Virtual Reality (VR) in Aerospace and Defense Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

Growth Factors of Virtual Reality in Aerospace and Defense Market

The Virtual Reality in Aerospace and Defense Market size was valued at USD 92.0 USD billion in 2023, and the market is now projected tgrow t10.3 USD billion by 2032, exhibiting a CAGR of 17.0% during the forecast period of 2023-2030.

The pandemic has been anticipated tbe a bane for the entire industrial developments of various market and fields. This has affected the overall supply and demand chains of the particular market. As a result of the government's lockdown and other steps tstop the coronavirus from spreading, all supply activities were postponed, which decreased the amount of product related tthis domain. These factors affected the Virtual Reality in Aerospace and Defense Market growth.

In the military, digital transformation is the use of updated technology tenhance procedures and general configurations. It takes many forms, including automating a laborious process, creating engaging experiences with VR and AR, leveraging AI tmake well-informed judgments, and employing cloud services tstreamline data management. Defense digital transformation is critical because it may improve military operations' efficiency and productivity. Moreover, digital technology can be utilized tboost military training, supply chain management, logistics, and the development of new armaments and defense systems. The goal of defense digital transformation is tcreate a more competent and flexible military that can respond ta wide variety of challenges. These particular growth driving factors have been recorded tattribute the Virtual Reality in Aerospace and Defense Market Share.

It is necessary for a product market twalk with the trends in order tincreases its lucracy and profits in shares and all over revenue. The metaverse has created many opportunities for digital transformation, especially through virtual, augmented, and mixed realities. Defense and aerospace companies are spending a lot of time developing AR/VR solutions for aircraft maintenance, repair, and refurbishment as well as flight training, and they are enjoying the full potential of the metaverse by simulating realistic combat scenarios.

Comprehensive Analysis of Virtual Reality in Aerospace and Defense Market

The segmentation of this particular market has been divided and then further subdivided intvarious categories. The market is divided intseveral categories based on how they are implemented, including VR simulators, apps, head-mounted displays, head-up devices, and others (handheld devices). Design and manufacturing, simulation and training, maintenance support, remote collaboration, and others (passengers’ entertainment) are the market segments based on application. The market is separated inttwsegments based on end users: defense and civil/commercial. These particular segmentations have been categorized intsuch groups sthat their attribution tthe overall revenue systems are properly recorded studied sas tdetermine which is the leading and most beneficial segment of all.

Because of the early acceptance and extensive usage of immersive technology in the aerospace and defense industries in the region, North America has the largest market share. Increased investment in defense-related virtual reality (VR) systems in the United States and Canada has alshelped tincrease the market share of VR in aerospace and defense. Market expansion is fueled by the region's robust technological infrastructure, significant defense expenditure, and technological breakthroughs. The region is expected tmaintain a significant proportion during the projected period.

Global markets are fiercely competitive and highly fragmented. Due ttheir creative packaging solutions, a few group of large market companies hold a fair amount of market share. Some of the major Companies includes Vuzix Corporation (U.S.), Collins Aerospace (U.S.), Tecknotrove (India), ESI Group (France), Vection Technologies (Australia), AIRBUS (France), BAE Systems (U.K.), CAE Inc. (Canada), EON Reality (U.S.), and WorldViz, Inc. (U.S.).

In August 2024, This particular company has attributed the market growth in terms of revenue and shares system. In order timplement XR and AI methods in aerospace manufacturing, Jeh Aerospace and GridRaster worked together. In order tinspect, train, and work-associate custom cases in aerospace manufacturing, the partnership seeks timprove spatial AI, virtual reality (VR), and augmented reality (AR) competencies. Jeh Aerospace plans tenhance a number of aspects of its aerospace module manufacturing setups by utilizing the Dynamic XR platform and the Spatial AI of GridRaster.

Segmentation Table

ATTRIBUTE DETAILS

Study Period 2019-2032

Base Year 2023

Estimated Year 2024

Forecast Period 2024-2032

Historical Period 2019-2022

Growth Rate CAGR of 17.0% from 2024 t2032

Unit Value (USD Million)

Segmentation By Mode of Implementation

Head-mounted displays/Helmet-mounted Displays

Head-up Devices

VR Simulators

Apps

Others (Handheld Devices)

By Application

Design & Manufacturing

Simulation & Training

Maintenance Assistance

Remote Collaboration

Others (Passengers' Entertainment)

By End-user

Civil/Commercial

Defense

By Region

North America (By Mode of Implementation, Application, End-user, and Country)

U.S.

Canada

Mexico

Europe (By Mode of Implementation, Application, End-user, and Country)

Germany

U.K.

