没入型VR市場市場 – 2029年までの世界予測

Immersive VR Market - Global Forecast to 2029

没入型(イマーシブ)VR市場 - ヘッドマウントディスプレイ (HMD)、ジェスチャトラッキングデバイス、ディスプレイウォールおよびプロジェクター、センサー、半導体コンポーネント、位置およびルームトラッカー、ディスプレイおよびカメラ - 2029年までの世界予測
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

商品番号 : SMB-66170

出版社MarketsandMarkets
出版年月2024年9月
ページ数239
図表数288
価格タイプシングルユーザライセンス
価格USD 4,950
種別英文調査報告書

Report Overview

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.

世界の没入型(イマーシブ)VR市場は 2024 年に 101 億米ドルと評価され、2029 年までに 349 億米ドルに達すると予測されています。予測期間中に 28.0% の CAGR を記録すると予想されます。

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.

没入型VR市場市場 - 2029年までの世界予測
Immersive VR Market

“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.

没入型VR市場市場 - 2029年までの世界予測
Immersive VR Market – Global Forecast to 2029

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.

没入型VR市場市場 - 2029年までの世界予測 region
Immersive VR Market – region

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.

没入型VR市場市場 - 2029年までの世界予測 ecosystem
Immersive VR Market – ecosystem

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.

Table of Contents

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

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

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

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

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

LIST OF TABLES

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

LIST OF FIGURES

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