리서치사:Market Glass, Inc. (Formerly Global Industry Analysts, Inc.)
발행일:2025년 06월
페이지 정보:영문 217 Pages
라이선스 & 가격 (부가세 별도)
한글목차
몰입형 가상현실(VR) 세계 시장은 2030년까지 780억 달러에 도달
2024년에 202억 달러로 추정되는 몰입형 가상현실(VR) 세계 시장은 2024-2030년간 CAGR 25.2%로 성장하여 2030년에는 780억 달러에 이를 것으로 예측됩니다. 본 보고서에서 분석한 부문 중 하나인 몰입형 VR 하드웨어는 CAGR 27.6%를 나타내고, 분석 기간 종료시에는 496억 달러에 이를 것으로 예측됩니다. 몰입형 VR 소프트웨어 분야의 성장률은 분석 기간에 CAGR 21.2%로 추정됩니다.
미국 시장은 53억 달러로 추정, 중국은 CAGR 23.8%로 성장 예측
미국의 몰입형 가상현실(VR) 시장은 2024년에 53억 달러로 추정됩니다. 세계 2위 경제대국인 중국은 2030년까지 118억 달러 규모에 이를 것으로 예측되며, 분석 기간인 2024-2030년 CAGR은 23.8%로 추정됩니다. 기타 주목해야 할 지역별 시장으로서는 일본과 캐나다가 있으며, 분석 기간중 CAGR은 각각 23.4%와 21.5%를 보일 것으로 예측됩니다. 유럽에서는 독일이 CAGR 약 17.2%를 보일 전망입니다.
세계의 몰입형 가상현실(VR) 시장 - 주요 동향과 촉진요인 정리
몰입형 가상현실(VR)이 산업 전반의 디지털 경험을 어떻게 재정의하고 있는가?
몰입형 가상현실(VR)은 현실 세계 또는 완전히 상상된 환경을 시뮬레이션하는 완전히 밀폐된 감각이 풍부한 환경을 만들어 사용자가 디지털 컨텐츠를 접하는 방식을 재구성하고 있습니다. 기본 VR과 달리 몰입형 VR은 헤드 마운트 디스플레이(HMD), 공간 오디오, 촉각 피드백, 모션 트래킹과 같은 고급 입출력 장치를 활용하여 사용자에게 몰입감과 인터랙티비티를 제공합니다. 이러한 리얼리즘은 수동적인 컨텐츠 소비를 능동적인 참여로 바꾸어 몰입형 VR을 엔터테인먼트뿐만 아니라 교육, 훈련, 의료, 건축, 산업 디자인 등 다양한 분야에서 강력한 도구로 활용되고 있습니다.
몰입형 VR로의 전환은 실제 시나리오를 높은 정확도로 시뮬레이션할 수 있는 능력에 의해 추진되고 있으며, 사용자는 위험 부담 없는 환경에서 훈련, 탐색, 의사결정을 내릴 수 있습니다. 군사, 항공, 의료 전문가들은 이미 몰입형 VR을 중요한 시뮬레이션에 도입하고 있으며, 학교와 대학에서는 해부학, 역사, 물리학 등을 역동적인 3D 컨텍스트에서 가르치는 데 활용하고 있습니다. 소매 및 마케팅 분야에서는 브랜드가 VR 기반 쇼룸과 가상 쇼핑 공간을 구축하여 소비자가 구매 전에 제품을 체험할 수 있도록 함으로써 체험적 참여와 디지털 편의성을 결합하고 있습니다.
몰입형 VR 시스템의 진화를 뒷받침하는 기술 발전은?
디스플레이 해상도, 처리 속도, 센서 통합, 컨텐츠 렌더링의 획기적인 발전은 몰입형 VR의 한계를 뛰어넘고 있으며, GPU와 전용 XR 프로세서를 통한 초저지연 그래픽은 보다 부드럽고 반응성이 뛰어난 가상 환경을 구현하여 멀미를 줄이고 몰입감을 높여줍니다. 팬케이크 렌즈 및 시선 추적과 같은 광학 기술의 발전으로 더 넓은 시야와 적응형 Foveated 렌더링을 갖춘 더 가볍고 컴팩트한 HMD를 구현하고 있습니다. 이러한 개선은 고해상도로 눈의 초점이 맞추어진 부분만 렌더링함으로써 GPU의 작업 부하를 최적화하여 효율을 크게 향상시킵니다.
