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PUBLISHER: QYResearch | PRODUCT CODE: 1862470

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PUBLISHER: QYResearch | PRODUCT CODE: 1862470

Virtual Reality (VR) - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

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The global market for Virtual Reality (VR) was estimated to be worth US$ 4102 million in 2024 and is forecast to a readjusted size of US$ 9164 million by 2031 with a CAGR of 13.9% during the forecast period 2025-2031.

Virtual reality (VR) is defined as a computer-generated three-dimensional environment. VR uses computer technology to create simulated environments. Unlike traditional user interfaces, VR immerses the user in the experience. Instead of looking at a screen, the user immerses themselves in and interacts with the 3D world. This report primarily covers VR hardware.

Global key players of Virtual Reality (VR) include Oculus (Meta), Sony and Pico Interactive, the top three players hold a share about 86%. Oculus (Meta) is the largest producer, with a share of 69%. North America is the largest market of virtual reality (VR), with a share about 40%, followed by Asia-Pacific and Europe, with shares about 32% and 23% separately. In terms of product type, integrated type is the largest segment, with a share about 70%. And in terms of application, consumer is the largest application, with a share about 51 percent.

The main drivers of the virtual reality (VR) market include the following:

1. Technological advancements and device innovations drive market adoption

1. Hardware performance breakthroughs and lightweight design

Display technology upgrades: VR device resolution has increased to 8K per eye (such as the Pico 5 Pro), with a refresh rate of 120Hz, reducing motion sickness to less than 5%. Micro-OLED screens have become the mainstream display solution with a penetration rate exceeding 60% in AR devices.

Interactive experience optimization: Gesture recognition, eye tracking, and facial tracking technologies have become standard, reducing interaction latency to less than 15ms. Apple Vision Pro uses AI scanning to reproduce facial expressions of "digital humans," enhancing social immersion.

Lightweight devices: All-in-one VR headsets have generally been reduced to less than 200g. Apple Vision Pro utilizes a carbon fiber frame for an ultra-light design of 298g, extending battery life to 4-6 hours.

2. The integration of AI and 5G-A technologies

Application of large AI models: DeepSeek's open-source model enables dynamic plot generation, allowing users to trigger different storylines, increasing replay rates to 45%. AI features have reached a penetration rate of 33.5% in VR products, supporting scenarios like real-time translation and object recognition.

Network Infrastructure Upgrades: 5G-A high-speed networks ensure real-time transmission of VR content. Qualcomm's XR4 chip boasts a computing power of 50TOPS, supporting localized large-scale model inference. Huawei's "Star Flash" chipset enables multi-device computing power sharing, reducing power consumption by 30%.

3. Cost Reduction and Improved Cost-Effectiveness

II. Increasing Consumer Demand and Expanding Use Cases Drive Growth

1. Exploding Demand for Entertainment and Social Media

The Gaming Market Dominates: The global VR gaming market has reached $30 billion, accounting for 60% of the all-in-one VR headset market. The sequel to "Half-Life: Alyx" has driven user repurchase rates to 45%, and user participation in VR esports tournaments has increased by 30%.

Innovative Social Experiences: The Meta Quest series supports virtual meetings (Microsoft Mesh platform), improving decision-making efficiency by 35%. AR navigation provides intuitive route guidance, and AR advertising reduces brand costs by 20%. 2. Trends in Youth and Lightweight Design

3. Deepening Cultural and Educational Applications

Digitalization of Cultural Heritage: The Palace Museum's "Digital Cultural Relic Restoration" VR Experience Center generated annual revenue exceeding 50 million yuan, and 50 "VR + Cultural Heritage" demonstration projects received subsidies from the Ministry of Culture and Tourism.

Popularizing Immersive Education: VR surgical simulators reduced medical training costs by 70%, and Siemens' VR collaborative design platform increased industrial design efficiency by 40%.

III. Deepening Industry Applications and Policy Support for Building an Ecosystem

1. Explosive Enterprise Market

Industrial and Medical: China's all-in-one VR headset market accounts for 45% of the enterprise market. BMW and Siemens deployed VR collaborative design platforms, increasing customer retention to 85%. VR surgical simulators improve doctor skills and achieve a 32% repurchase rate.

