Europe AI in Virtual Reality Market Size, Share & Trends Analysis Report By Technology, By Platform, By Application, By Country and Growth Forecast, 2024 - 2031

Europe AI in Virtual Reality Market Size, Share & Trends Analysis Report By Technology, By Platform, By Application, By Country and Growth Forecast, 2024 - 2031


The Europe AI in Virtual Reality Market would witness market growth of 41.9% CAGR during the forecast period (2024-2031).

The Germany market dominated the Europe AI in Virtual Reality Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $14,896.6 million by 2031. The UK market is exhibiting a CAGR of 41% during (2024 - 2031). Additionally, The France market would experience a CAGR of 43% during (2024 - 2031).

In VR environments, non-playable characters (NPCs) have historically been limited in behaviour and interaction, often following predetermined scripts. AI transforms these characters by enabling them to respond to the user in real-time based on their actions. Through advanced AI algorithms like machine learning and natural language processing (NLP), NPCs can interpret user gestures, voice commands, and emotional states, providing lifelike interactions.

Additionally, AI in VR is making strides in mental health by providing personalized therapeutic interventions. Virtual reality exposure therapy (VRET), used to treat conditions like post-traumatic stress disorder (PTSD), phobias, and anxiety, is enhanced by AI to adjust scenarios based on real-time feedback from the patient. AI algorithms can analyze the user's physiological and emotional responses, such as heart rate and facial expressions, to determine their stress level or emotional state and then modify the virtual environment accordingly.

Government support is a significant enabler of the AI in VR industry's growth in the EU. The European Commission funds various projects to foster innovation and technological development in virtual reality. With more than half of the EU’s virtual participants involved in EU-funded projects, financial backing accelerates AI-driven VR advancements. These public investments help ensure European industries remain competitive in the VR landscape, particularly in healthcare, education, and manufacturing sectors, where AI integration enhances operational efficiency and service delivery.

Based on Technology, the market is segmented into Computer Vision, Machine Learning & Deep Learning, Natural Language Processing (NLP), and Gesture, Speech Recognition & Others. Based on Platform, the market is segmented into Head-Mounted Displays (HMDs), Desktop Computers & Consoles, Mobile Devices, Projectors & Smart Glasses, and Wearables & Body Tracking Devices. Based on Application, the market is segmented into Gaming & Entertainment, Education & Training, Healthcare & Medical, Retail & E-commerce, Social Media & Communication, Industrial & Manufacturing, Tourism & Travel, and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

List of Key Companies Profiled
  • Microsoft Corporation
  • HTC Corporation
  • Meta Platforms, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Sony Corporation
  • Unity Software Inc.
  • Magic Leap, Inc.
  • Apple, Inc.
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Google LLC
Europe AI in Virtual Reality Market Report Segmentation