또한, 햅틱 슈트, 데이터 글로브, 전신 추적 시스템은 사용자가 가상 환경 내에서 상호작용을 '느끼고' 자연스럽게 움직일 수 있도록 함으로써 촉각적 몰입감을 높입니다. 또한, AI 기반 아바타, 실시간 환경 적응, 행동 예측을 위한 머신러닝의 통합은 VR 경험의 현실감과 개인화를 강화합니다. 클라우드 VR 스트리밍과 5G 연결은 복잡한 환경을 원격으로 렌더링하고 경량 디바이스에 직접 스트리밍할 수 있게 함으로써 하드웨어의 제약을 없애고 몰입형 VR을 기업 및 소비자 시장 전반에서 보다 쉽게 이용할 수 있고 확장성을 확보할 수 있게 해줍니다.
완전 몰입형 가상현실(VR) 용도 수요를 주도하는 분야는?
게임 및 엔터테인먼트 산업은 여전히 몰입형 VR을 가장 많이 채택하고 있으며, 실감나는 스토리텔링, 다중 사용자 환경, 평면 화면의 능력을 뛰어넘는 인터랙티브한 게임 플레이가 수요를 주도하고 있습니다. 그러나 기업 및 기관에서의 사용은 더욱 빠르게 확대되고 있습니다. 의료 분야에서는 수술 훈련, 통증 관리, PTSD 및 공포증 치료와 같은 심리치료에 몰입형 VR이 도입되고 있습니다. 교육 기관에서는 STEM 커리큘럼에 VR 실험실을 통합하고, 박물관과 문화 시설에서는 원격지 관객을 위한 인터랙티브한 역사 재현을 위해 VR을 활용하고 있습니다.
기업 세계에서는 몰입형 VR이 인력 교육 및 협업에 혁명을 일으키고 있습니다. 자동차, 건설, 에너지 회사들은 VR을 안전 교육, 장비 숙달, 미착공 및 위험한 현장의 가상 워크스루에 활용하고 있습니다. 부동산 개발업체, 인테리어 디자이너, 건축가들은 몰입형 VR을 활용하여 고객에게 인터랙티브한 3D 건물 모델을 제시함으로써 설계 주기 시간과 의사결정 지연을 크게 단축하고 있습니다. 하이브리드 워크 트렌드에 힘입은 가상 회의, 팀 빌딩 환경, 가상 사무실의 부상도 몰입형 환경에서 실시간 커뮤니케이션과 협업을 지원하는 엔터프라이즈급 VR 플랫폼에 대한 수요를 더욱 촉진하고 있습니다.
몰입형 가상현실(VR) 시장의 성장은 몇 가지 요인에 의해 주도됩니다.
몰입형 가상현실(VR) 시장의 성장은 하드웨어의 소형화, 소프트웨어의 혁신, 컨텐츠의 다양화, 산업 간 장벽을 넘어선 도입 등 몇 가지 요인에 의해 주도되고 있습니다. 첫째, 헤드셋의 인체공학, 시각적 선명도, 컴퓨팅 파워가 획기적으로 향상되어 소비자와 기업 모두에게 진입장벽이 낮아졌고, AI, 공간 컴퓨팅, 햅틱의 통합으로 인터랙티비티와 개인화가 심화되어 사용자 유지율이 높아졌습니다. 사용자들의 몰입도와 만족도를 향상시켰습니다. 또한, 디바이스 비용의 하락과 테더링이 필요 없는 독립형 VR 헤드셋의 등장으로 기술 지식이 풍부한 얼리 어답터에서 일반 사용자까지 수용 가능한 시장이 확대되었습니다.
교육, 시뮬레이션, 원격 조작, 제품 개발 등을 위해 몰입형 솔루션을 찾는 기업이 증가하고 있으며, 기업의 디지털 전환도 큰 원동력이 되고 있습니다. 의료 및 기술 분야의 시뮬레이션 기반 교육에 대한 규제 당국의 지원도 기관 투자자들의 투자 의욕을 자극하고 있습니다. 또한, 메타버스와 영구적 가상 환경에 대한 관심이 높아지면서 엔터테인먼트, 상거래, 사회적 교류, 생산성을 통합하는 상호 운용 가능한 VR 플랫폼의 개발이 가속화되고 있습니다. 마지막으로, 5G, 엣지 컴퓨팅, 클라우드 렌더링을 통한 컨텐츠 전송에 대한 전 세계적인 투자로 인해 성능 병목현상이 해소되고 있습니다.
