Global Virtual Reality Sales Market Report 2024
The global Virtual Reality market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Virtual Reality market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on sales, revenue and forecast by region (country), by Type and by Application for the period 2016-2027.
Segment by Type
Non-Immersive Technology
Semi-Immersive and Fully Immersive Technologies
Segment by Application
Consumer
Commercial
Aerospace and Defense
Medical
Industrial
Others
The Virtual Reality market is analysed and market size information is provided by regions (countries).
Segment by Application
, the Virtual Reality market is segmented into North America, Europe, China, Japan, Southeast Asia, India and Other Regions.
By Company
Oculus VR
Sony
Samsung Electronics
HTC
EON Reality
Google
Microsoft
Vuzix
Cyberglove Systems
Sensics
Leap Motion
Sixense Entertainment
Table of Content
1 Virtual Reality Market Overview
1.1 Virtual Reality Product Scope
1.2 Virtual Reality Segment by Type
1.2.1 Global Virtual Reality Sales by Type (2016 & 2021 & 2027)
1.2.2 Non-Immersive Technology
1.2.3 Semi-Immersive and Fully Immersive Technologies
1.3 Virtual Reality Segment by Application
1.3.1 Global Virtual Reality Sales Comparison by Application (2016 & 2021 & 2027)
1.3.2 Consumer
1.3.3 Commercial
1.3.4 Aerospace and Defense
1.3.5 Medical
1.3.6 Industrial
1.3.7 Others
1.4 Virtual Reality Market Estimates and Forecasts (2016-2027)
1.4.1 Global Virtual Reality Market Size in Value Growth Rate (2016-2027)
1.4.2 Global Virtual Reality Market Size in Volume Growth Rate (2016-2027)
1.4.3 Global Virtual Reality Price Trends (2016-2027)
2 Virtual Reality Estimates and Forecasts by Region
2.1 Global Virtual Reality Market Size by Region: 2016 VS 2021 VS 2027
2.2 Global Virtual Reality Retrospective Market Scenario by Region (2016-2021)
2.2.1 Global Virtual Reality Sales Market Share by Region (2016-2021)
2.2.2 Global Virtual Reality Revenue Market Share by Region (2016-2021)
2.3 Global Virtual Reality Market Estimates and Forecasts by Region (2022-2027)
2.3.1 Global Virtual Reality Sales Estimates and Forecasts by Region (2022-2027)
2.3.2 Global Virtual Reality Revenue Forecast by Region (2022-2027)
2.4 Geographic Market Analysis: Market Facts & Figures
2.4.1 North America Virtual Reality Estimates and Projections (2016-2027)
2.4.2 Europe Virtual Reality Estimates and Projections (2016-2027)
2.4.3 China Virtual Reality Estimates and Projections (2016-2027)
2.4.4 Japan Virtual Reality Estimates and Projections (2016-2027)
2.4.5 Southeast Asia Virtual Reality Estimates and Projections (2016-2027)
2.4.6 India Virtual Reality Estimates and Projections (2016-2027)
3 Global Virtual Reality Competition Landscape by Players
3.1 Global Top Virtual Reality Players by Sales (2016-2021)
3.2 Global Top Virtual Reality Players by Revenue (2016-2021)
3.3 Global Virtual Reality Market Share by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Virtual Reality as of 2020)
3.4 Global Virtual Reality Average Price by Company (2016-2021)
3.5 Manufacturers Virtual Reality Manufacturing Sites, Area Served, Product Type
3.6 Manufacturers Mergers & Acquisitions, Expansion Plans
4 Global Virtual Reality Market Size by Type
4.1 Global Virtual Reality Historic Market Review by Type (2016-2021)
4.1.1 Global Virtual Reality Sales Market Share by Type (2016-2021)
4.1.2 Global Virtual Reality Revenue Market Share by Type (2016-2021)
4.1.3 Global Virtual Reality Price by Type (2016-2021)
4.2 Global Virtual Reality Market Estimates and Forecasts by Type (2022-2027)
4.2.1 Global Virtual Reality Sales Forecast by Type (2022-2027)
4.2.2 Global Virtual Reality Revenue Forecast by Type (2022-2027)
4.2.3 Global Virtual Reality Price Forecast by Type (2022-2027)
5 Global Virtual Reality Market Size by Application
5.1 Global Virtual Reality Historic Market Review by Application (2016-2021)
5.1.1 Global Virtual Reality Sales Market Share by Application (2016-2021)
