Setting

Europe Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity

Published: 31 Oct 2023 | Report Code: 10247403 | Pages: 130

Europe Virtual Reality (VR) Market was valued at $6.92 billion in 2022 and will grow by 27.1% annually over 2022-2032, driven by the growing R&D investment, fast evolving technologies, the rising smartphone customer base, and the increasing applications of virtual reality across various industries. Highlighted with 37 tables and 65 figures, this 130-page report “Europe Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe Virtual Reality (VR) Market and all its sub-segments through extensively detailed classifications.

 

Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

 

In-depth qualitative analyses include identification and investigation of the following aspects:
•  Market Structure 
•  Growth Drivers 
•  Restraints and Challenges
•  Emerging Product Trends & Market Opportunities
•  Porter’s Five Forces

 

The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify Europe virtual reality (VR) market in every aspect of the classification from perspectives of Offering, Technology, Device, Platform, Industry Vertical, End User, and Country.

 

Based on Offering, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section. 
•  Hardware
      o  Sensors
      o  Semiconductor Component
      o  Displays and Projectors
      o  Position Trackers
      o  Cameras
      o  Other Hardware
•  Software
      o  Software Developer Kits
      o  Cloud-based Solutions
•  Services

 

Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section. 
•  Nonimmersive Technology
•  Semi-Immersive Technology
•  Fully Immersive Technology

 

By Device, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section. 
•  Head-Mounted Display (HMD)
•  Gesture-Tracking Device
•  Projector & Display Wall

 

By Platform, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section. 
•  Mobile VR
•  Console VR
•  PC VR

 

By Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section. 
•  Gaming
•  Entertainment & Media
•  Aerospace & Defense
•  Healthcare
•  Education
•  Automotive
•  Retail & Marketing
•  Other Verticals

 

By End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section. 
•  Consumer
•  Enterprise
      o  Large Enterprises
      o  Small- & Medium-sized Enterprises (SMEs)

 

Geographically, the following national/local markets are fully investigated:
•  Germany
•  UK
•  France
•  Spain
•  Italy
•  Netherlands 
•  Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)

 

For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Technology, Device, and Industry Vertical? over the forecast years are also included. The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

 

Selected Key Players: 
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co., Ltd.
Sixense Entertainment, Inc.
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd.

 

(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

Table of Contents:

1 Introduction    7
1.1 Industry Definition and Research Scope    7
1.1.1 Industry Definition    7
1.1.2 Research Scope    8
1.2 Research Methodology    11
1.2.1 Overview of Market Research Methodology    11
1.2.2 Market Assumption    12
1.2.3 Secondary Data    12
1.2.4 Primary Data    12
1.2.5 Data Filtration and Model Design    13
1.2.6 Market Size/Share Estimation    14
1.2.7 Research Limitations    15
1.3 Executive Summary    16
2 Market Overview and Dynamics    19
2.1 Market Size and Forecast    19
2.1.1 Impact of COVID-19 on World Economy    20
2.1.2 Impact of COVID-19 on the Market    23
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery    25
2.2 Major Growth Drivers    29
2.3 Market Restraints and Challenges    33
2.4 Emerging Opportunities and Market Trends    36
2.5 Porter’s Five Forces Analysis    40
3 Segmentation of Europe Market by Offering    44
3.1 Market Overview by Offering    44
3.2 Hardware    46
3.2.1 Sensors    48
3.2.2 Semiconductor Component    49
3.2.3 Displays and Projectors    50
3.2.4 Position Trackers    51
3.2.5 Cameras    52
3.2.6 Other Hardware    53
3.3 Software    54
3.3.1 Software Developer Kits    55
3.3.2 Cloud-based Solutions    56
3.4 Services    57
4 Segmentation of Europe Market by Technology    58
4.1 Market Overview by Technology    58
4.2 Nonimmersive Technology    60
4.3 Semi-Immersive Technology    61
4.4 Fully Immersive Technology    62
5 Segmentation of Europe Market by Device    63
5.1 Market Overview by Device    63
5.2 Head-Mounted Display (HMD)    65
5.3 Gesture-Tracking Device    66
5.4 Projector & Display Wall    67
6 Segmentation of Europe Market by Platform    68
6.1 Market Overview by Platform    68
6.2 Mobile VR    70
6.3 Console VR    71
6.4 PC VR    72
7 Segmentation of Europe Market by Industry Vertical    73
7.1 Market Overview by Industry Vertical    73
7.2 Gaming    75
7.3 Entertainment & Media    76
7.4 Aerospace & Defense    77
7.5 Healthcare    78
7.6 Education    79
7.7 Automotive    80
7.8 Retail & Marketing    81
7.9 Other Verticals    82
8 Segmentation of Europe Market by End User    83
8.1 Market Overview by End User    83
8.2 Consumer    85
8.3 Enterprise    86
8.3.1 Large Enterprises    87
8.3.2 Small- & Medium-sized Enterprises (SMEs)    88
9 European Market 2022-2032 by Country    89
9.1 Overview of European Market    89
9.2 Germany    92
9.3 U.K.    94
9.4 France    96
9.5 Spain    98
9.6 Italy    100
9.7 Netherlands    102
9.8 Rest of European Market    104
10 Competitive Landscape    106
10.1 Overview of Key Vendors    106
10.2 New Product Launch, Partnership, Investment, and M&A    109
10.3 Company Profiles    110
Apple Inc.    110
Atheer, Inc.    112
Cyberglove Systems Inc.    113
EON Reality, Inc.    114
Facebook Inc.    115
Google Inc.    116
Hewlett-Packard Development Company. L.P    117
Leap Motion, Inc.    118
Meta Inc.    119
Microsoft Corporation    120
Nintendo Co., Ltd.    121
Oculus VR, LLC    122
Qualcomm Technologies, Inc.    123
Samsung Electronics Co., Ltd.    124
Sixense Entertainment, Inc.    125
Sony Corporation    126
Total Immersion, Inc.    127
Virtuix    128
Zappar Ltd.    129
RELATED REPORTS    130