부문
컴포넌트(하드웨어, 소프트웨어, 서비스), 디바이스(헤드 마운트 디스플레이(HMD), 제스처 트래킹 디바이스, 프로젝터&디스플레이 월), 테크놀러지(반몰입형, 완전 몰입형, 비몰입형), 최종 사용(게임, 미디어 및 엔터테인먼트, 헬스케어, 교육, 자동차, 제조, 소매&E-Commerce, 항공우주&방위, 기타 최종 사용)
조사 대상 기업 예(총 43개사)
Apple Inc.
Autodesk, Inc.
ByteDance Ltd.
EON Reality, Inc.
Google LLC
HTC Corporation
Magic Leap, Inc.
Meta Platforms, Inc.
Microsoft Corporation
MindMaze SA
NVIDIA Corporation
Penumbra, Inc.
Qualcomm Incorporated
Samsung Electronics Co., Ltd.
Sensics, Inc.
Sony Group Corporation
Ultraleap Ltd.
Unity Technologies
Vection Technologies Ltd.
XRHealth Inc.
관세 영향 계수
Global Industry Analysts는 본사의 국가, 제조거점, 수출입(완제품 및 OEM)을 기반으로 기업의 경쟁력 변화를 예측했습니다. 이러한 복잡하고 다면적인 시장 역학은 인위적인 수익원가 증가, 수익성 감소, 공급망 재편 등 미시적 및 거시적 시장 역학 중에서도 특히 경쟁사들에게 영향을 미칠 것으로 예측됩니다.
Global Industry Analysts는 세계 주요 수석 이코노미스트(1,4,949명), 싱크탱크(62개 기관), 무역 및 산업 단체(171개 기관)의 전문가들의 의견을 면밀히 검토하여 생태계에 미치는 영향을 평가하고 새로운 시장 현실에 대응하고 있습니다. 모든 주요 국가의 전문가와 경제학자들이 관세와 그것이 자국에 미치는 영향에 대한 의견을 추적 조사했습니다.
Global Industry Analysts는 이러한 혼란이 향후 2-3개월 내에 마무리되고 새로운 세계 질서가 보다 명확하게 확립될 것으로 예상하고 있으며, Global Industry Analysts는 이러한 상황을 실시간으로 추적하고 있습니다.
2025년 4월: 협상 단계
이번 4월 보고서에서는 관세가 세계 시장 전체에 미치는 영향과 지역별 시장 조정에 대해 소개합니다. 당사의 예측은 과거 데이터와 진화하는 시장 영향요인을 기반으로 합니다.
2025년 7월: 최종 관세 재설정
고객님들께는 각 국가별 최종 리셋이 발표된 후 7월에 무료 업데이트 버전을 제공해 드립니다. 최종 업데이트 버전에는 명확하게 정의된 관세 영향 분석이 포함되어 있습니다.
상호 및 양자 간 무역과 관세의 영향 분석 :
미국 <>& 중국 <>& 멕시코 <>& 캐나다 <>&EU <>& 일본 <>& 인도 <>& 기타 176개국
업계 최고의 이코노미스트: Global Industry Analysts의 지식 기반은 국가, 싱크탱크, 무역 및 산업 단체, 대기업, 그리고 세계 계량 경제 상황의 전례 없는 패러다임 전환의 영향을 공유하는 분야별 전문가 등 가장 영향력 있는 수석 이코노미스트를 포함한 14,949명의 이코노미스트를 추적하고 있습니다. 16,491개 이상의 보고서 대부분에 마일스톤에 기반한 2단계 출시 일정이 적용되어 있습니다.
