Europe Immersive Reality for Defense Market - Analysis and Forecast, 2023-2033

Europe Immersive Reality for Defense Market - Analysis and Forecast, 2023-2033


Introduction to Europe Immersive Reality for Defense Market

The Europe immersive reality for defense market is estimated to reach $4.13 billion by 2033 from $0.63 billion in 2022, at a growth rate of 18.72% during the forecast period 2023-2033. The field of immersive reality for defense applications is rapidly evolving as a critical domain within the defense and military industries, driven by the growing need for innovative technical solutions to improve training, simulation, and operational effectiveness. Immersive reality refers to a set of technologies that surround users/trainees in virtual settings, delivering a multimodal experience that can reproduce real-world scenarios with remarkable fidelity and immersion.

The field of immersive reality for defense applications is a driving force behind the change of military technologies, providing a diverse range of technologies and applications that challenge old defensive paradigms. As military agencies and armed forces continue to face increasing threats and operational obstacles, the incorporation of immersive reality is poised to push the boundaries of what is possible.

Market Introduction

Immersive reality technologies are rapidly transforming the landscape of defense applications, providing numerous advantages such as improved training, simulation, and operational efficiency. These cutting-edge systems are indispensable in modern defense operations due to their cost-effectiveness, realism, and varied functions. Advanced training and simulation are two of the most common applications of immersive reality in the defense sector. Soldiers can engage in realistic combat scenarios, perfect their abilities, and build tactical expertise in a safe and controlled environment using virtual reality (VR) and augmented reality (AR) devices. This not only cuts training expenses but also improves military personnel performance.

Aside from training, immersive reality is useful in mission planning and execution. HUDs and augmented reality systems are utilized to give real-time information to soldiers, pilots, and commanders, improving situational awareness and decision-making on the battlefield. Furthermore, immersive reality plays a pivotal role in remote operations and drone piloting. Operators can immerse themselves in the battlefield through VR headsets, controlling unmanned vehicles and drones with precision and accuracy.

Market Segmentation:

Segmentation 1: by Application

3D Modeling
Simulation and Training
Maintenance and Monitoring
Situational Awareness

Segmentation 2: by Country

France
Germany
Russia
U.K.
Rest-of-Europe

Segmentation 3: by Type

Augmented Reality (AR)
Virtual Reality (VR)
Mixed Reality (MR)

How can this report add value to an organization?

Product/Innovation Strategy: The product segment helps the reader to understand the different types of immersive solutions available for defense deployment and their potential in Europe region.

Growth/Marketing Strategy: The Europe immersive reality for defense market has seen some major development by key players operating in the market, such as partnership, collaboration, and joint venture. The favored strategy for the collaboration between defense agencies and private players is primordially contracting the development and delivery of advanced materials and specialized composite components for space system applications.

Competitive Strategy: Key players in the Europe immersive reality for defense market have been analyzed and profiled in the study, inclusive of major segmentations and service offerings companies provide in the technology segments, respectively. Moreover, a detailed competitive benchmarking of the players operating in the immersive reality for defense market has been done to help the reader understand how players stack against each other, presenting a clear market landscape. Additionally, comprehensive competitive strategies such as partnerships, agreements, and collaborations will aid the reader in understanding the revenue pockets in the market.

Methodology: The research methodology design adopted for this specific study includes a mix of data collected from primary and secondary data sources. Both primary resources (key players, market leaders, and in-house experts) and secondary research (a host of paid and unpaid databases), along with analytical tools, are employed to build the predictive and forecast models.

Key Market Players and Competition Synopsis

The companies that are profiled have been selected based on thorough secondary research, which includes analyzing company coverage, product portfolio, market penetration, and insights that are gathered from primary experts.

