Virtual Reality Market Size, Potential Growth, Share, Demand and Analysis Of Key Players- Research Forecast

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Global virtual reality market was valued at USD 16.73 billion in 2021 and is expected to reach USD 143.86 billion by 2029, registering a CAGR of 30.86% during the forecast period of 2022-2029.

A trustworthy Virtual Reality Market research report provides a thorough analysis of the market, including several facets such as product description, market segmentation according to different criteria, and the current vendor landscape. When examining the company profiles, factors including the product portfolio, recent advancements, geographic reach, and corporate synopsis are taken into account. It provides important metrics, manufacturing status, and serves as a major source of guidance for companies and organizations. Significant data, current market trends, market conditions, technological innovation, next-generation technologies, and the advancement of technology in the associated industry are also included in the Virtual Reality Market study.

A trustworthy Virtual Reality Marketing report carries out extensive research on various market niches and geographical areas. The market report uses a SWOT analysis to identify, characterize, and evaluate the competitive landscape of the worldwide major manufacturers. This research helps to highlight the key elements of the market, such as current market developments and consumer purchasing patterns. It is anticipated that the Virtual Reality Market will expand significantly between 2023 and 2030. A systematic collection of market-leading company profiles is also carried out in the Virtual Reality Market business research.

Explore Further Details about This Research Virtual Reality Market Report

The fast-growing phenomenon of virtual shopping is generating business opportunities for firms in the virtual and augmented reality industries. People can shop for things and see how they appear in their homes with the use of AR systems. Manufacturers in the virtual and augmented reality space must, however, take into account trade and travel limitations in nations like Canada, India, Germany, and Brazil that have been affected by the third wave of the coronavirus.

Global virtual reality market was valued at USD 16.73 billion in 2021 and is expected to reach USD 143.86 billion by 2029, registering a CAGR of 30.86% during the forecast period of 2022-2029. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.

Market Definition

The term "virtual reality" refers to a technique that uses computers to generate a simulated environment. Virtual reality simulates a variety of sensations, including vision, touch, hearing, and even smell, to provide the viewer a fully immersive 3D experience. Realistic audio and graphics are provided via virtual reality to enhance the experience.   

Some of the major players operating in the virtual reality market are

  • Axis Communications AB (Sweden)
  • Johnson Controls (Ireland)
  • Sony Corporation (Japan)
  • Avigilon Corporation (Canada)
  • Panasonic Corporation (Japan)
  • SAMSUNG (U.S.)
  • Arcules, Inc. (U.S.)
  • Google, LLC (U.S.)
  • Microsoft (U.S.)
  • HTC Corporation (Taiwan)
  • Oculus (U.S.)
  • EON Reality. (U.S.)
  • Vuzix (U.S.)
  • CyberGlove Systems Inc. (U.S.)
  • Ultraleap, Inc. (U.S.)
  • Sixense Enterprises Inc (U.S.)


  • Adoption of advanced technologies  

According to 2020 data from a national survey, 90% of instructors concur that using AR/VR technology to create tailored and differentiating experiences for students is a viable strategy. The market prognosis for virtual classrooms is also projected to change as a result of the increasing use of AR and VR technology in corporate learning and development. This will bolster the market growth rate.

  • Opportunities presented by head mount displays in APAC region  

The gaming and entertainment industries have seen significant adoption of HMDs. With the advent of VR and 3D technology, the gaming business has undergone technical development. The usage of HMDs has improved the user experience and elevated gaming to a new level by enabling a fully immersive environment. The seamless transition made possible by the usage of VR HMDs has given users a special, improved experience.

Furthermore, the factors such as rising urbanization, industrialization and mounting awareness regarding the importance of education in the backward regions are some other important market drivers. Additionally, growing support by the government on the promotion of the technology and solutions and increasing per capita income are anticipated to drive the growth rate of the market.


  • Growth and expansion

Growth and expansion of education industry especially in the developing economies will present very many opportunities for the growth of the market. Additionally, the increasing trend of digitalization further offers numerous growth opportunities within the market. Rising number of end users on daily basis, both at large and small scale and complete digitization of operations will also work in favor of the market.

Virtual Reality Market Scope

The virtual reality market is segmented on the basis of component, device type, technology and vertical. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.


  • Hardware
  • Sensors
  • Semiconductor Components
  • Displays and Projectors
  • Position Trackers
  • Cameras
  • Others
  • Computer/video generator
  • Combiner
  • Software
  • Software Development Kits
  • Cloud-Based Services
  • VR Content Creation

Device Type

  • Head-Mounted Displays
  • Projectors & Display Walls
  • Gesture-Tracking Devices


  • Fully Immersive
  • Non-Immersive
  • Semi Immersive


  • Entertainment & Media
  • Healthcare
  • Surgery
  • Patient Care Management
  • Fitness Management
  • Pharmacy Management
  • Medical Training and Education
  • Industrial
  • Commercial
  • Retail and Ecommerce
  • Education and Training
  • Travel and Tourism
  • Advertising
  • Aerospace & Defense
  • Automotive
  • Education
  • Others
  • Real estate
  • Geospatial mining

Key Offerings:

  • Past Market Size and Competitive Landscape (2018 to 2022)
  • Past Pricing and price curve by region (2018 to 2022)
  • Market Size, Share, Size & Forecast by different segment | 2023−2029
  • Virtual Reality MarketDynamics – Growth Drivers, Restraints, Opportunities, and Key Trends by Region
  • Market Segmentation – A detailed analysis by segment with their sub-segments and Region
  • Competitive Landscape – Profiles of selected key players by region from a strategic perspective
  • Competitive landscape – Market Leaders, Market Followers, Regional player
  • Competitive benchmarking of key players by region
  • PESTLE Analysis
  • PORTER’s analysis
  • Value chain and supply chain analysis
  • Legal Aspects of Business by Region
  • Lucrative business opportunities with SWOT analysis
  • Recommendations

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