목차
제1장 조사 방법
제2장 주요 요약
시장 개요
주요 기업
시장 동향과 촉진요인
세계 시장 전망
제3장 시장 분석
미국
캐나다
일본
중국
유럽
프랑스
독일
이탈리아
영국
기타 유럽
아시아태평양
기타 지역
제4장 경쟁
LSH
영문 목차
영문목차
Global Immersive Virtual Reality Market to Reach US$78.0 Billion by 2030
The global market for Immersive Virtual Reality estimated at US$20.2 Billion in the year 2024, is expected to reach US$78.0 Billion by 2030, growing at a CAGR of 25.2% over the analysis period 2024-2030. Immersive VR Hardware, one of the segments analyzed in the report, is expected to record a 27.6% CAGR and reach US$49.6 Billion by the end of the analysis period. Growth in the Immersive VR Software segment is estimated at 21.2% CAGR over the analysis period.
The U.S. Market is Estimated at US$5.3 Billion While China is Forecast to Grow at 23.8% CAGR
The Immersive Virtual Reality market in the U.S. is estimated at US$5.3 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$11.8 Billion by the year 2030 trailing a CAGR of 23.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 23.4% and 21.5% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 17.2% CAGR.
How Is Immersive Virtual Reality Redefining Digital Experience Across Industries?
Immersive Virtual Reality (VR) is reshaping how users interact with digital content by creating a fully enclosed, sensory-rich environment that simulates real-world or entirely imagined settings. Unlike basic VR, immersive VR leverages advanced input and output devices-such as head-mounted displays (HMDs), spatial audio, haptic feedback, and motion tracking-to provide users with a heightened sense of presence and interactivity. This realism transforms passive content consumption into active engagement, making immersive VR a powerful tool not just for entertainment but also for education, training, healthcare, architecture, and industrial design.
The shift toward immersive VR is being driven by its ability to simulate real-world scenarios with high precision, allowing users to train, explore, and make decisions in a risk-free environment. Military, aviation, and medical professionals are already deploying immersive VR for high-stakes simulations, while schools and universities are using it to teach anatomy, history, or physics in dynamic 3D contexts. In retail and marketing, brands are building VR-based showrooms and virtual shopping spaces that allow consumers to experience products before purchase, blending experiential engagement with digital convenience.
What Technological Advancements Are Powering the Evolution of Immersive VR Systems?
Breakthroughs in display resolution, processing speed, sensor integration, and content rendering are pushing the boundaries of immersive VR. Ultra-low-latency graphics powered by GPUs and dedicated XR processors now allow for smoother, more responsive virtual environments that reduce motion sickness and increase realism. Advancements in optics, such as pancake lenses and eye-tracking, are enabling lighter and more compact HMDs with wider fields of view and adaptive foveated rendering. These improvements optimize GPU workload by rendering only where the eye is focused in high resolution, significantly improving efficiency.
Haptic suits, data gloves, and full-body tracking systems are also elevating tactile immersion by allowing users to "feel" interactions and move naturally in virtual environments. Moreover, the integration of AI-driven avatars, real-time environment adaptation, and machine learning for behavior prediction is enhancing the realism and personalization of VR experiences. Cloud VR streaming and 5G connectivity are eliminating hardware limitations by allowing complex environments to be rendered remotely and streamed directly to lightweight devices-making immersive VR more accessible and scalable across enterprise and consumer markets.
Which Sectors Are Driving Demand for Fully Immersive Virtual Reality Applications?
The gaming and entertainment industry remains the largest adopter of immersive VR, with demand fueled by lifelike storytelling, multi-user environments, and interactive gameplay that far exceeds the capabilities of flat-screen formats. However, enterprise and institutional use is expanding even faster. In the healthcare sector, immersive VR is being deployed for surgical training, pain management, and psychological therapy, including treatments for PTSD and phobias. Educational institutions are integrating VR labs into STEM curricula, while museums and cultural institutions are creating interactive historical reconstructions for remote audiences.
In the corporate world, immersive VR is revolutionizing workforce training and collaboration. Automotive, construction, and energy companies are using VR to conduct safety drills, equipment familiarization, and virtual walkthroughs of unbuilt or hazardous sites. Real estate developers, interior designers, and architects are leveraging immersive VR to present interactive 3D building models to clients, drastically reducing design cycle times and decision-making delays. The rise of virtual meetings, team-building environments, and virtual offices-driven by hybrid work trends-is also fueling demand for enterprise-grade VR platforms that support real-time communication and collaboration in immersive settings.