France

Italy

Spain

Russia

Benelux

Nordics

Rest of Europe

Asia Pacific (By Mode of Implementation, Application, End-user, and Country)

China

India

Japan

South Korea

ASEAN

Oceania

Rest of Asia Pacific

Middle East & Africa (By Mode of Implementation, Application, End-user, and Country)

Turkey

Israel

GCC

North Africa

South Africa

Rest of the Middle East & Africa

South America (By Mode of Implementation, Application, End-user, and Country)

Brazil

Argentina

Rest of South America


1. Introduction
1.1. Definition, By Segment
1.2. Research Methodology/Approach
1.3. Data Sources
2. Executive Summary
3. Market Dynamics
3.1. Macro and Micro Economic Indicators
3.2. Drivers, Restraints, Opportunities and Trends
3.3. Impact of Generative AI
4. Competition Landscape
4.1. Business Strategies Adopted by Key Players
4.2. Consolidated SWOT Analysis of Key Players
4.3. Global Virtual Reality (VR) in Aerospace and Defense Key Players (Top 3 – 5) Market Share/Ranking, 2023
5. Global Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
5.1. Key Findings
5.2. By Mode of Implementation (USD)
5.2.1. Head-mounted displays/Helmet-mounted Displays
5.2.2. Head-up Devices
5.2.3. VR Simulators
5.2.4. Apps
5.2.5. Others (Handheld Devices, etc.)
5.3. By Application (USD)
5.3.1. Design & Manufacturing
5.3.2. Simulation & Training
5.3.3. Maintenance Assistance
5.3.4. Remote Collaboration
5.3.5. Others (Passengers' Entertainment, etc.)
5.4. By End-user (USD)
5.4.1. Civil/ Commercial
5.4.2. Defense
5.5. By Region (USD)
5.5.1. North America
5.5.2. Europe
5.5.3. Asia Pacific
5.5.4. Middle East & Africa
5.5.5. South America
6. North America Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
6.1. Key Findings
6.2. By Mode of Implementation (USD)
6.2.1. Head-mounted displays/Helmet-mounted Displays
6.2.2. Head-up Devices
6.2.3. VR Simulators
6.2.4. Apps
6.2.5. Others
6.3. By Application (USD)
6.3.1. Design & Manufacturing
6.3.2. Simulation & Training
6.3.3. Maintenance Assistance
6.3.4. Remote Collaboration
6.3.5. Others
6.4. By End-user (USD)
6.4.1. Civil/ Commercial
6.4.2. Defense
6.5. By Country (USD)
6.5.1. United States
6.5.2. Canada
6.5.3. Mexico
7. Europe Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
7.1. Key Findings
7.2. By Mode of Implementation (USD)
7.2.1. Head-mounted displays/Helmet-mounted Displays
7.2.2. Head-up Devices
7.2.3. VR Simulators
7.2.4. Apps
7.2.5. Others
7.3. By Application (USD)
7.3.1. Design & Manufacturing
7.3.2. Simulation & Training
7.3.3. Maintenance Assistance
7.3.4. Remote Collaboration
7.3.5. Others
7.4. By End-user (USD)
7.4.1. Civil/ Commercial
7.4.2. Defense
7.5. By Country (USD)
7.5.1. United Kingdom
7.5.2. Germany
7.5.3. France
7.5.4. Italy
7.5.5. Spain
7.5.6. Russia
7.5.7. Benelux
7.5.8. Nordics
7.5.9. Rest of Europe
8. Asia Pacific Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
8.1. Key Findings
8.2. By Mode of Implementation (USD)
8.2.1. Head-mounted displays/Helmet-mounted Displays
8.2.2. Head-up Devices
8.2.3. VR Simulators
8.2.4. Apps
8.2.5. Others
8.3. By Application (USD)
8.3.1. Design & Manufacturing
8.3.2. Simulation & Training
8.3.3. Maintenance Assistance
8.3.4. Remote Collaboration
8.3.5. Others
8.4. By End-user (USD)
8.4.1. Civil/ Commercial
8.4.2. Defense
8.5. By Country (USD)
8.5.1. China
8.5.2. India
8.5.3. Japan
8.5.4. South Korea
8.5.5. ASEAN
8.5.6. Oceania
8.5.7. Rest of Asia Pacific
9. Middle East & Africa Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
9.1. Key Findings
9.2. By Mode of Implementation (USD)
9.2.1. Head-mounted displays/Helmet-mounted Displays
9.2.2. Head-up Devices
9.2.3. VR Simulators
9.2.4. Apps
9.2.5. Others
9.3. By Application (USD)
9.3.1. Design & Manufacturing
9.3.2. Simulation & Training
9.3.3. Maintenance Assistance
9.3.4. Remote Collaboration
9.3.5. Others
9.4. By End-user (USD)
9.4.1. Civil/ Commercial
9.4.2. Defense
9.5. By Country (USD)
9.5.1. Turkey
9.5.2. Israel
9.5.3. GCC
9.5.4. North Africa
9.5.5. South Africa
9.5.6. Rest of MEA
10. South America Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
10.1. Key Findings
10.2. By Mode of Implementation (USD)
10.2.1. Head-mounted displays/Helmet-mounted Displays