Theme Parks and Cultural Tourism: Disney's VR roller coaster and Universal Studios' VR movie experience center attracted visitors. Shanghai Disney's AR interactive map increased visitor efficiency by 30%, with non-ticket revenue from individual attractions accounting for over 40%. 2. Policy Dividends and Standardization

Financial Support: The Ministry of Industry and Information Technology's "14th Five-Year Plan" Digital Economy Special Fund has allocated over 5 billion yuan in subsidies to support core technology research and development; cities such as Xi'an and Fuzhou have introduced XR industry chain development plans (such as the "XR Cinema Cluster").

Technical Specification Development: The "Metaverse Immersive XR Project Technical Specifications" are promoting content industrialization. The Volcano Engine Cloud XR platform has increased development efficiency fivefold, reducing costs from tens of millions to hundreds of millions.

3. Ecosystem Reconstruction and Business Model Innovation

Content Industrialization: Large-scale VR space projects (such as "Investiture of the Gods Prequel") are redefining the experience through cinematic storytelling. Companies like Chuangxiang Lingjing are defining new industry standards with content as their core competitive advantage.

Cross-sector Collaboration: The IP licensing + derivatives + data service model (a Beijing project) has resulted in non-ticket revenue accounting for over 40%. Metaverse space interconnection (such as the collaboration between Shanghai's "Paris Ball" and Notre Dame de Paris) is expanding global markets. VR market growth is driven by three key factors: technological breakthroughs (hardware upgrades and AI integration), the expansion of consumer use cases (entertainment, social interaction, and education), and policy support (subsidies and standardization). This creates a comprehensive growth engine, from hardware to applications, from consumption to businesses. In the future, as technologies such as the five-sense holographic experience and the interconnected metaverse mature, the VR market is expected to further penetrate a wider range of sectors.

This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR), focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Virtual Reality (VR) by region & country, by Type, and by Application.

The Virtual Reality (VR) market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality (VR).

Market Segmentation

By Company

  • Oculus (Meta)
  • Sony
  • Pico Interactive
  • HTC Corporation
  • DPVR
  • NoLo VR
  • Goertek Inc.
  • Shanghai Lexiang Technology Co.,Ltd.

Segment by Type

  • Integrated Type
  • Split Type

Segment by Application

  • Consumer
  • Commercial

By Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • Nordic Countries
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA

Chapter Outline

Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 2: Detailed analysis of Virtual Reality (VR) company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 5: Revenue of Virtual Reality (VR) in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.

Chapter 6: Revenue of Virtual Reality (VR) in country level. It provides sigmate data by Type, and by Application for each country/region.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.

Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.

Chapter 9: Conclusion.

Table of Contents

1 Market Overview

  • 1.1 Virtual Reality (VR) Product Introduction
  • 1.2 Global Virtual Reality (VR) Market Size Forecast (2020-2031)
  • 1.3 Virtual Reality (VR) Market Trends & Drivers
    • 1.3.1 Virtual Reality (VR) Industry Trends
    • 1.3.2 Virtual Reality (VR) Market Drivers & Opportunity
    • 1.3.3 Virtual Reality (VR) Market Challenges
    • 1.3.4 Virtual Reality (VR) Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Virtual Reality (VR) Players Revenue Ranking (2024)
  • 2.2 Global Virtual Reality (VR) Revenue by Company (2020-2025)
  • 2.3 Key Companies Virtual Reality (VR) Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Virtual Reality (VR) Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Virtual Reality (VR)
  • 2.6 Virtual Reality (VR) Market Competitive Analysis
    • 2.6.1 Virtual Reality (VR) Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Virtual Reality (VR) Revenue in 2024
    • 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 Integrated Type
    • 3.1.2 Split Type
  • 3.2 Global Virtual Reality (VR) Sales Value by Type
    • 3.2.1 Global Virtual Reality (VR) Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Virtual Reality (VR) Sales Value, by Type (2020-2031)
    • 3.2.3 Global Virtual Reality (VR) Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 Consumer
    • 4.1.2 Commercial
  • 4.2 Global Virtual Reality (VR) Sales Value by Application
    • 4.2.1 Global Virtual Reality (VR) Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Virtual Reality (VR) Sales Value, by Application (2020-2031)
    • 4.2.3 Global Virtual Reality (VR) Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

