Virtual Reality Market by Device (Gesture-Tracking Device (GTD), Head-Mounted Display (HMD), Projectors & Display Wall (PDW), Treadmills & Haptic Gloves, VR Glasses, VR Simulators), Technology, Component, Application, and Geography - Global Industry Analy

Virtual Reality Market by Device (Gesture-Tracking Device (GTD), Head-Mounted Display (HMD), Projectors & Display Wall (PDW), Treadmills & Haptic Gloves, VR Glasses, VR Simulators), Technology, Component, Application, and Geography - Global Industry Analysis, Opportunities and Forecast up to 2030


Virtual Reality Market Size

The global virtual reality market size was valued at $97.93 billion in 2024 and is projected to reach $426.69 billion by 2030, growing at a CAGR of 27.8% during the forecast period.

Virtual Reality Market Overview

Virtual reality (VR) is a technology that creates a simulated environment, immersing users in a three-dimensional, interactive experience that feels real. This is achieved by using a combination of hardware and software to generate lifelike images, sounds, and other sensations that replicate a real or imaginary world. Users typically wear VR headsets equipped with screens and motion sensors to track their head movements and provide a 360-degree view, allowing them to look around and interact with the virtual environment as if they were physically present in it. VR is widely used in various fields such as gaming, education, healthcare, and training, providing experiences that can be both entertaining and educational. By enabling users to engage with digital content in a deeply immersive way, VR has the potential to transform how we perceive and interact with the world around us.

Virtual Reality Market Dynamics
  • The virtual reality market is expected to witness significant growth in the future due to advancements in VR technology and hardware, increasing adoption in gaming and entertainment industries, and growing applications in healthcare for training and therapy.
  • Additionally, the demand for immersive experiences in education and training, expansion of VR in architecture, engineering, and construction (AEC) sectors, and integration of VR with artificial intelligence (AI) and machine learning (ML) are the prominent factors driving the growth of the market.
  • However, the high costs associated with VR hardware and development, health and safety concerns, including motion sickness, and lack of content variety and quality in some sectors are restraining the market growth.
  • On the contrary, the potential in virtual tourism and virtual shopping experiences, development of VR applications for remote work and collaboration, and expansion of VR in military and defense training are creating opportunities for market growth.


By Component, the Software Segment Constitutes Immense Share with Virtual Reality Market

The software segment holds a significant share within the virtual reality market owing to the need for immersive and interactive experiences across various industries. As hardware becomes more accessible, there is an increasing emphasis on developing sophisticated software to enhance user engagement in gaming, education, training, and simulations. Businesses are adopting VR software for applications in healthcare, where it aids in therapy and surgical training, and in real estate, where it offers virtual property tours. The rise of the metaverse and social VR platforms also drives demand, as developers create diverse virtual environments. This growth is further supported by advancements in graphics and processing power, enabling more realistic and seamless experiences, thus propelling the market forward.

By Geography, Asia Pacific is Projected to Show Strong Presence in the Virtual Reality Market

Asia Pacific is anticipated to show a robust presence during the forecast period due to the rapid technological advancements, increasing investments in digital infrastructure, and a growing consumer base with rising disposable incomes. The entertainment and gaming industries are particularly strong in countries like China, Japan, and South Korea, where there is a high adoption rate of new technologies. Additionally, sectors such as healthcare, education, and real estate are increasingly utilizing VR for training, simulations, and immersive experiences. Government support and initiatives promoting digital transformation further contribute to the growth of the VR market, making the Asia Pacific region a significant hub for innovation and expansion in this field.

Key Target Audience:
  • Technology Companies
  • Content Developers and Designers
  • Hardware Manufacturers
  • Healthcare Providers
  • Education Institutions
List of the Key Players Profiled in the Report Includes:
  • Apple
  • Microsoft
  • Samsung Electronics
  • Sony
  • General Motors
  • Qualcomm
  • Matterport
  • Transfr
  • Vicarious Surgical
  • Sandbox VR
  • Dreamscape
  • Meta
Recent Developments:
  • In May 2024, Sony and Siemens revealed their partnership to introduce a virtual reality headset designed specifically for Siemens' industrial metaverse projects, scheduled for release by December 2024.
  • In February 2023, Meta Platforms Inc. acquired Within Unlimited Inc., gaining access to its VR capabilities and the popular virtual reality application, Supernatural. This acquisition underscores Meta's recognition of Within Unlimited's VR technology expertise and its commitment to strengthening its position in the VR market.
Market Segmentation:

The research report includes in-depth coverage of the industry analysis with size, share, and forecast for the below segments:

Market by, Device:
  • Gesture-Tracking Device (GTD)
  • Head-Mounted Display (HMD)
  • Projectors & Display Wall (PDW)
  • Treadmills & Haptic Gloves
  • VR Glasses
  • VR Simulators
  • Other Devices
Market by, Technology:
  • Non-immersive
  • Semi & Fully Immersive
Market by, Component:
  • Content
  • Hardware
  • Software
Market by, Application:
  • Aerospace & Defense
  • Automotive
  • Commercial
  • Consumer
  • Education
  • Enterprise
  • Entertainment
  • Gaming
  • Healthcare
  • Manufacturing
  • Retail
  • Other Applications
Market by, Geography:

The virtual reality market report also analyzes the major geographic regions and countries of the market. The regions and countries covered in the study include:
  • North America (The United States, Canada, Mexico), Market Estimates, Forecast & Opportunity Analysis
  • Europe (Germany, France, UK, Italy, Spain, Rest of Europe), Market Estimates, Forecast & Opportunity Analysis
  • Asia Pacific (China, Japan, India, South Korea, Australia, New Zealand, Rest of Asia Pacific), Market Estimates, Forecast & Opportunity Analysis
  • South America (Brazil, Argentina, Chile, Rest of South America), Market Estimates, Forecast & Opportunity Analysis
  • Middle East & Africa (UAE, Saudi Arabia, Qatar, Iran, South Africa, Rest of Middle East & Africa), Market Estimates, Forecast & Opportunity Analysis
Scope of the Report:

The report “Global Virtual Reality Market: Industry Analysis, Opportunities and Forecast up to 2030” by Diligence Insights provides a detailed analysis of the present market and future outlook with market estimates and forecasts for all specified segments, encompassing both global and regional perspectives as outlined within the research framework. The study includes historical market data for the years 2022, 2023 and offers revenue estimations for 2024, and project forecasts spanning from 2025 to 2030. It places significant emphasis on the examination of market trends, key industry participants, supply chain developments, technological advancements, pivotal milestones, and prospective strategies. Comprehensive market assessments are carried out across major geographic regions, including North America, Europe, Asia Pacific, South America, and Middle East & Africa. As such, this report constitutes a valuable resource for current industry stakeholders, newcomers to the field, and potential investors.

The study offers an in-depth market analysis, drawing insights from industry experts across the value chain. A special focus has been made on 25 countries, including the United States, Canada, Mexico, the United Kingdom, Germany, Spain, France, Italy, China, Brazil, Saudi Arabia, and South Africa, among others. The market data has been meticulously collected through extensive primary interviews and comprehensive secondary research. Market size determination is rooted in the revenue generated from sales across all the specified segments and sub-segments as defined within the research scope. The market sizing analysis includes both top-down and bottom-up approaches for data validation and accuracy measures.

The report offers insights into the following aspects:
  • Analysis of major market trends, factors driving, restraining, threatening, and providing opportunities for the market.
  • Analysis of the market structure by identifying various segments and sub-segments of the market.
  • Understand the revenue forecast of the market for North America, Europe, Asia-Pacific, South America, and Middle East & Africa.
  • Analysis of opportunities by identification of high-growth segments/revenue pockets in the market.
  • Understand major player profiles in the market and analyze their business strategies.
  • Understand competitive developments such as joint ventures, alliances, mergers and acquisitions, and new product launches in the market.


1 Market Introduction
1.1 Market Definition
1.2 Research Scope and Segmentation
1.3 Stakeholders
1.4 List of Abbreviations
2 Executive Summary
3 Research Methodology
3.1 Identification of Data
3.2 Data Analysis
3.3 Verification
3.4 Data Sources
3.5 Assumptions
4 Market Dynamics
4.1 Market Drivers
4.2 Market Restraints
4.3 Market Opportunities
4.4 Market Challenges
5 Porter's Five Force Analysis
5.1 Bargaining Power of Suppliers
5.2 Bargaining Power of Buyers
5.3 Threat of New Entrants
5.4 Threat of Substitutes
5.5 Competitive Rivalry in the Market
6 Global Virtual Reality Market by, Device
6.1 Overview
6.2 Gesture-Tracking Device (GTD)
6.3 Head-Mounted Display (HMD)
6.4 Projectors & Display Wall (PDW)
6.5 Treadmills & Haptic Gloves
6.6 VR Glasses
6.7 VR Simulators
6.8 Other Devices
7 Global Virtual Reality Market by, Technology
7.1 Overview
7.2 Non-immersive
7.3 Semi & Fully Immersive
8 Global Virtual Reality Market by, Component
8.1 Overview
8.2 Content
8.3 Hardware
8.4 Software
9 Global Virtual Reality Market by, Application
9.1 Overview
9.2 Aerospace & Defense
9.3 Automotive
9.4 Commercial
9.5 Consumer
9.6 Education
9.7 Enterprise
9.8 Entertainment
9.9 Gaming
9.10 Healthcare
9.11 Manufacturing
9.12 Retail
9.13 Other Applications
10 Global Virtual Reality Market by, Geography
10.1 Overview
10.2 North America
10.2.1 US
10.2.2 Canada
10.2.3 Mexico
10.3 Europe
10.3.1 Germany
10.3.2 France
10.3.3 UK
10.3.4 Italy
10.3.5 Spain
10.3.6 Rest of Europe
10.4 Asia Pacific
10.4.1 China
10.4.2 Japan
10.4.3 India
10.4.4 South Korea
10.4.5 Australia
10.4.6 New Zealand
10.4.7 Rest of Asia Pacific
10.5 South America
10.5.1 Brazil
10.5.2 Argentina
10.5.3 Chile
10.5.4 Rest of South America
10.6 Middle East & Africa
10.6.1 UAE
10.6.2 Saudi Arabia
10.6.3 Qatar
10.6.4 Iran
10.6.5 South Africa
10.6.6 Rest of Middle East & Africa
11 Key Developments
12 Company Profiling
12.1 Apple
12.1.1 Business Overview
12.1.2 Product/Service Offering
12.1.3 Financial Overview
12.1.4 SWOT Analysis
12.1.5 Key Activities
12.2 Microsoft
12.3 Samsung Electronics
12.4 Sony
12.5 General Motors
12.6 Qualcomm
12.7 Matterport
12.8 Transfr
12.9 Vicarious Surgical
12.10 Sandbox VR
12.11 Dreamscape
12.12 Meta

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