Global and United States Virtual Reality Market Report & Forecast 2022-2028

SKU ID : QYR-20600755 | Publishing Date : 25-Mar-2022 | No. of pages : 102

Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality.
Market Analysis and Insights: Global and United States Virtual Reality Market
This report focuses on global and United States Virtual Reality market, also covers the segmentation data of other regions in regional level and county level.
Due to the COVID-19 pandemic, the global Virtual Reality market size is estimated to be worth US$ 13330 million in 2022 and is forecast to a readjusted size of US$ 31940 million by 2028 with a CAGR of 15.7% during the review period. Fully considering the economic change by this health crisis, by Type, Non-Immersive Technology accounting for % of the Virtual Reality global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR in the post-COVID-19 period. While by Application, Consumer was the leading segment, accounting for over percent market share in 2021, and altered to an % CAGR throughout this forecast period.
North America is expected to hold the largest size of the virtual reality market, while the market in Asia-Pacific is estimated to grow at the highest rate. Countries such as China, India, Japan, and South Korea in the APAC region are witnessing a huge demand for head-mounted displays for the gaming application.
Global Virtual Reality Scope and Market Size
Virtual Reality market is segmented by region (country), players, 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 revenue and forecast by region (country), by Type and by Application for the period 2017-2028.
For United States market, this report focuses on the Virtual Reality market size by players, by Type and by Application, for the period 2017-2028. The key players include the global and local players, which play important roles in United States.
Segment by Type
Non-Immersive Technology
Semi-Immersive and Fully Immersive Technologies
Segment by Application
Consumer
Commercial
Aerospace and Defense
Medical
Industrial
Others
By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Indonesia
Thailand
Malaysia
Philippines
Vietnam
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
By Company
Oculus VR
Sony
Samsung Electronics
HTC
EON Reality
Google
Microsoft
Vuzix
Cyberglove Systems
Sensics
Leap Motion
Sixense Entertainment

Frequently Asked Questions

This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
  • By product type
  • By End User/Applications
  • By Technology
  • By Region
The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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