  • 5.1 Global Virtual Reality (VR) Sales Value by Region
    • 5.1.1 Global Virtual Reality (VR) Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global Virtual Reality (VR) Sales Value by Region (2020-2025)
    • 5.1.3 Global Virtual Reality (VR) Sales Value by Region (2026-2031)
    • 5.1.4 Global Virtual Reality (VR) Sales Value by Region (%), (2020-2031)
  • 5.2 North America
    • 5.2.1 North America Virtual Reality (VR) Sales Value, 2020-2031
    • 5.2.2 North America Virtual Reality (VR) Sales Value by Country (%), 2024 VS 2031
  • 5.3 Europe
    • 5.3.1 Europe Virtual Reality (VR) Sales Value, 2020-2031
    • 5.3.2 Europe Virtual Reality (VR) Sales Value by Country (%), 2024 VS 2031
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific Virtual Reality (VR) Sales Value, 2020-2031
    • 5.4.2 Asia Pacific Virtual Reality (VR) Sales Value by Region (%), 2024 VS 2031
  • 5.5 South America
    • 5.5.1 South America Virtual Reality (VR) Sales Value, 2020-2031
    • 5.5.2 South America Virtual Reality (VR) Sales Value by Country (%), 2024 VS 2031
  • 5.6 Middle East & Africa
    • 5.6.1 Middle East & Africa Virtual Reality (VR) Sales Value, 2020-2031
    • 5.6.2 Middle East & Africa Virtual Reality (VR) Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Virtual Reality (VR) Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions Virtual Reality (VR) Sales Value, 2020-2031
  • 6.3 United States
    • 6.3.1 United States Virtual Reality (VR) Sales Value, 2020-2031
    • 6.3.2 United States Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
    • 6.3.3 United States Virtual Reality (VR) Sales Value by Application, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe Virtual Reality (VR) Sales Value, 2020-2031
    • 6.4.2 Europe Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
    • 6.4.3 Europe Virtual Reality (VR) Sales Value by Application, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China Virtual Reality (VR) Sales Value, 2020-2031
    • 6.5.2 China Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
    • 6.5.3 China Virtual Reality (VR) Sales Value by Application, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan Virtual Reality (VR) Sales Value, 2020-2031
    • 6.6.2 Japan Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
    • 6.6.3 Japan Virtual Reality (VR) Sales Value by Application, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea Virtual Reality (VR) Sales Value, 2020-2031
    • 6.7.2 South Korea Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
    • 6.7.3 South Korea Virtual Reality (VR) Sales Value by Application, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Virtual Reality (VR) Sales Value, 2020-2031
    • 6.8.2 Southeast Asia Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
    • 6.8.3 Southeast Asia Virtual Reality (VR) Sales Value by Application, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India Virtual Reality (VR) Sales Value, 2020-2031
    • 6.9.2 India Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
    • 6.9.3 India Virtual Reality (VR) Sales Value by Application, 2024 VS 2031

