Virtual Reality Devices market

Virtual Reality Devices Market by Player, Region, Type, Application and Sales Channel 2024-2030

  • 15 July 2024
  • Semiconductor and Electronics
  • 124 Pages
  • Report code : PMR-7970481

  • 4.7 (158)

Virtual Reality Devices Market

COMPANIES COVERED

Avegant Glyph
CellBellLTD
Cyberglove Systems
DJI
EON Reality
FOVE VR
Freefly VR headset
Fujitsu
Gigabyte
Google
HTC
IPartsBuy
Leap Motion
LG
Microsoft
Oculus VR
PiMAX
Razer OSVR
RITECH
ROYOLE
Samsung Electronics
Sensics
SHINECON
Sixense Entertainment
Skinit
Sony
Vuzix
Zeiss VR One

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The global Virtual Reality Devices market was valued at US$ 11.6 billion in 2023 and is projected to reach US$ 25.7 billion by 2030, at a CAGR of 11.5% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.​

Virtual Reality Devices Market studies the Virtual Reality Devices market, covering market size for segment by type (Non-Immersive Technology, Immersive Technology, etc.), by application (Education, Entertainment, etc.), by sales channel (Direct Channel, Distribution Channel), by player (Alienware, Asus, Avegant Glyph, CellBellLTD, Cyberglove Systems, etc.) and by region (North America, Europe, Asia-Pacific, South America and Middle East & Africa).

The virtual reality (VR) market has seen exponential growth over the past decade, driven by advancements in technology, increased consumer interest, and the adoption of VR across various industries. 

Demographics of VR Users:

  • The majority of VR users fall within the age range of 18-34 years, accounting for about 60% of the total user base.
  • Gender distribution among VR users is relatively balanced, with 52% male and 48% female users.

Usage Patterns:

  • On average, VR users spend around 30 minutes per session, with gaming and entertainment being the most popular activities.
  • Education and training applications have seen a 35% increase in usage, highlighting VR's growing role in these sectors.

Industry Adoption:

  • The healthcare industry utilizes VR for training and simulation, with an estimated 5,000 hospitals worldwide integrating VR into their medical training programs.
  • In real estate, 22% of agencies have adopted VR to offer virtual property tours, significantly enhancing the buyer experience.

Satisfaction and Retention:

  • User satisfaction rates for VR experiences are high, with 87% of users expressing satisfaction with their VR device.
  • Retention rates are promising, with 72% of VR headset owners using their devices at least once a week.

Barriers to Adoption:

  • Despite the growth, barriers such as high device costs and limited content remain. Around 33% of potential users cite the cost of VR headsets as a primary deterrent.
  • Limited access to high-quality VR content is another challenge, with 27% of users expressing a need for more diverse and engaging content.

Future Trends:

  • The integration of VR in social media platforms is anticipated to drive user engagement, with platforms like Facebook's Horizon and VRChat leading the way.
  • VR for remote work and collaboration is expected to grow, with a forecasted 40% of remote workers utilizing VR for virtual meetings by 2030.

Virtual reality devices are increasingly becoming mainstream, driven by high user satisfaction and diverse applications across industries. 

Virtual Reality Devices Market provides detailed historical analysis of global market for Virtual Reality Devices from 2018-2023, and provides extensive market forecasts from 2024-2032 by region/country and subsectors. It covers the sales/revenue/value, gross margin, historical growth and future perspectives in the Virtual Reality Devices market.

Leading Players of Virtual Reality Devices including:

  • Alienware
  • Asus
  • Avegant Glyph
  • CellBellLTD
  • Cyberglove Systems
  • DJI
  • EON Reality
  • FOVE VR
  • Freefly VR headset
  • Fujitsu
  • Gigabyte
  • Google
  • HTC
  • IPartsBuy
  • Leap Motion
  • LG
  • Microsoft
  • Oculus VR
  • PiMAX
  • Razer OSVR
  • RITECH
  • ROYOLE
  • Samsung Electronics
  • Sensics
  • SHINECON
  • Sixense Entertainment
  • Skinit
  • Sony
  • Vuzix
  • Zeiss VR One
Market split by Type:
  • Non-Immersive Technology
  • Immersive Technology
Market split by Application:
  • Education
  • Entertainment
  • Medical
  • Industrial
  • Others
Market split by Sales Channel:
  • Direct Channel
  • Distribution Channel
Market split by Region/Country:
  • North America (United States and Canada)
  • Europe (Germany, UK, France, Italy, Spain, and Russia, etc.)
  • Asia-Pacific (China, Japan, Korea, India, Australia, and Southeast Asia, etc.)
  • South America (Brazil, Mexico, and Argentina, etc.)
  • Middle East & Africa (Turkey, UAE, Saudi Arabia, and South Africa, etc.)
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