Global Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity
Global Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity
Global virtual reality (VR) market will reach $342.24 billion by 2032, growing by 26.4% annually over 2022-2032, driven by the growing R&D investment, fast evolving technologies, the rising smartphone customer base, and the increasing applications of virtual reality across various industries.
Highlighted with 86 tables and 97 figures, this 186-page report “Global Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global virtual reality (VR) market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify global virtual reality (VR) market in every aspect of the classification from perspectives of Offering, Technology, Device, Platform, Industry Vertical, End User, and Region.
Based on Offering, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Services
Based on Technology, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Nonimmersive Technology
• Semi-Immersive Technology
• Fully Immersive Technology
By Device, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Head-Mounted Display (HMD)
• Gesture-Tracking Device
• Projector & Display Wall
By Platform, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Mobile VR
• Console VR
• PC VR
By Industry Vertical, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals
By End User, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)
Geographically, the following regions together with the listed national/local markets are fully investigated:
• North America (U.S., Canada, and Mexico)
• Europe (Germany, UK, France, Spain, Italy, Netherlands, Rest of Europe; Rest of Europe is further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, Taiwan, and Philippines)
• South America (Brazil, Chile, Argentina, Rest of South America)
• MEA (UAE, Saudi Arabia, South Africa, and Rest of MEA)
For each region and country, detailed analysis and data of annual revenue ($ mn) are available for 2022-2032. The breakdown of all regional markets by country and the breakdown of each national market by Technology, Device, and Industry Vertical over the forecast years are also included.
The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co., Ltd.
Sixense Entertainment, Inc.
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
1 Introduction 10
1.1 Industry Definition and Research Scope 10
1.1.1 Industry Definition 10
1.1.2 Research Scope 11
1.2 Research Methodology 14
1.2.1 Overview of Market Research Methodology 14
1.2.2 Market Assumption 15
1.2.3 Secondary Data 15
1.2.4 Primary Data 15
1.2.5 Data Filtration and Model Design 16
1.2.6 Market Size/Share Estimation 17
1.2.7 Research Limitations 18
1.3 Executive Summary 19
2 Market Overview and Dynamics 22
2.1 Market Size and Forecast 22
2.1.1 Impact of COVID-19 on World Economy 23
2.1.2 Impact of COVID-19 on the Market 26
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 28
2.2 Major Growth Drivers 32
2.3 Market Restraints and Challenges 36
2.4 Emerging Opportunities and Market Trends 39
2.5 Porter’s Fiver Forces Analysis 43
3 Segmentation of Global Market by Offering 47
3.1 Market Overview by Offering 47
3.2 Hardware 49
3.2.1 Sensors 51
3.2.2 Semiconductor Component 52
3.2.3 Displays and Projectors 53
3.2.4 Position Trackers 54
3.2.5 Cameras 55
3.2.6 Other Hardware 56
3.3 Software 57
3.3.1 Software Developer Kits 58
3.3.2 Cloud-based Solutions 59
3.4 Services 60
4 Segmentation of Global Market by Technology 61
4.1 Market Overview by Technology 61
4.2 Nonimmersive Technology 63
4.3 Semi-Immersive Technology 64
4.4 Fully Immersive Technology 65
5 Segmentation of Global Market by Device 66
5.1 Market Overview by Device 66
5.2 Head-Mounted Display (HMD) 68
5.3 Gesture-Tracking Device 69
5.4 Projector & Display Wall 70
6 Segmentation of Global Market by Platform 71
6.1 Market Overview by Platform 71
6.2 Mobile VR 73
6.3 Console VR 74
6.4 PC VR 75
7 Segmentation of Global Market by Industry Vertical 76
7.1 Market Overview by Industry Vertical 76
7.2 Gaming 78
7.3 Entertainment & Media 79
7.4 Aerospace & Defense 80