7 Company Profiles

  • 7.1 Oculus (Meta)
    • 7.1.1 Oculus (Meta) Profile
    • 7.1.2 Oculus (Meta) Main Business
    • 7.1.3 Oculus (Meta) Virtual Reality (VR) Products, Services and Solutions
    • 7.1.4 Oculus (Meta) Virtual Reality (VR) Revenue (US$ Million) & (2020-2025)
    • 7.1.5 Oculus (Meta) Recent Developments
  • 7.2 Sony
    • 7.2.1 Sony Profile
    • 7.2.2 Sony Main Business
    • 7.2.3 Sony Virtual Reality (VR) Products, Services and Solutions
    • 7.2.4 Sony Virtual Reality (VR) Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Sony Recent Developments
  • 7.3 Pico Interactive
    • 7.3.1 Pico Interactive Profile
    • 7.3.2 Pico Interactive Main Business
    • 7.3.3 Pico Interactive Virtual Reality (VR) Products, Services and Solutions
    • 7.3.4 Pico Interactive Virtual Reality (VR) Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Pico Interactive Recent Developments
  • 7.4 HTC Corporation
    • 7.4.1 HTC Corporation Profile
    • 7.4.2 HTC Corporation Main Business
    • 7.4.3 HTC Corporation Virtual Reality (VR) Products, Services and Solutions
    • 7.4.4 HTC Corporation Virtual Reality (VR) Revenue (US$ Million) & (2020-2025)
    • 7.4.5 HTC Corporation Recent Developments
  • 7.5 DPVR
    • 7.5.1 DPVR Profile
    • 7.5.2 DPVR Main Business
    • 7.5.3 DPVR Virtual Reality (VR) Products, Services and Solutions
    • 7.5.4 DPVR Virtual Reality (VR) Revenue (US$ Million) & (2020-2025)
    • 7.5.5 DPVR Recent Developments
  • 7.6 NoLo VR
    • 7.6.1 NoLo VR Profile
    • 7.6.2 NoLo VR Main Business
    • 7.6.3 NoLo VR Virtual Reality (VR) Products, Services and Solutions
    • 7.6.4 NoLo VR Virtual Reality (VR) Revenue (US$ Million) & (2020-2025)
    • 7.6.5 NoLo VR Recent Developments
  • 7.7 Goertek Inc.
    • 7.7.1 Goertek Inc. Profile
    • 7.7.2 Goertek Inc. Main Business
    • 7.7.3 Goertek Inc. Virtual Reality (VR) Products, Services and Solutions
    • 7.7.4 Goertek Inc. Virtual Reality (VR) Revenue (US$ Million) & (2020-2025)
    • 7.7.5 Goertek Inc. Recent Developments
  • 7.8 Shanghai Lexiang Technology Co.,Ltd.
    • 7.8.1 Shanghai Lexiang Technology Co.,Ltd. Profile
    • 7.8.2 Shanghai Lexiang Technology Co.,Ltd. Main Business
    • 7.8.3 Shanghai Lexiang Technology Co.,Ltd. Virtual Reality (VR) Products, Services and Solutions
    • 7.8.4 Shanghai Lexiang Technology Co.,Ltd. Virtual Reality (VR) Revenue (US$ Million) & (2020-2025)
    • 7.8.5 Shanghai Lexiang Technology Co.,Ltd. Recent Developments

8 Industry Chain Analysis

  • 8.1 Virtual Reality (VR) Industrial Chain
  • 8.2 Virtual Reality (VR) Upstream Analysis
    • 8.2.1 Key Raw Materials
    • 8.2.2 Raw Materials Key Suppliers
    • 8.2.3 Manufacturing Cost Structure
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customers Analysis)
  • 8.5 Sales Model and Sales Channels
    • 8.5.1 Virtual Reality (VR) Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Virtual Reality (VR) Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
      • 10.1.1.1 Research Programs/Design
      • 10.1.1.2 Market Size Estimation
      • 10.1.1.3 Market Breakdown and Data Triangulation
    • 10.1.2 Data Source
      • 10.1.2.1 Secondary Sources
      • 10.1.2.2 Primary Sources
  • 10.2 Author Details
  • 10.3 Disclaimer