The Growth in the Immersive Virtual Reality Market Is Driven by Several Factors…
The growth in the immersive virtual reality market is driven by several factors related to hardware miniaturization, software innovation, content diversification, and cross-industry adoption. First and foremost is the dramatic improvement in headset ergonomics, visual clarity, and computing power, which has lowered the barrier to entry for both consumers and enterprises. The integration of AI, spatial computing, and haptics has deepened interactivity and personalization, leading to higher user retention and satisfaction. Additionally, declining device costs and the emergence of standalone, untethered VR headsets have expanded the addressable market beyond tech-savvy early adopters to mainstream users.
Enterprise digital transformation is another major driver, with businesses seeking immersive solutions for training, simulation, remote operations, and product development. Regulatory support for simulation-based education in healthcare and technical fields is also catalyzing institutional investment. Furthermore, growing interest in the metaverse and persistent virtual environments is accelerating the development of interoperable VR platforms that blend entertainment, commerce, social interaction, and productivity. Finally, global investments in 5G, edge computing, and cloud-rendered content delivery are removing performance bottlenecks-ensuring immersive virtual reality evolves from niche technology to a foundational pillar of digital interaction across industries.
SCOPE OF STUDY:
The report analyzes the Immersive Virtual Reality market in terms of units by the following Segments, and Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.
Select Competitors (Total 43 Featured) -
Apple Inc.
Autodesk, Inc.
ByteDance Ltd.
EON Reality, Inc.
Google LLC
HTC Corporation
Magic Leap, Inc.
Meta Platforms, Inc.
Microsoft Corporation
MindMaze SA
NVIDIA Corporation
Penumbra, Inc.
Qualcomm Incorporated
Samsung Electronics Co., Ltd.
Sensics, Inc.
Sony Group Corporation
Ultraleap Ltd.
Unity Technologies
Vection Technologies Ltd.
XRHealth Inc.
TARIFF IMPACT FACTOR
Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.
We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.
We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.
As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.
To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!
APRIL 2025: NEGOTIATION PHASE
Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.
JULY 2025 FINAL TARIFF RESET
Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.
Reciprocal and Bilateral Trade & Tariff Impact Analyses:
USA <> CHINA <> MEXICO <> CANADA <> EU <> JAPAN <> INDIA <> 176 OTHER COUNTRIES.
Leading Economists - Our knowledge base tracks 14,949 economists including a select group of most influential Chief Economists of nations, think tanks, trade and industry bodies, big enterprises, and domain experts who are sharing views on the fallout of this unprecedented paradigm shift in the global econometric landscape. Most of our 16,491+ reports have incorporated this two-stage release schedule based on milestones.
COMPLIMENTARY PREVIEW
Contact your sales agent to request an online 300+ page complimentary preview of this research project. Our preview will present full stack sources, and validated domain expert data transcripts. Deep dive into our interactive data-driven online platform.
TABLE OF CONTENTS
I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
World Market Trajectories
Tariff Impact on Global Supply Chain Patterns
Immersive Virtual Reality - Global Key Competitors Percentage Market Share in 2025 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
Rising Demand for Realistic Digital Experiences Drives Adoption of Immersive Virtual Reality Across Multiple Industries
Expansion of Metaverse and Virtual Social Platforms Accelerates Consumer and Enterprise VR Engagement
Growth in VR Gaming and E-Sports Ecosystems Fuels Development of High-Fidelity Immersive Hardware and Content
Increased Adoption of VR in Healthcare for Therapy, Training, and Pain Management Expands Clinical Application Scope
Advancements in Haptic Feedback, Spatial Audio, and Eye Tracking Enhance Sensory Depth in Immersive VR Systems
OEM Focus on Lightweight, Wireless Headsets Supports Broader Consumer Accessibility and Comfort
Integration of AI and Machine Learning Into VR Platforms Improves Real-Time Interaction and Adaptive Content Delivery
Enterprise Use of VR for Remote Collaboration, Simulation, and Workforce Training Strengthens ROI Across Sectors
Rising Investment in VR-Enabled Education and Virtual Classrooms Promotes Engagement and Personalized Learning
Immersive VR Adoption in Real Estate, Retail, and Architecture Enhances Client Visualization and Decision-Making
Growing Demand for Virtual Tourism and Cultural Experiences Expands Entertainment and Hospitality Use Cases
Development of Open-Source VR Platforms and Cross-Device Compatibility Accelerates Developer Ecosystem Growth
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Immersive Virtual Reality Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 3: World 6-Year Perspective for Immersive Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
TABLE 4: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 5: World 6-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 6: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 7: World 6-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 9: World 6-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 10: World Recent Past, Current & Future Analysis for Media & Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 11: World 6-Year Perspective for Media & Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 12: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 13: World 6-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Education by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 15: World 6-Year Perspective for Education by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 16: World Recent Past, Current & Future Analysis for Automotive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 17: World 6-Year Perspective for Automotive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 18: World Recent Past, Current & Future Analysis for Manufacturing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 19: World 6-Year Perspective for Manufacturing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Retail & E-Commerce by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 21: World 6-Year Perspective for Retail & E-Commerce by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 22: World Recent Past, Current & Future Analysis for Aerospace & Defense by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 23: World 6-Year Perspective for Aerospace & Defense by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 24: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 25: World 6-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 26: World Recent Past, Current & Future Analysis for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 27: World 6-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 28: World Recent Past, Current & Future Analysis for Head Mounted Display by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 29: World 6-Year Perspective for Head Mounted Display by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 30: World Recent Past, Current & Future Analysis for Gesture Tracking Device by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 31: World 6-Year Perspective for Gesture Tracking Device by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 32: World Recent Past, Current & Future Analysis for Projectors & Display Wall by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 33: World 6-Year Perspective for Projectors & Display Wall by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 34: World Recent Past, Current & Future Analysis for Semi & Fully Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 35: World 6-Year Perspective for Semi & Fully Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 36: World Recent Past, Current & Future Analysis for Non-Immersive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 37: World 6-Year Perspective for Non-Immersive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 38: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 39: USA 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 40: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 41: USA 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 42: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 43: USA 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 44: USA Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 45: USA 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