By Technology
  • Computer Vision
  • Machine Learning & Deep Learning
  • Natural Language Processing (NLP)
  • Gesture, Speech Recognition & Others
By Platform
  • Head-Mounted Displays (HMDs)
  • Desktop Computers & Consoles
  • Mobile Devices
  • Projectors & Smart Glasses
  • Wearables & Body Tracking Devices
By Application
  • Gaming & Entertainment
  • Education & Training
  • Healthcare & Medical
  • Retail & E-commerce
  • Social Media & Communication
  • Industrial & Manufacturing
  • Tourism & Travel
  • Others
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe AI in Virtual Reality Market, by Technology
1.4.2 Europe AI in Virtual Reality Market, by Platform
1.4.3 Europe AI in Virtual Reality Market, by Application
1.4.4 Europe AI in Virtual Reality Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Product Launches and Product Expansions: 2023, Jan – 2024, Sep) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. Europe AI in Virtual Reality Market by Technology
5.1 Europe Computer Vision Market by Country
5.2 Europe Machine Learning & Deep Learning Market by Country
5.3 Europe Natural Language Processing (NLP) Market by Country
5.4 Europe Gesture, Speech Recognition & Others Market by Country
Chapter 6. Europe AI in Virtual Reality Market by Platform
6.1 Europe Head-Mounted Displays (HMDs) Market by Country
6.2 Europe Desktop Computers & Consoles Market by Country
6.3 Europe Mobile Devices Market by Country
6.4 Europe Projectors & Smart Glasses Market by Country
6.5 Europe Wearables & Body Tracking Devices Market by Country
Chapter 7. Europe AI in Virtual Reality Market by Application
7.1 Europe Gaming & Entertainment Market by Country
7.2 Europe Education & Training Market by Country
7.3 Europe Healthcare & Medical Market by Country
7.4 Europe Retail & E-commerce Market by Country
7.5 Europe Social Media & Communication Market by Country
7.6 Europe Industrial & Manufacturing Market by Country
7.7 Europe Tourism & Travel Market by Country
7.8 Europe Others Market by Country
Chapter 8. Europe AI in Virtual Reality Market by Country
8.1 Germany AI in Virtual Reality Market
8.1.1 Germany AI in Virtual Reality Market by Technology
8.1.2 Germany AI in Virtual Reality Market by Platform
8.1.3 Germany AI in Virtual Reality Market by Application
8.2 UK AI in Virtual Reality Market
8.2.1 UK AI in Virtual Reality Market by Technology
8.2.2 UK AI in Virtual Reality Market by Platform
8.2.3 UK AI in Virtual Reality Market by Application
8.3 France AI in Virtual Reality Market
8.3.1 France AI in Virtual Reality Market by Technology
8.3.2 France AI in Virtual Reality Market by Platform
8.3.3 France AI in Virtual Reality Market by Application
8.4 Russia AI in Virtual Reality Market
8.4.1 Russia AI in Virtual Reality Market by Technology
8.4.2 Russia AI in Virtual Reality Market by Platform
8.4.3 Russia AI in Virtual Reality Market by Application
8.5 Spain AI in Virtual Reality Market
8.5.1 Spain AI in Virtual Reality Market by Technology
8.5.2 Spain AI in Virtual Reality Market by Platform
8.5.3 Spain AI in Virtual Reality Market by Application
8.6 Italy AI in Virtual Reality Market
8.6.1 Italy AI in Virtual Reality Market by Technology
8.6.2 Italy AI in Virtual Reality Market by Platform
8.6.3 Italy AI in Virtual Reality Market by Application
8.7 Rest of Europe AI in Virtual Reality Market
8.7.1 Rest of Europe AI in Virtual Reality Market by Technology
8.7.2 Rest of Europe AI in Virtual Reality Market by Platform
8.7.3 Rest of Europe AI in Virtual Reality Market by Application
Chapter 9. Company Profiles
9.1 Microsoft Corporation
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 HTC Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Research & Development Expenses
9.2.4 Recent strategies and developments:
9.2.4.1 Partnerships, Collaborations, and Agreements:
9.2.4.2 Product Launches and Product Expansions:
9.2.5 SWOT Analysis
9.3 Meta Platforms, Inc.
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segment and Regional Analysis
9.3.4 Research & Development Expense
9.3.5 Recent strategies and developments:
9.3.5.1 Product Launches and Product Expansions:
9.3.6 SWOT Analysis
9.4 Samsung Electronics Co., Ltd. (Samsung Group)
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 SWOT Analysis
9.5 Sony Corporation
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expenses
9.5.5 SWOT Analysis
9.6 Unity Software, Inc.
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segmental and Regional Analysis
9.6.4 Research & Development Expenses
9.7 Magic Leap, Inc.
9.7.1 Company Overview
9.7.2 Recent strategies and developments:
9.7.2.1 Product Launches and Product Expansions:
9.7.3 SWOT Analysis
9.8 Apple, Inc.
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Regional Analysis
9.8.4 Research & Development Expense
9.8.5 Recent strategies and developments:
9.8.5.1 Product Launches and Product Expansions:
9.8.6 SWOT Analysis
9.9 Qualcomm Incorporated (Qualcomm Technologies, Inc.)
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Segmental and Regional Analysis
9.9.4 Research & Development Expense
9.9.5 Recent strategies and developments:
9.9.5.1 Product Launches and Product Expansions:
9.9.6 SWOT Analysis
9.10. Google LLC (Alphabet Inc.)
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Segmental and Regional Analysis
9.10.4 Research & Development Expense
9.10.5 Recent strategies and developments:
9.10.5.1 Partnerships, Collaborations, and Agreements:
9.10.6 SWOT Analysis

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