5.1.2 Global Virtual Reality Revenue Market Share by Application (2016-2021)
5.1.3 Global Virtual Reality Price by Application (2016-2021)
5.2 Global Virtual Reality Market Estimates and Forecasts by Application (2022-2027)
5.2.1 Global Virtual Reality Sales Forecast by Application (2022-2027)
5.2.2 Global Virtual Reality Revenue Forecast by Application (2022-2027)
5.2.3 Global Virtual Reality Price Forecast by Application (2022-2027)
6 North America Virtual Reality Market Facts & Figures
6.1 North America Virtual Reality Sales by Company
6.1.1 North America Virtual Reality Sales by Company (2016-2021)
6.1.2 North America Virtual Reality Revenue by Company (2016-2021)
6.2 North America Virtual Reality Sales Breakdown by Type
6.2.1 North America Virtual Reality Sales Breakdown by Type (2016-2021)
6.2.2 North America Virtual Reality Sales Breakdown by Type (2022-2027)
6.3 North America Virtual Reality Sales Breakdown by Application
6.3.1 North America Virtual Reality Sales Breakdown by Application (2016-2021)
6.3.2 North America Virtual Reality Sales Breakdown by Application (2022-2027)
7 Europe Virtual Reality Market Facts & Figures
7.1 Europe Virtual Reality Sales by Company
7.1.1 Europe Virtual Reality Sales by Company (2016-2021)
7.1.2 Europe Virtual Reality Revenue by Company (2016-2021)
7.2 Europe Virtual Reality Sales Breakdown by Type
7.2.1 Europe Virtual Reality Sales Breakdown by Type (2016-2021)
7.2.2 Europe Virtual Reality Sales Breakdown by Type (2022-2027)
7.3 Europe Virtual Reality Sales Breakdown by Application
7.3.1 Europe 132 Sales Breakdown by Application (2016-2021)
7.3.2 Europe 132 Sales Breakdown by Application (2022-2027)
8 China Virtual Reality Market Facts & Figures
8.1 China Virtual Reality Sales by Company
8.1.1 China Virtual Reality Sales by Company (2016-2021)
8.1.2 China Virtual Reality Revenue by Company (2016-2021)
8.2 China Virtual Reality Sales Breakdown by Type
8.2.1 China Virtual Reality Sales Breakdown by Type (2016-2021)
8.2.2 China Virtual Reality Sales Breakdown by Type (2022-2027)
8.3 China Virtual Reality Sales Breakdown by Application
8.3.1 China 155 Sales Breakdown by Application (2016-2021)
8.3.2 China 155 Sales Breakdown by Application (2022-2027)
9 Japan Virtual Reality Market Facts & Figures
9.1 Japan Virtual Reality Sales by Company
9.1.1 Japan Virtual Reality Sales by Company (2016-2021)
9.1.2 Japan Virtual Reality Revenue by Company (2016-2021)
9.2 Japan Virtual Reality Sales Breakdown by Type
9.2.1 Japan Virtual Reality Sales Breakdown by Type (2016-2021)
9.2.2 Japan Virtual Reality Sales Breakdown by Type (2022-2027)
9.3 Japan Virtual Reality Sales Breakdown by Application
9.3.1 Japan Mar. Sales Breakdown by Application (2016-2021)
9.3.2 Japan Mar. Sales Breakdown by Application (2022-2027)
10 Southeast Asia Virtual Reality Market Facts & Figures
10.1 Southeast Asia Virtual Reality Sales by Company
10.1.1 Southeast Asia Virtual Reality Sales by Company (2016-2021)
10.1.2 Southeast Asia Virtual Reality Revenue by Company (2016-2021)
10.2 Southeast Asia Virtual Reality Sales Breakdown by Type
10.2.1 Southeast Asia Virtual Reality Sales Breakdown by Type (2016-2021)
10.2.2 Southeast Asia Virtual Reality Sales Breakdown by Type (2022-2027)
10.3 Southeast Asia Virtual Reality Sales Breakdown by Application
10.3.1 Southeast Asia K Units Sales Breakdown by Application (2016-2021)
10.3.2 Southeast Asia K Units Sales Breakdown by Application (2022-2027)
11 India Virtual Reality Market Facts & Figures
11.1 India Virtual Reality Sales by Company
11.1.1 India Virtual Reality Sales by Company (2016-2021)
11.1.2 India Virtual Reality Revenue by Company (2016-2021)
11.2 India Virtual Reality Sales Breakdown by Type
11.2.1 India Virtual Reality Sales Breakdown by Type (2016-2021)
11.2.2 India Virtual Reality Sales Breakdown by Type (2022-2027)
11.3 India Virtual Reality Sales Breakdown by Application
11.3.1 India Virtual Reality Sales Breakdown by Application (2016-2021)