CANADA
TABLE 46: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 47: Canada 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 48: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 49: Canada 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 50: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 51: Canada 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 52: Canada Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 53: Canada 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
JAPAN
Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 54: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 55: Japan 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 56: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 57: Japan 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 58: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 59: Japan 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 60: Japan Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 61: Japan 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
CHINA
Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 62: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 63: China 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 64: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 65: China 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 66: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 67: China 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 68: China Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 69: China 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
EUROPE
Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 70: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 71: Europe 6-Year Perspective for Immersive Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
TABLE 72: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 73: Europe 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 74: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 75: Europe 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 76: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 77: Europe 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 78: Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 79: Europe 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
FRANCE
Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 80: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 81: France 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 82: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 83: France 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 84: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 85: France 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 86: France Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 87: France 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
GERMANY
Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 88: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 89: Germany 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 90: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 91: Germany 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 92: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 93: Germany 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 94: Germany Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 95: Germany 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
ITALY
TABLE 96: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 97: Italy 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 98: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 99: Italy 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 100: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 101: Italy 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 102: Italy Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 103: Italy 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
UNITED KINGDOM
Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 104: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 105: UK 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 106: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 107: UK 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 108: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 109: UK 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 110: UK Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 111: UK 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
REST OF EUROPE
TABLE 112: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 113: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 114: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 115: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 116: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 117: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 118: Rest of Europe Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 119: Rest of Europe 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
ASIA-PACIFIC
Immersive Virtual Reality Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 120: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 121: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 122: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 123: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 124: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 125: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 126: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 127: Asia-Pacific 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030
REST OF WORLD
TABLE 128: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 129: Rest of World 6-Year Perspective for Immersive Virtual Reality by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2025 & 2030
TABLE 130: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by End-Use - Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 131: Rest of World 6-Year Perspective for Immersive Virtual Reality by End-Use - Percentage Breakdown of Value Sales for Media & Entertainment, Healthcare, Education, Automotive, Manufacturing, Retail & E-Commerce, Aerospace & Defense, Other End-Uses and Gaming for the Years 2025 & 2030
TABLE 132: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Device - Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 133: Rest of World 6-Year Perspective for Immersive Virtual Reality by Device - Percentage Breakdown of Value Sales for Head Mounted Display, Gesture Tracking Device and Projectors & Display Wall for the Years 2025 & 2030
TABLE 134: Rest of World Recent Past, Current & Future Analysis for Immersive Virtual Reality by Technology - Semi & Fully Immersive and Non-Immersive - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 135: Rest of World 6-Year Perspective for Immersive Virtual Reality by Technology - Percentage Breakdown of Value Sales for Semi & Fully Immersive and Non-Immersive for the Years 2025 & 2030