10.2.2. Head-up Devices
10.2.3. VR Simulators
10.2.4. Apps
10.2.5. Others
10.3. By Application (USD)
10.3.1. Design & Manufacturing
10.3.2. Simulation & Training
10.3.3. Maintenance Assistance
10.3.4. Remote Collaboration
10.3.5. Others
10.4. By End-user (USD)
10.4.1. Civil/ Commercial
10.4.2. Defense
10.5. By Country (USD)
10.5.1. Brazil
10.5.2. Argentina
10.5.3. Rest of South America
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
11.1. Vuzix Corporation
11.1.1. Overview
11.1.1.1. Key Management
11.1.1.2. Headquarters
11.1.1.3. Offerings/Business Segments
11.1.2. Key Details (Key details are consolidated data and not product/service specific)
11.1.2.1. Employee Size
11.1.2.2. Past and Current Revenue
11.1.2.3. Geographical Share
11.1.2.4. Business Segment Share
11.1.2.5. Recent Developments
11.2. Collins Aerospace
11.2.1. Overview
11.2.1.1. Key Management
11.2.1.2. Headquarters
11.2.1.3. Offerings/Business Segments
11.2.2. Key Details (Key details are consolidated data and not product/service specific)
11.2.2.1. Employee Size
11.2.2.2. Past and Current Revenue
11.2.2.3. Geographical Share
11.2.2.4. Business Segment Share
11.2.2.5. Recent Developments
11.3. Tecknotrove
11.3.1. Overview
11.3.1.1. Key Management
11.3.1.2. Headquarters
11.3.1.3. Offerings/Business Segments
11.3.2. Key Details (Key details are consolidated data and not product/service specific)
11.3.2.1. Employee Size
11.3.2.2. Past and Current Revenue
11.3.2.3. Geographical Share
11.3.2.4. Business Segment Share
11.3.2.5. Recent Developments
11.4. ESI Group
11.4.1. Overview
11.4.1.1. Key Management
11.4.1.2. Headquarters
11.4.1.3. Offerings/Business Segments
11.4.2. Key Details (Key details are consolidated data and not product/service specific)
11.4.2.1. Employee Size
11.4.2.2. Past and Current Revenue
11.4.2.3. Geographical Share
11.4.2.4. Business Segment Share
11.4.2.5. Recent Developments
11.5. Vection Technologies
11.5.1. Overview
11.5.1.1. Key Management
11.5.1.2. Headquarters
11.5.1.3. Offerings/Business Segments
11.5.2. Key Details (Key details are consolidated data and not product/service specific)
11.5.2.1. Employee Size
11.5.2.2. Past and Current Revenue
11.5.2.3. Geographical Share
11.5.2.4. Business Segment Share
11.5.2.5. Recent Developments
11.6. AIRBUS
11.6.1. Overview
11.6.1.1. Key Management
11.6.1.2. Headquarters
11.6.1.3. Offerings/Business Segments
11.6.2. Key Details (Key details are consolidated data and not product/service specific)
11.6.2.1. Employee Size
11.6.2.2. Past and Current Revenue
11.6.2.3. Geographical Share
11.6.2.4. Business Segment Share
11.6.2.5. Recent Developments
11.7. BAE Systems
11.7.1. Overview
11.7.1.1. Key Management
11.7.1.2. Headquarters
11.7.1.3. Offerings/Business Segments
11.7.2. Key Details (Key details are consolidated data and not product/service specific)
11.7.2.1. Employee Size
11.7.2.2. Past and Current Revenue
11.7.2.3. Geographical Share
11.7.2.4. Business Segment Share
11.7.2.5. Recent Developments
11.8. CAE Inc.
11.8.1. Overview
11.8.1.1. Key Management
11.8.1.2. Headquarters
11.8.1.3. Offerings/Business Segments
11.8.2. Key Details (Key details are consolidated data and not product/service specific)
11.8.2.1. Employee Size
11.8.2.2. Past and Current Revenue
11.8.2.3. Geographical Share
11.8.2.4. Business Segment Share
11.8.2.5. Recent Developments
11.9. EON Reality
11.9.1. Overview
11.9.1.1. Key Management
11.9.1.2. Headquarters
11.9.1.3. Offerings/Business Segments
11.9.2. Key Details (Key details are consolidated data and not product/service specific)
11.9.2.1. Employee Size
11.9.2.2. Past and Current Revenue
11.9.2.3. Geographical Share
11.9.2.4. Business Segment Share
11.9.2.5. Recent Developments
11.10. WorldViz, Inc.
11.10.1. Overview
11.10.1.1. Key Management
11.10.1.2. Headquarters
11.10.1.3. Offerings/Business Segments
11.10.2. Key Details (Key details are consolidated data and not product/service specific)
11.10.2.1. Employee Size
11.10.2.2. Past and Current Revenue
11.10.2.3. Geographical Share
11.10.2.4. Business Segment Share
11.10.2.5. Recent Developments
12. Key Takeaways
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