11.3.2 India Virtual Reality Sales Breakdown by Application (2022-2027)
12 Company Profiles and Key Figures in Virtual Reality Business
12.1 Oculus VR
12.1.1 Oculus VR Corporation Information
12.1.2 Oculus VR Business Overview
12.1.3 Oculus VR Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.1.4 Oculus VR Virtual Reality Products Offered
12.1.5 Oculus VR Recent Development
12.2 Sony
12.2.1 Sony Corporation Information
12.2.2 Sony Business Overview
12.2.3 Sony Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.2.4 Sony Virtual Reality Products Offered
12.2.5 Sony Recent Development
12.3 Samsung Electronics
12.3.1 Samsung Electronics Corporation Information
12.3.2 Samsung Electronics Business Overview
12.3.3 Samsung Electronics Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.3.4 Samsung Electronics Virtual Reality Products Offered
12.3.5 Samsung Electronics Recent Development
12.4 HTC
12.4.1 HTC Corporation Information
12.4.2 HTC Business Overview
12.4.3 HTC Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.4.4 HTC Virtual Reality Products Offered
12.4.5 HTC Recent Development
12.5 EON Reality
12.5.1 EON Reality Corporation Information
12.5.2 EON Reality Business Overview
12.5.3 EON Reality Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.5.4 EON Reality Virtual Reality Products Offered
12.5.5 EON Reality Recent Development
12.6 Google
12.6.1 Google Corporation Information
12.6.2 Google Business Overview
12.6.3 Google Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.6.4 Google Virtual Reality Products Offered
12.6.5 Google Recent Development
12.7 Microsoft
12.7.1 Microsoft Corporation Information
12.7.2 Microsoft Business Overview
12.7.3 Microsoft Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.7.4 Microsoft Virtual Reality Products Offered
12.7.5 Microsoft Recent Development
12.8 Vuzix
12.8.1 Vuzix Corporation Information
12.8.2 Vuzix Business Overview
12.8.3 Vuzix Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.8.4 Vuzix Virtual Reality Products Offered
12.8.5 Vuzix Recent Development
12.9 Cyberglove Systems
12.9.1 Cyberglove Systems Corporation Information
12.9.2 Cyberglove Systems Business Overview
12.9.3 Cyberglove Systems Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.9.4 Cyberglove Systems Virtual Reality Products Offered
12.9.5 Cyberglove Systems Recent Development
12.10 Sensics
12.10.1 Sensics Corporation Information
12.10.2 Sensics Business Overview
12.10.3 Sensics Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.10.4 Sensics Virtual Reality Products Offered
12.10.5 Sensics Recent Development
12.11 Leap Motion
12.11.1 Leap Motion Corporation Information
12.11.2 Leap Motion Business Overview
12.11.3 Leap Motion Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.11.4 Leap Motion Virtual Reality Products Offered
12.11.5 Leap Motion Recent Development
12.12 Sixense Entertainment
12.12.1 Sixense Entertainment Corporation Information
12.12.2 Sixense Entertainment Business Overview
12.12.3 Sixense Entertainment Virtual Reality Sales, Revenue and Gross Margin (2016-2021)
12.12.4 Sixense Entertainment Virtual Reality Products Offered
12.12.5 Sixense Entertainment Recent Development
13 Virtual Reality Manufacturing Cost Analysis
13.1 Virtual Reality Key Raw Materials Analysis
13.1.1 Key Raw Materials
13.1.2 Key Raw Materials Price Trend
13.1.3 Key Suppliers of Raw Materials
13.2 Proportion of Manufacturing Cost Structure
13.3 Manufacturing Process Analysis of Virtual Reality
13.4 Virtual Reality Industrial Chain Analysis
14 Marketing Channel, Distributors and Customers
14.1 Marketing Channel
14.2 Virtual Reality Distributors List
14.3 Virtual Reality Customers
15 Market Dynamics
15.1 Virtual Reality Market Trends
15.2 Virtual Reality Drivers
15.3 Virtual Reality Market Challenges
15.4 Virtual Reality Market Restraints
16 Research Findings and Conclusion
17 Appendix
17.1 Research Methodology
17.1.1 Methodology/Research Approach
17.1.2 Data Source
17.2 Author List
17.3 Disclaimer