List of Tables

  • Table 1. Virtual Reality (VR) Market Trends
  • Table 2. Virtual Reality (VR) Market Drivers & Opportunity
  • Table 3. Virtual Reality (VR) Market Challenges
  • Table 4. Virtual Reality (VR) Market Restraints
  • Table 5. Global Virtual Reality (VR) Revenue by Company (2020-2025) & (US$ Million)
  • Table 6. Global Virtual Reality (VR) Revenue Market Share by Company (2020-2025)
  • Table 7. Key Companies Virtual Reality (VR) Manufacturing Base Distribution and Headquarters
  • Table 8. Key Companies Virtual Reality (VR) Product Type
  • Table 9. Key Companies Time to Begin Mass Production of Virtual Reality (VR)
  • Table 10. Global Virtual Reality (VR) Companies Market Concentration Ratio (CR5 and HHI)
  • Table 11. Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) as of 2024)
  • Table 12. Mergers & Acquisitions, Expansion Plans
  • Table 13. Global Virtual Reality (VR) Sales Value by Type: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 14. Global Virtual Reality (VR) Sales Value by Type (2020-2025) & (US$ Million)
  • Table 15. Global Virtual Reality (VR) Sales Value by Type (2026-2031) & (US$ Million)
  • Table 16. Global Virtual Reality (VR) Sales Market Share in Value by Type (2020-2025)
  • Table 17. Global Virtual Reality (VR) Sales Market Share in Value by Type (2026-2031)
  • Table 18. Global Virtual Reality (VR) Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 19. Global Virtual Reality (VR) Sales Value by Application (2020-2025) & (US$ Million)
  • Table 20. Global Virtual Reality (VR) Sales Value by Application (2026-2031) & (US$ Million)
  • Table 21. Global Virtual Reality (VR) Sales Market Share in Value by Application (2020-2025)
  • Table 22. Global Virtual Reality (VR) Sales Market Share in Value by Application (2026-2031)
  • Table 23. Global Virtual Reality (VR) Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million)
  • Table 24. Global Virtual Reality (VR) Sales Value by Region (2020-2025) & (US$ Million)
  • Table 25. Global Virtual Reality (VR) Sales Value by Region (2026-2031) & (US$ Million)
  • Table 26. Global Virtual Reality (VR) Sales Value by Region (2020-2025) & (%)
  • Table 27. Global Virtual Reality (VR) Sales Value by Region (2026-2031) & (%)
  • Table 28. Key Countries/Regions Virtual Reality (VR) Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031
  • Table 29. Key Countries/Regions Virtual Reality (VR) Sales Value, (2020-2025) & (US$ Million)
  • Table 30. Key Countries/Regions Virtual Reality (VR) Sales Value, (2026-2031) & (US$ Million)
  • Table 31. Oculus (Meta) Basic Information List
  • Table 32. Oculus (Meta) Description and Business Overview
  • Table 33. Oculus (Meta) Virtual Reality (VR) Products, Services and Solutions
  • Table 34. Revenue (US$ Million) in Virtual Reality (VR) Business of Oculus (Meta) (2020-2025)
  • Table 35. Oculus (Meta) Recent Developments
  • Table 36. Sony Basic Information List
  • Table 37. Sony Description and Business Overview
  • Table 38. Sony Virtual Reality (VR) Products, Services and Solutions
  • Table 39. Revenue (US$ Million) in Virtual Reality (VR) Business of Sony (2020-2025)
  • Table 40. Sony Recent Developments
  • Table 41. Pico Interactive Basic Information List
  • Table 42. Pico Interactive Description and Business Overview
  • Table 43. Pico Interactive Virtual Reality (VR) Products, Services and Solutions
  • Table 44. Revenue (US$ Million) in Virtual Reality (VR) Business of Pico Interactive (2020-2025)
  • Table 45. Pico Interactive Recent Developments
  • Table 46. HTC Corporation Basic Information List
  • Table 47. HTC Corporation Description and Business Overview
  • Table 48. HTC Corporation Virtual Reality (VR) Products, Services and Solutions
  • Table 49. Revenue (US$ Million) in Virtual Reality (VR) Business of HTC Corporation (2020-2025)
  • Table 50. HTC Corporation Recent Developments
  • Table 51. DPVR Basic Information List
  • Table 52. DPVR Description and Business Overview
  • Table 53. DPVR Virtual Reality (VR) Products, Services and Solutions
  • Table 54. Revenue (US$ Million) in Virtual Reality (VR) Business of DPVR (2020-2025)
  • Table 55. DPVR Recent Developments
  • Table 56. NoLo VR Basic Information List
  • Table 57. NoLo VR Description and Business Overview
  • Table 58. NoLo VR Virtual Reality (VR) Products, Services and Solutions
  • Table 59. Revenue (US$ Million) in Virtual Reality (VR) Business of NoLo VR (2020-2025)
  • Table 60. NoLo VR Recent Developments
  • Table 61. Goertek Inc. Basic Information List
  • Table 62. Goertek Inc. Description and Business Overview
  • Table 63. Goertek Inc. Virtual Reality (VR) Products, Services and Solutions
  • Table 64. Revenue (US$ Million) in Virtual Reality (VR) Business of Goertek Inc. (2020-2025)
  • Table 65. Goertek Inc. Recent Developments
  • Table 66. Shanghai Lexiang Technology Co.,Ltd. Basic Information List
  • Table 67. Shanghai Lexiang Technology Co.,Ltd. Description and Business Overview
  • Table 68. Shanghai Lexiang Technology Co.,Ltd. Virtual Reality (VR) Products, Services and Solutions
  • Table 69. Revenue (US$ Million) in Virtual Reality (VR) Business of Shanghai Lexiang Technology Co.,Ltd. (2020-2025)
  • Table 70. Shanghai Lexiang Technology Co.,Ltd. Recent Developments
  • Table 71. Key Raw Materials Lists
  • Table 72. Raw Materials Key Suppliers Lists
  • Table 73. Virtual Reality (VR) Downstream Customers
  • Table 74. Virtual Reality (VR) Distributors List
  • Table 75. Research Programs/Design for This Report
  • Table 76. Key Data Information from Secondary Sources
  • Table 77. Key Data Information from Primary Sources

