOFTWARE TO LEAD MARKET BETWEEN 2024 AND 2029 103
FIGURE 43 CONSUMER APPLICATION TO DOMINATE MARKET BETWEEN 2024 AND 2029 107
FIGURE 44 ASIA PACIFIC TO RECORD HIGHEST CAGR IN IMMERSIVE VR MARKET
BETWEEN 2024 AND 2029 141
FIGURE 45 CHINA TO REGISTER HIGHEST CAGR IN GLOBAL IMMERSIVE VR MARKET
BETWEEN 2024 AND 2029 142
FIGURE 46 NORTH AMERICA: IMMERSIVE VR MARKET SNAPSHOT 144
FIGURE 47 EUROPE: IMMERSIVE VR MARKET SNAPSHOT 149
FIGURE 48 ASIA PACIFIC: IMMERSIVE VR MARKET SNAPSHOT 154
FIGURE 49 ROW: IMMERSIVE VR MARKET SNAPSHOT 159
FIGURE 50 IMMERSIVE VR MARKET: REVENUE ANALYSIS OF TOP PLAYERS, 2019-2023 165
FIGURE 51 IMMERSIVE VR MARKET SHARE ANALYSIS, 2023 166
FIGURE 52 IMMERSIVE VR MARKET: COMPANY VALUATION 168
FIGURE 53 IMMERSIVE VR MARKET: FINANCIAL METRICS (EV/EBITDA) 168
FIGURE 54 IMMERSIVE VR MARKET: BRAND/PRODUCT COMPARISON 169
FIGURE 55 IMMERSIVE VR MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023 171
FIGURE 56 IMMERSIVE VR MARKET: COMPANY FOOTPRINT 172
FIGURE 57 IMMERSIVE VR MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023 178
FIGURE 58 SONY GROUP CORPORATION: COMPANY SNAPSHOT 188
FIGURE 59 MICROSOFT: COMPANY SNAPSHOT 192
FIGURE 60 META: COMPANY SNAPSHOT 197
FIGURE 61 HTC CORPORATION: COMPANY SNAPSHOT 201
FIGURE 62 APPLE INC.: COMPANY SNAPSHOT 211
FIGURE 63 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT 214
FIGURE 64 BARCO: COMPANY SNAPSHOT 217
FIGURE 65 LENOVO: COMPANY SNAPSHOT 221

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        If you have questions or need clarification about the specific formats we recommend you to Contact us and a detailed explanation will be provided.

    • Delivery
      • Delivery is fulfilled by our partners directly. Once an order has been placed we inform the partner by sharing the delivery email details given in the order process.

        Delivery is usually made within 24 hours of an order being placed, however it may take longer should your order be placed prior to the weekend or if otherwise specified on the Market Report details page. Additionally, if details have been not fully completed in the Order process a delay in delivery is possible.

        If a delay in delivery is expected you will be informed about it immediately.

    • Shipping Charges
      • As most Market Reports are delivered in PDF format we almost never have to add additional Shipping Charges. If, however you are ordering a Higher License service or a specific delivery format (e.g. CD version) charges may apply.

        If you are concerned about additional Shipping Charges we recommend you to Contact us to double check.

  • Ordering
    • By Credit Card
      • We work in Partnership with PayU to ensure payments are made securely in a fast and effortless way. PayU is the e-payments division of Naspers.

        Naspers operates in over 133 International Markets and ranks 3rd Globally in terms of the number of e-commerce customers served.

        For more information on PayU please visit: https://www.payu.pl/en/about-us

    • By Money Transfer
      • If you require an invoice prior to payment, this is possible. To ensure a speedy delivery of the Market Report we require all relevant company details and you agree to maximum payment terms of 30 days from receipt of order.

        With our regular clients deliver of the Market Report can be made prior to receiving payment, however in some circumstances we may ask for payment to be received before arranging for the Market Report to be delivered.

  • Security
    • Website security
      • We have specifically partnered with leading International companies to protect your privacy by using different technologies and processes to ensure security.

        Everything submitted to Scotts International is encrypted via SSL (Secure Socket Layer) and all personal information provided to Scotts International is stored on computer systems with limited access in controlled environments.

    • Credit Card Security
      • We partner with PayU (https://www.payu.pl/en/about-us) to ensure all credit card payments are made securely in a fast and effortless way.

        PayU offers 250+ various payment channels and eWallet services across 4 continents allowing buyers to pay electronically, whether on a computer or a mobile device.

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