7.5 Healthcare 81
7.6 Education 82
7.7 Automotive 83
7.8 Retail & Marketing 84
7.9 Other Verticals 85
8 Segmentation of Global Market by End User 86
8.1 Market Overview by End User 86
8.2 Consumer 88
8.3 Enterprise 89
8.3.1 Large Enterprises 90
8.3.2 Small- & Medium-sized Enterprises (SMEs) 91
9 Segmentation of Global Market by Region 92
9.1 Geographic Market Overview 2022-2032 92
9.2 North America Market 2022-2032 by Country 96
9.2.1 Overview of North America Market 96
9.2.2 U.S. 100
9.2.3 Canada 103
9.2.4 Mexico 105
9.3 European Market 2022-2032 by Country 107
9.3.1 Overview of European Market 107
9.3.2 Germany 111
9.3.3 U.K. 113
9.3.4 France 115
9.3.5 Spain 117
9.3.6 Italy 119
9.3.7 Netherlands 121
9.3.8 Rest of European Market 123
9.4 Asia-Pacific Market 2022-2032 by Country 125
9.4.1 Overview of Asia-Pacific Market 125
9.4.2 Japan 129
9.4.3 China 132
9.4.4 Australia 134
9.4.5 India 136
9.4.6 South Korea 138
9.4.7 Rest of APAC Region 140
9.5 South America Market 2022-2032 by Country 142
9.5.1 Argentina 145
9.5.2 Brazil 147
9.5.3 Chile 149
9.5.4 Rest of South America Market 151
9.6 MEA Market 2022-2032 by Country 152
9.6.1 UAE 155
9.6.2 Saudi Arabia 157
9.6.3 South Africa 159
9.6.4 Other National Markets 161
10 Competitive Landscape 162
10.1 Overview of Key Vendors 162
10.2 New Product Launch, Partnership, Investment, and M&A 165
10.3 Company Profiles 166
Apple Inc. 166
Atheer, Inc. 168
Cyberglove Systems Inc. 169
EON Reality, Inc. 170
Facebook Inc. 171
Google Inc. 172
Hewlett-Packard Development Company. L.P 173
Leap Motion, Inc. 174
Meta Inc. 175
Microsoft Corporation 176
Nintendo Co., Ltd. 177
Oculus VR, LLC 178
Qualcomm Technologies, Inc. 179
Samsung Electronics Co., Ltd. 180
Sixense Entertainment, Inc. 181
Sony Corporation 182
Total Immersion, Inc. 183
Virtuix 184
Zappar Ltd. 185
RELATED REPORTS 186
List of Tables:
Table 1. Snapshot of Global Virtual Reality Market in Balanced Perspective, 2022-2032 20
Table 2. World Economic Outlook, 2021-2031 24
Table 3. World Economic Outlook, 2021-2023 25
Table 4. Scenarios for Economic Impact of Ukraine Crisis 29
Table 5. Main Product Trends and Market Opportunities in Global Virtual Reality Market 39
Table 6. Global Virtual Reality Market by Offering, 2022-2032, $ mn 47
Table 7. Global Virtual Reality Market: Hardware by Type, 2022-2032, $ mn 50
Table 8. Global Virtual Reality Market: Software by Type, 2022-2032, $ mn 57
Table 9. Global Virtual Reality Market by Technology, 2022-2032, $ mn 61
Table 10. Global Virtual Reality Market by Device, 2022-2032, $ mn 66
Table 11. Global Virtual Reality Market by Platform, 2022-2032, $ mn 71
Table 12. Global Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 76
Table 13. Global Virtual Reality Market by End User, 2022-2032, $ mn 86
Table 14. Global Virtual Reality Market: Enterprise by Type, 2022-2032, $ mn 89
Table 15. Global Virtual Reality Market by Region, 2022-2032, $ mn 93
Table 16. Leading National Virtual Reality Market, 2022 and 2032, $ mn 95
Table 17. North America Virtual Reality Market by Country, 2022-2032, $ mn 98
Table 18. U.S. Virtual Reality Market by Technology, 2022-2032, $ mn 102
Table 19. U.S. Virtual Reality Market by Device, 2022-2032, $ mn 102
Table 20. U.S. Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 102
Table 21. Canada Virtual Reality Market by Technology, 2022-2032, $ mn 104
Table 22. Canada Virtual Reality Market by Device, 2022-2032, $ mn 104
Table 23. Canada Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 104
Table 24. Mexico Virtual Reality Market by Technology, 2022-2032, $ mn 106
Table 25. Mexico Virtual Reality Market by Device, 2022-2032, $ mn 106
Table 26. Mexico Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 106
Table 27. Europe Virtual Reality Market by Country, 2022-2032, $ mn 110
Table 28. Germany Virtual Reality Market by Technology, 2022-2032, $ mn 112
Table 29. Germany Virtual Reality Market by Device, 2022-2032, $ mn 112
Table 30. Germany Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 112
Table 31. U.K. Virtual Reality Market by Technology, 2022-2032, $ mn 114