Key Companies Profiled:

Bohemia Interactive Simulations
Indra Sistemas, S.A.
Thales Group
Varjo

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Executive Summary
Scope of the Study
1 Markets
1.1 Industry Outlook
1.1.1 Immersive Reality for Defense Market: Overview
1.1.2 Ongoing and Upcoming Programs
1.1.2.1 U.S. Army's Squad Immersive Virtual Trainer (SiVT)
1.1.2.2 Remote Augmented Reality Maintenance Assistance (RARM-A)
1.1.2.3 Mixed and Immersive Reality Assessment Generation Engine (MIRAGE)
1.1.2.4 Virtual Battlespace Simulation (VBS) Training and Military Operations in Urbanized Terrain (MOUT) Training
1.1.3 Futuristic Trends in Immersive Reality
1.1.3.1 Neuromorphic Computing
1.1.3.2 Brain-Computer Interface (BCI) in Immersive Reality Solutions
1.1.3.3 Immersive Synthetic Training Environment (STE)
1.1.3.4 Tactical Augmented Reality (TAR)
1.1.3.5 Virtual Squad Training System (VSTS)
1.1.3.6 Artificial Intelligence (AI) Integration in AR-Based Military Simulations
1.1.4 Startups and Investment Landscape
1.1.5 Supply Chain Analysis
1.1.6 Patent Analysis
1.2 Business Dynamics
1.2.1 Business Drivers
1.2.1.1 Increasing Need for Training with Enhanced Situational and Spatial Awareness toward Increased Soldier Lethality
1.2.1.2 Development toward Multi-Domain Operations (MDO) Army by 2035
1.2.2 Business Challenges
1.2.2.1 Tackling Cybersickness and Information Overload
1.2.2.2 Security Concerns in Immersive Solutions
1.2.3 Business Strategies
1.2.3.1 Mergers and Acquisitions
1.2.4 Corporate Strategies
1.2.4.1 Partnerships, Collaborations, Agreements, and Contracts
1.2.5 Business Opportunities
1.2.5.1 Advancements toward Next-Generation Command and Control (C2) System Platforms
1.2.5.2 Development of Glass Box Systems
2 Europe
2.1 Immersive Reality for Defense Market (by Region)
2.2 Europe
2.2.1 Market
2.2.1.1 Key Players in Europe
2.2.1.2 Business Drivers
2.2.1.3 Business Challenges
2.2.2 Application
2.2.2.1 Europe Immersive Reality for Defense Market (by Application)
2.2.3 Product
2.2.3.1 Europe Immersive Reality for Defense Market (by Type)
2.2.4 Europe (by Country)
2.2.4.1 U.K.
2.2.4.1.1 Market
2.2.4.1.1.1 Key Players in the U.K.
2.2.4.1.2 Application
2.2.4.1.2.1 U.K. Immersive Reality for Defense Market (by Application)
2.2.4.1.3 Product
2.2.4.1.3.1 U.K. Immersive Reality for Defense Market (by Type)
2.2.4.2 Germany
2.2.4.2.1 Market
2.2.4.2.1.1 Key Players in Germany
2.2.4.2.2 Application
2.2.4.2.2.1 Germany Immersive Reality for Defense Market (by Application)
2.2.4.2.3 Product
2.2.4.2.3.1 Germany Immersive Reality for Defense Market (by Type)
2.2.4.3 France
2.2.4.3.1 Market
2.2.4.3.1.1 Key Players in France
2.2.4.3.2 Application
2.2.4.3.2.1 France Immersive Reality for Defense Market (by Application)
2.2.4.3.3 Product
2.2.4.3.3.1 France Immersive Reality for Defense Market (by Type)
2.2.4.4 Russia
2.2.4.4.1 Market
2.2.4.4.1.1 Key Players in Russia
2.2.4.4.2 Application
2.2.4.4.2.1 Russia Immersive Reality for Defense Market (by Application)
2.2.4.4.3 Product
2.2.4.4.3.1 Russia Immersive Reality for Defense Market (by Type)
2.2.4.5 Rest-of-Europe
2.2.4.5.1 Application
2.2.4.5.1.1 Rest-of-Europe Immersive Reality for Defense Market (by Application)
2.2.4.5.2 Product
2.2.4.5.2.1 Rest-of-Europe Immersive Reality for Defense Market (by Type)
3 Competitive Benchmarking and Company Profiles
3.1 Competitive Benchmarking
3.2 Bohemia Interactive Simulations
3.2.1 Company Overview
3.2.1.1 Role of Bohemia Interactive Simulations in the Immersive Reality for Defense Market
3.2.1.2 Customers
3.2.1.3 Product Portfolio
3.2.2 Business Strategies
3.2.2.1 Mergers and Acquisitions
3.2.3 Corporate Strategies
3.2.3.1 Partnerships, Collaborations, Agreements, and Contracts
3.2.4 Analyst View
3.3 Indra Sistemas, S.A.