List of Figures

  • Figure 1. Virtual Reality (VR) Product Picture
  • Figure 2. Global Virtual Reality (VR) Sales Value, 2020 VS 2024 VS 2031 (US$ Million)
  • Figure 3. Global Virtual Reality (VR) Sales Value (2020-2031) & (US$ Million)
  • Figure 4. Virtual Reality (VR) Report Years Considered
  • Figure 5. Global Virtual Reality (VR) Players Revenue Ranking (2024) & (US$ Million)
  • Figure 6. The 5 and 10 Largest Companies in the World: Market Share by Virtual Reality (VR) Revenue in 2024
  • Figure 7. Virtual Reality (VR) Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
  • Figure 8. Integrated Type Picture
  • Figure 9. Split Type Picture
  • Figure 10. Global Virtual Reality (VR) Sales Value by Type (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 11. Global Virtual Reality (VR) Sales Value Market Share by Type, 2024 & 2031
  • Figure 12. Product Picture of Consumer
  • Figure 13. Product Picture of Commercial
  • Figure 14. Global Virtual Reality (VR) Sales Value by Application (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 15. Global Virtual Reality (VR) Sales Value Market Share by Application, 2024 & 2031
  • Figure 16. North America Virtual Reality (VR) Sales Value (2020-2031) & (US$ Million)
  • Figure 17. North America Virtual Reality (VR) Sales Value by Country (%), 2024 VS 2031
  • Figure 18. Europe Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 19. Europe Virtual Reality (VR) Sales Value by Country (%), 2024 VS 2031
  • Figure 20. Asia Pacific Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 21. Asia Pacific Virtual Reality (VR) Sales Value by Region (%), 2024 VS 2031
  • Figure 22. South America Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 23. South America Virtual Reality (VR) Sales Value by Country (%), 2024 VS 2031
  • Figure 24. Middle East & Africa Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 25. Middle East & Africa Virtual Reality (VR) Sales Value by Country (%), 2024 VS 2031
  • Figure 26. Key Countries/Regions Virtual Reality (VR) Sales Value (%), (2020-2031)
  • Figure 27. United States Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 28. United States Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 29. United States Virtual Reality (VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 30. Europe Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 31. Europe Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 32. Europe Virtual Reality (VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 33. China Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 34. China Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 35. China Virtual Reality (VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 36. Japan Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 37. Japan Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 38. Japan Virtual Reality (VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 39. South Korea Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 40. South Korea Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 41. South Korea Virtual Reality (VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 42. Southeast Asia Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 43. Southeast Asia Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 44. Southeast Asia Virtual Reality (VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 45. India Virtual Reality (VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 46. India Virtual Reality (VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 47. India Virtual Reality (VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 48. Virtual Reality (VR) Industrial Chain
  • Figure 49. Virtual Reality (VR) Manufacturing Cost Structure
  • Figure 50. Channels of Distribution (Direct Sales, and Distribution)
  • Figure 51. Bottom-up and Top-down Approaches for This Report
  • Figure 52. Data Triangulation
  • Figure 53. Key Executives Interviewed
Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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