Virtual Reality (VR) in Automotive Market

Virtual Reality (VR) in Automotive Market



Growth Factors of Virtual Reality (VR) in Automotive Market

The virtual reality (VR) in automotive market size was valued at USD 2.36 billion in 2023, and the market is now projected to grow from USD 3.19 billion in 2024 to USD 37.13 billion by 2032, exhibiting a CAGR of 35.9% during the forecast period of 2024-2032.

COVID-19 has driven away the limits regarding the want for greater individualized and enjoyable procedures closer to purchasers and faster and greater green techniques for designing and developing new motors and automobiles, as well as the extended usage of VR generation. Virtual reality (VR) in automotive market growth is a result of development in the virtual reality era.

There is a popular integration of VR technology in the car sector because of the popularity of inexpensive VR tools and software programs in the marketplace. Today’s massive IT companies have been progressively growing and freeing notable VR headsets and associated hardware to the patron electronics marketplace in current years. This has made the fee of VR installations lessen substantially with the increase of opposition amongst production corporations hence lowering the overall price and making it extra less expensive to several clients and corporations. The boundaries to access related to VR adoption for automotive organizations intending to adopt the technology have therefore been eliminated. Overall, all these factors influenced virtual reality (VR) in automotive market share globally.

Applying VR technology has ended up as an alternative popular in the vehicle enterprise as a powerful manner to decorate the drift of comprehensive design and engineering. Automobile groups incorporate enticing technology and dynamic virtual environments for developing and modeling actual automobile fashions virtually. Designers do now not build an unmarried bodily model earlier than determining, inclusive of fashion, indoors, or even ergonomically from the motive force’s attitude, is evaluated and decided on via the crew of designers.

Comprehensive Analysis of Virtual Reality (VR) in Automotive Market

Virtual Reality (VR) is significantly impacting the automotive market by offering innovative solutions across various types and applications. Hardware for VR, including headsets and motion controllers, provides immersive experiences, while software enables advanced simulations and visualizations. Content creation for VR facilitates engaging and realistic automotive experiences. In design, prototyping, and testing, VR allows for detailed virtual models and simulations of vehicles, enhancing accuracy and efficiency. Training and simulation applications provide realistic environments for driver and technician training. VR also enriches showroom and retail experiences by allowing customers to virtually explore and customize vehicles. In manufacturing and assembly, VR aids in process planning and workflow optimization, while logistics applications streamline supply chain and operational management. Overall, VR is revolutionizing the automotive industry by improving design, enhancing customer engagement, and optimizing operational processes.

With a value of USD.68 billion in 2023, North America can have the most important digital fact marketplace share in the car enterprise thanks to the presence of full-size automakers and tech firms that have made great investments in adopting VR answers for consumer stories, training, and prototyping. Due to the region's early adoption of VR in automotive applications, its blessings—inclusive of price financial savings, shorter product development cycles, and better customer engagement—had been broadly diagnosed.

The top players in the market play a crucial role in the hardware and software IT service sector assuring industrial prospectus growth and setting market standards.Those groups enlist Vection Technologies Ltd. (Australia),Wear Studio (Ukraine), Unity Technologies (U.S.), XR Labs (India), Bosch GmbH (Germany), Meta Platforms, Inc. (U.S.), Tecknotrove (India), Volkswagen AG (Germany),BMW M GmbH (Germany),and WayRay AG (Switzerland).

Honda discovered the Honda XR Mobility Experience in March 2024, a VR goggles and UNI-ONE powered wheelchair blend. This ground-breaking enjoy proven the wheelchair's ability programs for digital and extended reality leisure through allowing customers to browse virtual worlds while feeling real motion.

Segmentation Table

Global Virtual Reality (VR) in Automotive Market Scope

Study Period 2019-2032

Base Year 2023

Estimated Year 2024

Forecast Period 2024-2032

Historical Period 2019-2022

Growth Rate CAGR of 35.9% from 2024 to 2032

Unit Value (USD Billion)

Segmentation By Type , Application , and Region

By Type - Hardware

- Software

- Content -

By Application

- Design, Prototyping and Testing

- Training and Simulation

- Showroom and Retail Experience

- Manufacturing and assembly

- Others (Logistics) -

By Region - North America (By Type, Application, and Country)
  • U.S.
  • Canada
  • Mexico
- South America (By Type, Application, and Country)
  • Brazil
  • Argentina
  • Rest of South America
- Europe (By Type, Application, and Country)
  • U.K.
  • Germany
  • France
  • Italy
  • Spain
  • Russia
  • Benelux
  • Nordics
  • Rest of Europe
- Middle East & Africa (By Type, Application, and Country)
  • Turkey
  • Israel
  • GCC
  • North Africa
  • South Africa
  • Rest of the Middle East & Africa
- Asia Pacific (By Type, Application, and Country)
  • China
  • India
  • Japan
  • South Korea
  • ASEAN
  • Oceania
  • Rest of Asia Pacifico