3.3.1 Company Overview
3.3.1.1 Role of Indra Sistemas, S.A. in the Immersive Reality for Defense Market
3.3.1.2 Customers
3.3.1.3 Product Portfolio
3.3.2 Business Strategies
3.3.2.1 Mergers and Acquisitions
3.3.3 Corporate Strategies
3.3.3.1 Partnerships, Collaborations, Agreements, Investments, and Contracts
3.3.4 Analyst View
3.4 Thales Group
3.4.1 Company Overview
3.4.1.1 Role of Thales Group in the Immersive Reality for Defense Market
3.4.1.2 Customers
3.4.1.3 Product Portfolio
3.4.2 Business Strategies
3.4.2.1 Mergers and Acquisitions
3.4.3 Analyst View
3.5 Varjo
3.5.1 Company Overview
3.5.1.1 Role of Varjo in the Immersive Reality for Defense Market
3.5.1.2 Customers
3.5.1.3 Product Portfolio
3.5.2 Corporate Strategies
3.5.2.1 Partnerships, Collaborations, Agreements, and Contracts
3.5.3 Analyst View
3.6 Other Key Player Profiles
3.7 Factors for Data Prediction and Modeling
List of Figures
Figure 1: Immersive Reality for Defense Market, $Billion, 2022-2033
Figure 2: Immersive Reality for Defense (by Application), $Million, 2022 and 2033
Figure 3: Immersive Reality for Defense Market (by Type), $Million, 2022 and 2033
Figure 4: Immersive Reality for Defense Market (by Region), $Billion, 2033
Figure 5: Supply Chain Analysis
Figure 6: Immersive Reality for Defense Market, Business Dynamics
Figure 7: Share of Key Market Developments, January 2021-September 2023
Figure 8: Competitive Benchmarking of Key Players
Figure 9: Research Methodology
Figure 10: Top-Down and Bottom-Up Approach
Figure 11: Assumptions and Limitations
List of Tables
Table 1: Startups and Investments, 2021-2023
Table 2: Patents, January 2021-September 2023
Table 3: Mergers and Acquisitions, January 2021-September 2023
Table 4: Partnerships, Collaborations, Agreements, and Contracts, January 2021-September 2023
Table 5: Immersive Reality for Defense Market (by Region), $Million, 2022-2033
Table 6: Europe Immersive Reality for Defense Market (by Application), $Million, 2022-2033
Table 7: Europe Immersive Reality for Defense Market (by Type), $Million, 2022-2033
Table 8: U.K. Immersive Reality for Defense Market (by Application), $Million, 2022-2033
Table 9: U.K. Immersive Reality for Defense Market (by Type), $Million, 2022-2033
Table 10: Germany Immersive Reality for Defense Market (by Application), $Million, 2022-2033
Table 11: Germany Immersive Reality for Defense Market (by Type), $Million, 2022-2033
Table 12: France Immersive Reality for Defense Market (by Application), $Million, 2022-2033
Table 13: France Immersive Reality for Defense Market (by Type), $Million, 2022-2033
Table 14: Russia Immersive Reality for Defense Market (by Application), $Million, 2022-2033
Table 15: Russia Immersive Reality for Defense Market (by Type), $Million, 2022-2033
Table 16: Rest-of-Europe Immersive Reality for Defense Market (by Application), $Million, 2022-2033
Table 17: Rest-of-Europe Immersive Reality for Defense Market (by Type), $Million, 2022-2033
Table 18: Benchmarking and Weightage Parameters
Table 19: Bohemia Interactive Simulations: Product Portfolio
Table 20: Bohemia Interactive Simulations: Mergers and Acquisitions
Table 21: Bohemia Interactive Simulations: Partnerships, Collaborations, Agreements, and Contracts
Table 22: Indra Sistemas, S.A.: Product Portfolio
Table 23: Indra Sistemas, S.A.: Mergers and Acquisitions
Table 24: Indra Sistemas, S.A.: Partnerships, Collaborations, Agreements, and Contracts
Table 25: Thales Group: Product Portfolio
Table 26: Thales Group: Mergers and Acquisitions
Table 27: Varjo: Product Portfolio
Table 28: Varjo: Partnerships, Collaborations, Agreements, and Contracts
Table 29: Other Key Players Profile in the Immersive Reality for Defense Market

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