Virtual Reality (VR) - Global and China Top Players Market Share and Ranking 2023
- Report Code : AMP2756996
- Published On: Oct, 2024
- Category : Internet Software & Services
- Pages : 134
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According to Ample Market Research, the global market for Virtual Reality (VR) should grow from US$ 2615 million in 2022 to US$ 20570 million by 2029, with a CAGR of 37.2% for the period of 2023-2029.
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 Aisa-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.
Virtual reality (VR) is defined as a three-dimensional computer-generated environment. Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.
This report studies and analyses global Virtual Reality (VR) status and future trends, to help determine the Virtual Reality (VR) market size of the total market opportunity by Type, by Application, by company, and by region & country. This report is a detailed and comprehensive analysis of the world market for Virtual Reality (VR), and provides market size (US$ million) and Year-over-Year growth, considering 2022 as the base year.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
To assess the competitive environment within the market including supplier revenue, market share, and company profiles.
Highlights
(1) Global Virtual Reality (VR) market size, history data 2018-2023, and forecast data 2024-2029, (US$ million)
(2) Global Virtual Reality (VR) by company, revenue, market share and industry ranking 2018-2023, (US$ million)
(3) China Virtual Reality (VR) by company, revenue, market share and industry ranking 2018-2023, (US$ million)
(4) Global Virtual Reality (VR) key consuming regions, consumption value and demand structure
(5) Virtual Reality (VR) industry chains, upstream, midstream and downstream
Market segment by players, this report covers
Oculus (Meta)
Sony
Pico Interactive
HTC Corporation
DPVR
NoLo VR
Market segment by Type, covers
Integrated Type
Split Type
Market segment by Application, can be divided into
Consumer
Commercial
Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa
Report Includes:
Chapter 1: to describe Virtual Reality (VR) product scope, global consumption value, China consumption value, development opportunities, challenges, trends, and policies.
Chapter 2: Global Virtual Reality (VR) market share and ranking of major manufacturers, revenue, 2018-2023
Chapter 3: China Virtual Reality (VR) market share and ranking of major manufacturers, revenue, 2018-2023
Chapter 4: Virtual Reality (VR) industry chain, upstream, medium-stream, and downstream.
Chapter 5: Segment by Type, consumption value, percent & CAGR, 2018-2029
Chapter 6: Segment by Application, consumption value, percent & CAGR, 2018-2029
Chapter 7: Segment in regional level, consumption value, percent & CAGR, 2018-2029
Chapter 8: Segment in country level, consumption value, percent & CAGR, 2018-2029
Chapter 9: Company profile, introducing the basic situation of the main companies in the market in detail, including product specifications, application, recent development, revenue, gross margin.
Chapter 10: Conclusions
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With tables and figures helping analyze worldwide Virtual Reality (VR) Global and China Top Players market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
1 Market Overview1.1 Virtual Reality (VR) Definition
1.2 Global Virtual Reality (VR) Market Size and Forecast
1.3 China Virtual Reality (VR) Market Size and Forecast
1.4 China Percentage in Global Market
1.5 Virtual Reality (VR) Market Size: China VS Global Growth Rate, 2018-2029
1.6 Virtual Reality (VR) Market Dynamics
1.6.1 Virtual Reality (VR) Market Drivers
1.6.2 Virtual Reality (VR) Market Restraints
1.6.3 Virtual Reality (VR) Industry Trends
1.6.4 Virtual Reality (VR) Industry Policy
2 Global Leading Players and Market Share2.1 By Revenue of Virtual Reality (VR), Global Market Share by Company, 2018-2023