Table 32. U.K. Virtual Reality Market by Device, 2022-2032, $ mn 114
Table 33. U.K. Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 114
Table 34. France Virtual Reality Market by Technology, 2022-2032, $ mn 116
Table 35. France Virtual Reality Market by Device, 2022-2032, $ mn 116
Table 36. France Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 116
Table 37. Spain Virtual Reality Market by Technology, 2022-2032, $ mn 118
Table 38. Spain Virtual Reality Market by Device, 2022-2032, $ mn 118
Table 39. Spain Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 118
Table 40. Italy Virtual Reality Market by Technology, 2022-2032, $ mn 120
Table 41. Italy Virtual Reality Market by Device, 2022-2032, $ mn 120
Table 42. Italy Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 120
Table 43. Netherlands Virtual Reality Market by Technology, 2022-2032, $ mn 122
Table 44. Netherlands Virtual Reality Market by Device, 2022-2032, $ mn 122
Table 45. Netherlands Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 122
Table 46. Virtual Reality Market in Rest of Europe by Country, 2022-2032, $ mn 124
Table 47. APAC Virtual Reality Market by Country, 2022-2032, $ mn 127
Table 48. Japan Virtual Reality Market by Technology, 2022-2032, $ mn 131
Table 49. Japan Virtual Reality Market by Device, 2022-2032, $ mn 131
Table 50. Japan Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 131
Table 51. China Virtual Reality Market by Technology, 2022-2032, $ mn 133
Table 52. China Virtual Reality Market by Device, 2022-2032, $ mn 133
Table 53. China Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 133
Table 54. Australia Virtual Reality Market by Technology, 2022-2032, $ mn 135
Table 55. Australia Virtual Reality Market by Device, 2022-2032, $ mn 135
Table 56. Australia Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 135
Table 57. India Virtual Reality Market by Technology, 2022-2032, $ mn 137
Table 58. India Virtual Reality Market by Device, 2022-2032, $ mn 137
Table 59. India Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 137
Table 60. South Korea Virtual Reality Market by Technology, 2022-2032, $ mn 139
Table 61. South Korea Virtual Reality Market by Device, 2022-2032, $ mn 139
Table 62. South Korea Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 139
Table 63. Virtual Reality Market in Rest of APAC by Country/Region, 2022-2032, $ mn 141
Table 64. South America Virtual Reality Market by Country, 2022-2032, $ mn 144
Table 65. Argentina Virtual Reality Market by Technology, 2022-2032, $ mn 146
Table 66. Argentina Virtual Reality Market by Device, 2022-2032, $ mn 146
Table 67. Argentina Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 146
Table 68. Brazil Virtual Reality Market by Technology, 2022-2032, $ mn 148
Table 69. Brazil Virtual Reality Market by Device, 2022-2032, $ mn 148
Table 70. Brazil Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 148
Table 71. Chile Virtual Reality Market by Technology, 2022-2032, $ mn 150
Table 72. Chile Virtual Reality Market by Device, 2022-2032, $ mn 150
Table 73. Chile Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 150
Table 74. MEA Virtual Reality Market by Country, 2022-2032, $ mn 154
Table 75. UAE Virtual Reality Market by Technology, 2022-2032, $ mn 156
Table 76. UAE Virtual Reality Market by Device, 2022-2032, $ mn 156
Table 77. UAE Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 156
Table 78. Saudi Arabia Virtual Reality Market by Technology, 2022-2032, $ mn 158
Table 79. Saudi Arabia Virtual Reality Market by Device, 2022-2032, $ mn 158
Table 80. Saudi Arabia Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 158
Table 81. South Africa Virtual Reality Market by Technology, 2022-2032, $ mn 160
Table 82. South Africa Virtual Reality Market by Device, 2022-2032, $ mn 160
Table 83. South Africa Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 160
Table 84. Apple Inc.: Company Snapshot 166
Table 85. Apple Inc.: Business Segmentation 167
Table 86. Apple Inc.: Product Portfolio 167
List of Figures:
Figure 1. Research Method Flow Chart 14