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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 Automotive Key Players Market Share Insights and Analysis, 2023
5. Global Virtual Reality (VR) in Automotive Market Size Estimates and Forecasts, By Segments, 2019 – 2032
5.1. Key Findings
5.2. By Type (USD)
5.2.1. Hardware
5.2.2. Software
5.2.3. Content
5.3. By Application (USD)
5.3.1. Design, Prototyping and Testing
5.3.2. Training and Simulation
5.3.3. Showroom and Retail Experience
5.3.4. Manufacturing and assembly
5.3.5. Others (Logistics, etc.)
5.4. By Region (USD)
5.4.1. North America
5.4.2. South America
5.4.3. Europe
5.4.4. Middle East & Africa
5.4.5. Asia Pacific
6. North America Virtual Reality (VR) in Automotive Market Size Estimates and Forecasts, By Segments, 2019 – 2032
6.1. Key Findings
6.2. By Type (USD)
6.2.1. Hardware
6.2.2. Software
6.2.3. Content
6.3. By Application (USD)
6.3.1. Design, Prototyping and Testing
6.3.2. Training and Simulation
6.3.3. Showroom and Retail Experience
6.3.4. Manufacturing and assembly
6.3.5. Others (Logistics, etc.)
6.4. By Country (USD)
6.4.1. U.S.
6.4.2. Canada
6.4.3. Mexico
7. South America Virtual Reality (VR) in Automotive Market Size Estimates and Forecasts, By Segments, 2019 – 2032
7.1. Key Findings
7.2. By Type (USD)
7.2.1. Hardware
7.2.2. Software
7.2.3. Content
7.3. By Application (USD)
7.3.1. Design, Prototyping and Testing
7.3.2. Training and Simulation
7.3.3. Showroom and Retail Experience
7.3.4. Manufacturing and assembly
7.3.5. Others (Logistics, etc.)
7.4. By Country (USD)
7.4.1. Brazil
7.4.2. Argentina
7.4.3. Rest of South America
8. Europe Virtual Reality (VR) in Automotive Market Size Estimates and Forecasts, By Segments, 2019 – 2032
8.1. Key Findings
8.2. By Type (USD)
8.2.1. Hardware
8.2.2. Software
8.2.3. Content
8.3. By Application (USD)
8.3.1. Design, Prototyping and Testing
8.3.2. Training and Simulation
8.3.3. Showroom and Retail Experience
8.3.4. Manufacturing and assembly
8.3.5. Others (Logistics, etc.)
8.4. By Country (USD)
8.4.1. U.K.
8.4.2. Germany
8.4.3. France
8.4.4. Italy
8.4.5. Spain
8.4.6. Russia
8.4.7. Benelux
8.4.8. Nordics
8.4.9. Rest of Europe
9. Middle East & Africa Virtual Reality (VR) in Automotive Market Size Estimates and Forecasts, By Segments, 2019 – 2032
9.1. Key Findings
9.2. By Type (USD)
9.2.1. Hardware
9.2.2. Software
9.2.3. Content
9.3. By Application (USD)
9.3.1. Design, Prototyping and Testing
9.3.2. Training and Simulation
9.3.3. Showroom and Retail Experience
9.3.4. Manufacturing and assembly
9.3.5. Others (Logistics, etc.)
9.4. By Country (USD)
9.4.1. Turkey
9.4.2. Israel
9.4.3. GCC
9.4.4. North Africa
9.4.5. South Africa
9.4.6. Rest of Middle East & Africa
10. Asia Pacific Virtual Reality (VR) in Automotive Market Size Estimates and Forecasts, By Segments, 2019 – 2032
10.1. Key Findings
10.2. By Type (USD)
10.2.1. Hardware
10.2.2. Software
10.2.3. Content
10.3. By Application (USD)
10.3.1. Design, Prototyping and Testing
10.3.2. Training and Simulation
10.3.3. Showroom and Retail Experience
10.3.4. Manufacturing and assembly
10.3.5. Others (Logistics, etc.)
10.4. By Country (USD)
10.4.1. China
10.4.2. Japan
10.4.3. India
10.4.4. South Korea
10.4.5. ASEAN
10.4.6. Oceania
10.4.7. Rest of Asia Pacific
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
11.1. Vection Technologies Ltd.
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. Wear Studio
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. Unity Technologies
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. XR Labs
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. Bosch GmbH
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. Meta Platforms, Inc.
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. Tecknotrove
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. Volkswagen AG
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. BMW M GmbH
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. WayRay AG
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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