2.2 Global Virtual Reality (VR) Participants, Market Position (Tier 1, Tier 2, and Tier 3)
2.3 Global Virtual Reality (VR) Concentration Ratio
2.4 Global Virtual Reality (VR) Mergers & Acquisitions, Expansion Plans
2.5 Global Virtual Reality (VR) Major Companies Product Type
2.6 Head Office and Virtual Reality (VR) Production Site of Key Manufacturer
3 China Leading Players, Market Share and Ranking3.1 By Revenue of Virtual Reality (VR), China Market Share by Company, 2018-2023
3.2 China Virtual Reality (VR) Participants, Market Position (Tier 1, Tier 2, and Tier 3)
4 Industry Chain Analysis4.1 Virtual Reality (VR) Industry Chain
4.2 Virtual Reality (VR) Upstream Analysis
4.2.1 Virtual Reality (VR) Core Raw Materials
4.2.2 Main Manufacturers of Virtual Reality (VR) Core Raw Materials4.3 Midstream Analysis
4.4 Downstream Analysis
4.5 Virtual Reality (VR) Production Mode
4.6 Virtual Reality (VR) Procurement Model
4.7 Virtual Reality (VR) Industry Sales Model and Sales Channels
4.7.1 Virtual Reality (VR) Sales Model
4.7.2 Virtual Reality (VR) Typical Distributors
5 Sights by Type5.1 Virtual Reality (VR) Classification
5.1.1 Integrated Type
5.1.2 Split Type5.2 By Type, Global Virtual Reality (VR) Consumption Value & CAGR, 2018 VS 2022 VS 2029
5.3 By Type, Global Virtual Reality (VR) Consumption Value, 2018-2029
6 Sights by Application6.1 Virtual Reality (VR) Segment by Application
6.1.1 Consumer
6.1.2 Commercial6.2 By Application, Global Virtual Reality (VR) Consumption Value & CAGR, 2018 VS 2022 VS 2029
6.3 By Application, Global Virtual Reality (VR) Consumption Value, 2018-2029
7 Sales Sights by Region7.1 By Region, Global Virtual Reality (VR) Consumption Value, 2018 VS 2022 VS 2029
7.2 By Region, Global Virtual Reality (VR) Consumption Value, 2018-2029
7.3 North America
7.3.1 North America Virtual Reality (VR) & Forecasts, 2018-2029
7.3.2 By Country, North America Virtual Reality (VR) Market Size Market Share7.4 Europe
7.4.1 Europe Virtual Reality (VR) Market Size & Forecasts, 2018-2029
7.4.2 By Country, Europe Virtual Reality (VR) Market Size Market Share7.5 Asia Pacific
7.5.1 Asia Pacific Virtual Reality (VR) Market Size & Forecasts, 2018-2029
7.5.2 By Country/Region, Asia Pacific Virtual Reality (VR) Market Size Market Share7.6 South America
7.6.1 South America Virtual Reality (VR) Market Size & Forecasts, 2018-2029
7.6.2 By Country, South America Virtual Reality (VR) Market Size Market Share
7.7 Middle East & Africa
8 Sales Sights by Country Level8.1 By Country, Global Virtual Reality (VR) Market Size & CAGR, 2018 VS 2022 VS 2029
8.2 By Country, Global Virtual Reality (VR) Consumption Value, 2018-2029
8.3 U.S.
8.3.1 U.S. Virtual Reality (VR) Market Size, 2018-2029
8.3.2 By Type, U.S. Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.3.3 By Application, U.S. Virtual Reality (VR) Consumption Value Market Share, 2022 VS 20298.4 Europe
8.4.1 Europe Virtual Reality (VR) Market Size, 2018-2029
8.4.2 By Type, Europe Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.4.3 By Application, Europe Virtual Reality (VR) Consumption Value Market Share, 2022 VS 20298.5 China
8.5.1 China Virtual Reality (VR) Market Size, 2018-2029
8.5.2 By Type, China Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.5.3 By Application, China Virtual Reality (VR) Consumption Value Market Share, 2022 VS 20298.6 Japan
8.6.1 Japan Virtual Reality (VR) Market Size, 2018-2029
8.6.2 By Type, Japan Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.6.3 By Application, Japan Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.7 South Korea
8.7.1 South Korea Virtual Reality (VR) Market Size, 2018-2029
8.7.2 By Type, South Korea Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.7.3 By Application, South Korea Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.8 Southeast Asia
8.8.1 Southeast Asia Virtual Reality (VR) Market Size, 2018-2029
8.8.2 By Type, Southeast Asia Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.8.3 By Application, Southeast Asia Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.9 India