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 17
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2022-2032 19
Figure 4. Global Virtual Reality Market, 2022-2032, $ mn 22
Figure 5. Impact of COVID-19 on Business 26
Figure 6. Primary Drivers and Impact Factors of Global Virtual Reality Market 32
Figure 7. Forecast of Middle-class Population by Region, 2015-2030, million 35
Figure 8. World Digital Gaming Market, 2022-2032, $ bn 35
Figure 9. Primary Restraints and Impact Factors of Global Virtual Reality Market 36
Figure 10. Investment Opportunity Analysis 40
Figure 11. Porter’s Fiver Forces Analysis of Global Virtual Reality Market 43
Figure 12. Breakdown of Global Virtual Reality Market by Offering, 2022-2032, % of Revenue 48
Figure 13. Global Addressable Market Cap in 2023-2032 by Offering, Value ($ mn) and Share (%) 48
Figure 14. Global Virtual Reality Market by Offering: Hardware, 2022-2032, $ mn 49
Figure 15. Global Virtual Reality Market by Hardware: Sensors, 2022-2032, $ mn 51
Figure 16. Global Virtual Reality Market by Hardware: Semiconductor Component, 2022-2032, $ mn 52
Figure 17. Global Virtual Reality Market by Hardware: Displays and Projectors, 2022-2032, $ mn 53
Figure 18. Global Virtual Reality Market by Hardware: Position Trackers, 2022-2032, $ mn 54
Figure 19. Global Virtual Reality Market by Hardware: Cameras, 2022-2032, $ mn 55
Figure 20. Global Virtual Reality Market by Hardware: Other Hardware, 2022-2032, $ mn 56
Figure 21. Global Virtual Reality Market by Offering: Software, 2022-2032, $ mn 57
Figure 22. Global Virtual Reality Market by Software: Software Developer Kits, 2022-2032, $ mn 58
Figure 23. Global Virtual Reality Market by Software: Cloud-based Solutions, 2022-2032, $ mn 59
Figure 24. Global Virtual Reality Market by Offering: Services, 2022-2032, $ mn 60
Figure 25. Breakdown of Global Virtual Reality Market by Technology, 2022-2032, % of Sales Revenue 62
Figure 26. Global Addressable Market Cap in 2023-2032 by Technology, Value ($ mn) and Share (%) 62
Figure 27. Global Virtual Reality Market by Technology: Nonimmersive Technology, 2022-2032, $ mn 63
Figure 28. Global Virtual Reality Market by Technology: Semi-Immersive Technology, 2022-2032, $ mn 64
Figure 29. Global Virtual Reality Market by Technology: Fully Immersive Technology, 2022-2032, $ mn 65
Figure 30. Breakdown of Global Virtual Reality Market by Device, 2022-2032, % of Sales Revenue 67
Figure 31. Global Addressable Market Cap in 2023-2032 by Device, Value ($ mn) and Share (%) 67
Figure 32. Global Virtual Reality Market by Device: Head-Mounted Display (HMD), 2022-2032, $ mn 68
Figure 33. Global Virtual Reality Market by Device: Gesture-Tracking Device, 2022-2032, $ mn 69
Figure 34. Global Virtual Reality Market by Device: Projector & Display Wall, 2022-2032, $ mn 70
Figure 35. Breakdown of Global Virtual Reality Market by Platform, 2022-2032, % of Revenue 72
Figure 36. Global Addressable Market Cap in 2023-2032 by Platform, Value ($ mn) and Share (%) 72
Figure 37. Global Virtual Reality Market by Platform: Mobile VR, 2022-2032, $ mn 73
Figure 38. Global Virtual Reality Market by Platform: Console VR, 2022-2032, $ mn 74
Figure 39. Global Virtual Reality Market by Platform: PC VR, 2022-2032, $ mn 75
Figure 40. Breakdown of Global Virtual Reality Market by Industry Vertical, 2022-2032, % of Revenue 77
Figure 41. Global Addressable Market Cap in 2023-2032 by Industry Vertical, Value ($ mn) and Share (%) 77
Figure 42. Global Virtual Reality Market by Industry Vertical: Gaming, 2022-2032, $ mn 78
Figure 43. Global Virtual Reality Market by Industry Vertical: Entertainment & Media, 2022-2032, $ mn 79
Figure 44. Global Virtual Reality Market by Industry Vertical: Aerospace & Defense, 2022-2032, $ mn 80
Figure 45. Global Virtual Reality Market by Industry Vertical: Healthcare, 2022-2032, $ mn 81
Figure 46. Global Virtual Reality Market by Industry Vertical: Education, 2022-2032, $ mn 82
Figure 47. Global Virtual Reality Market by Industry Vertical: Automotive, 2022-2032, $ mn 83
Figure 48. Global Virtual Reality Market by Industry Vertical: Retail & Marketing, 2022-2032, $ mn 84