8.9.1 India Virtual Reality (VR) Market Size, 2018-2029
8.9.2 By Type, India Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.9.3 By Application, India Virtual Reality (VR) Consumption Value Market Share, 2022 VS 20298.10 Middle East & Africa
8.10.1 Middle East & Africa Virtual Reality (VR) Market Size, 2018-2029
8.10.2 By Type, Middle East & Africa Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
8.10.3 By Application, Middle East & Africa Virtual Reality (VR) Consumption Value Market Share, 2022 VS 2029
9 Company Profile9.1 Oculus (Meta)
9.1.1 Oculus (Meta) Company Information, Head Office, Market Area and Industry Position
9.1.2 Oculus (Meta) Company Profile and Main Business
9.1.3 Oculus (Meta) Virtual Reality (VR) Models, Specifications and Application
9.1.4 Oculus (Meta) Virtual Reality (VR) Revenue and Gross Margin, 2018-2023
9.1.5 Oculus (Meta) Recent Developments9.2 Sony
9.2.1 Sony Company Information, Head Office, Market Area and Industry Position
9.2.2 Sony Company Profile and Main Business
9.2.3 Sony Virtual Reality (VR) Models, Specifications and Application
9.2.4 Sony Virtual Reality (VR) Revenue and Gross Margin, 2018-2023
9.2.5 Sony Recent Developments9.3 Pico Interactive
9.3.1 Pico Interactive Company Information, Head Office, Market Area and Industry Position
9.3.2 Pico Interactive Company Profile and Main Business
9.3.3 Pico Interactive Virtual Reality (VR) Models, Specifications and Application
9.3.4 Pico Interactive Virtual Reality (VR) Revenue and Gross Margin, 2018-2023
9.3.5 Pico Interactive Recent Developments9.4 HTC Corporation
9.4.1 HTC Corporation Company Information, Head Office, Market Area and Industry Position
9.4.2 HTC Corporation Company Profile and Main Business
9.4.3 HTC Corporation Virtual Reality (VR) Models, Specifications and Application
9.4.4 HTC Corporation Virtual Reality (VR) Revenue and Gross Margin, 2018-2023
9.4.5 HTC Corporation Recent Developments9.5 DPVR
9.5.1 DPVR Company Information, Head Office, Market Area and Industry Position
9.5.2 DPVR Company Profile and Main Business
9.5.3 DPVR Virtual Reality (VR) Models, Specifications and Application
9.5.4 DPVR Virtual Reality (VR) Revenue and Gross Margin, 2018-2023
9.5.5 DPVR Recent Developments9.6 NoLo VR
9.6.1 NoLo VR Company Information, Head Office, Market Area and Industry Position
9.6.2 NoLo VR Company Profile and Main Business
9.6.3 NoLo VR Virtual Reality (VR) Models, Specifications and Application
9.6.4 NoLo VR Virtual Reality (VR) Revenue and Gross Margin, 2018-2023
9.6.5 NoLo VR Recent Developments
10 Conclusion
11 Appendix11.1 Research Methodology
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources11.3 Market Estimation Model
11.4 Disclaimer
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The Virtual Reality (VR) Global and China Top Players Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.
Report Objectives / Segmentation Covered :
By Companies / players:
By Regions:
By Type:
By Application:
Frequently asked questions(FAQ's):
Recognize the areas along the Virtual Reality (VR) Global and China Top Players Market's value chain where players are generating value. To get a complete picture, kindly read the entire report.
The Virtual Reality (VR) Global and China Top Players Market is expected to reach a reasonable valuation by 2029; now the market is expected to shift its focus from growth to value.
In addition to the Virtual Reality (VR) Global and China Top Players Market share analysis by competitors, the report also includes chapters on the HHI Index, CR4, and CR8 to characterize the concentration rate and competitive character of the Virtual Reality (VR) Global and China Top Players Market.
Companies in the Virtual Reality (VR) Global and China Top Players Industry are thoroughly researched and profiled in order to determine why certain trends will have a significant impact and how they will be factored into the Virtual Reality (VR) Global and China Top Players Market's trajectory and future outlook.