Figure 49. Global Virtual Reality Market by Industry Vertical: Other Verticals, 2022-2032, $ mn 85
Figure 50. Breakdown of Global Virtual Reality Market by End User, 2022-2032, % of Revenue 86
Figure 51. Global Addressable Market Cap in 2023-2032 by End User, Value ($ mn) and Share (%) 87
Figure 52. Global Virtual Reality Market by End User: Consumer, 2022-2032, $ mn 88
Figure 53. Global Virtual Reality Market by End User: Enterprise, 2022-2032, $ mn 89
Figure 54. Global Virtual Reality Market by Enterprise: Large Enterprises, 2022-2032, $ mn 90
Figure 55. Global Virtual Reality Market by Enterprise: Small- & Medium-sized Enterprises (SMEs), 2022-2032, $ mn 91
Figure 56. Global Market Snapshot by Region 92
Figure 57. Geographic Spread of Worldwide Virtual Reality Market, 2022-2032, % of Sales Revenue 93
Figure 58. Global Addressable Market Cap in 2023-2032 by Region, Value ($ mn) and Share (%) 94
Figure 59. North American Virtual Reality Market, 2022-2032, $ mn 97
Figure 60. Breakdown of North America Virtual Reality Market by Country, 2022 and 2032, % of Revenue 98
Figure 61. Contribution to North America 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%) 99
Figure 62. U.S. Virtual Reality Market, 2022-2032, $ mn 101
Figure 63. Canada Virtual Reality Market, 2022-2032, $ mn 103
Figure 64. Virtual Reality Market in Mexico, 2022-2032, $ mn 105
Figure 65. European Virtual Reality Market, 2022-2032, $ mn 108
Figure 66. Breakdown of European Virtual Reality Market by Country, 2022 and 2032, % of Revenue 109
Figure 67. Contribution to Europe 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%) 110
Figure 68. Virtual Reality Market in Germany, 2022-2032, $ mn 111
Figure 69. Virtual Reality Market in U.K., 2022-2032, $ mn 113
Figure 70. Virtual Reality Market in France, 2022-2032, $ mn 115
Figure 71. Virtual Reality Market in Spain, 2022-2032, $ mn 117
Figure 72. Virtual Reality Market in Italy, 2022-2032, $ mn 119
Figure 73. Virtual Reality Market in Netherlands, 2022-2032, $ mn 121
Figure 74. Virtual Reality Market in Rest of Europe, 2022-2032, $ mn 123
Figure 75. Asia-Pacific Virtual Reality Market, 2022-2032, $ mn 126
Figure 76. Breakdown of APAC Virtual Reality Market by Country, 2022 and 2032, % of Revenue 126
Figure 77. Contribution to APAC 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%) 128
Figure 78. Virtual Reality Market in Japan, 2022-2032, $ mn 130
Figure 79. Virtual Reality Market in China, 2022-2032, $ mn 132
Figure 80. Virtual Reality Market in Australia, 2022-2032, $ mn 134
Figure 81. Virtual Reality Market in India, 2022-2032, $ mn 136
Figure 82. Virtual Reality Market in South Korea, 2022-2032, $ mn 138
Figure 83. Virtual Reality Market in Rest of APAC, 2022-2032, $ mn 140
Figure 84. South America Virtual Reality Market, 2022-2032, $ mn 143
Figure 85. Breakdown of South America Virtual Reality Market by Country, 2022 and 2032, % of Revenue 143
Figure 86. Contribution to South America 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%) 144
Figure 87. Virtual Reality Market in Argentina, 2022-2032, $ mn 145
Figure 88. Virtual Reality Market in Brazil, 2022-2032, $ mn 147
Figure 89. Virtual Reality Market in Chile, 2022-2032, $ mn 149
Figure 90. Virtual Reality Market in Rest of South America, 2022-2032, $ mn 151
Figure 91. Virtual Reality Market in Middle East and Africa (MEA), 2022-2032, $ mn 153
Figure 92. Breakdown of MEA Virtual Reality Market by Country, 2022 and 2032, % of Revenue 153
Figure 93. Contribution to MEA 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%) 154
Figure 94. Virtual Reality Market in UAE, 2022-2032, $ mn 155
Figure 95. Virtual Reality Market in Saudi Arabia, 2022-2032, $ mn 157
Figure 96. Virtual Reality Market in South Africa, 2022-2032, $ mn 159
Figure 97. Growth Stage of Global Virtual Reality Industry over the Forecast Period 162
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Market Forecast (2021-2026) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
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