 

List of Tables:

Table 1. Snapshot of Europe Virtual Reality Market in Balanced Perspective, 2022-2032    17
Table 2. World Economic Outlook, 2021-2031    21
Table 3. World Economic Outlook, 2021-2023    22
Table 4. Scenarios for Economic Impact of Ukraine Crisis    26
Table 5. Main Product Trends and Market Opportunities in Europe Virtual Reality Market    36
Table 6. Europe Virtual Reality Market by Offering, 2022-2032, $ mn    44
Table 7. Europe Virtual Reality Market: Hardware by Type, 2022-2032, $ mn    47
Table 8. Europe Virtual Reality Market: Software by Type, 2022-2032, $ mn    54
Table 9. Europe Virtual Reality Market by Technology, 2022-2032, $ mn    58
Table 10. Europe Virtual Reality Market by Device, 2022-2032, $ mn    63
Table 11. Europe Virtual Reality Market by Platform, 2022-2032, $ mn    68
Table 12. Europe Virtual Reality Market by Industry Vertical, 2022-2032, $ mn    73
Table 13. Europe Virtual Reality Market by End User, 2022-2032, $ mn    83
Table 14. Europe Virtual Reality Market: Enterprise by Type, 2022-2032, $ mn    86
Table 15. Europe Virtual Reality Market by Country, 2022-2032, $ mn    91
Table 16. Germany Virtual Reality Market by Technology, 2022-2032, $ mn    93
Table 17. Germany Virtual Reality Market by Device, 2022-2032, $ mn    93
Table 18. Germany Virtual Reality Market by Industry Vertical, 2022-2032, $ mn    93
Table 19. U.K. Virtual Reality Market by Technology, 2022-2032, $ mn    95
Table 20. U.K. Virtual Reality Market by Device, 2022-2032, $ mn    95
Table 21. U.K. Virtual Reality Market by Industry Vertical, 2022-2032, $ mn    95
Table 22. France Virtual Reality Market by Technology, 2022-2032, $ mn    97
Table 23. France Virtual Reality Market by Device, 2022-2032, $ mn    97
Table 24. France Virtual Reality Market by Industry Vertical, 2022-2032, $ mn    97
Table 25. Spain Virtual Reality Market by Technology, 2022-2032, $ mn    99
Table 26. Spain Virtual Reality Market by Device, 2022-2032, $ mn    99
Table 27. Spain Virtual Reality Market by Industry Vertical, 2022-2032, $ mn    99
Table 28. Italy Virtual Reality Market by Technology, 2022-2032, $ mn    101
Table 29. Italy Virtual Reality Market by Device, 2022-2032, $ mn    101
Table 30. Italy Virtual Reality Market by Industry Vertical, 2022-2032, $ mn    101
Table 31. Netherlands Virtual Reality Market by Technology, 2022-2032, $ mn    103
Table 32. Netherlands Virtual Reality Market by Device, 2022-2032, $ mn    103
Table 33. Netherlands Virtual Reality Market by Industry Vertical, 2022-2032, $ mn    103
Table 34. Virtual Reality Market in Rest of Europe by Country, 2022-2032, $ mn    105
Table 35. Apple Inc.: Company Snapshot    110
Table 36. Apple Inc.: Business Segmentation    111
Table 37. Apple Inc.: Product Portfolio    111

 

List of Figures:

Figure 1. Research Method Flow Chart    11
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation    14
Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2022-2032    16
Figure 4. Europe Virtual Reality Market, 2022-2032, $ mn    19
Figure 5. Impact of COVID-19 on Business    23
Figure 6. Primary Drivers and Impact Factors of Europe Virtual Reality Market    29
Figure 7. Forecast of Middle-class Population by Region, 2015-2030, million    32
Figure 8. World Digital Gaming Market, 2022-2032, $ bn    32
Figure 9. Primary Restraints and Impact Factors of Europe Virtual Reality Market    33
Figure 10. Investment Opportunity Analysis    37
Figure 11. Porter’s Fiver Forces Analysis of Europe Virtual Reality Market    40
Figure 12. Breakdown of Europe Virtual Reality Market by Offering, 2022-2032, % of Revenue    45
Figure 13. Europe Addressable Market Cap in 2023-2032 by Offering, Value ($ mn) and Share (%)    45
Figure 14. Europe Virtual Reality Market by Offering: Hardware, 2022-2032, $ mn    46
Figure 15. Europe Virtual Reality Market by Hardware: Sensors, 2022-2032, $ mn    48
Figure 16. Europe Virtual Reality Market by Hardware: Semiconductor Component, 2022-2032, $ mn    49
Figure 17. Europe Virtual Reality Market by Hardware: Displays and Projectors, 2022-2032, $ mn    50
Figure 18. Europe Virtual Reality Market by Hardware: Position Trackers, 2022-2032, $ mn    51
Figure 19. Europe Virtual Reality Market by Hardware: Cameras, 2022-2032, $ mn    52
Figure 20. Europe Virtual Reality Market by Hardware: Other Hardware, 2022-2032, $ mn    53
Figure 21. Europe Virtual Reality Market by Offering: Software, 2022-2032, $ mn    54
Figure 22. Europe Virtual Reality Market by Software: Software Developer Kits, 2022-2032, $ mn    55
Figure 23. Europe Virtual Reality Market by Software: Cloud-based Solutions, 2022-2032, $ mn    56
Figure 24. Europe Virtual Reality Market by Offering: Services, 2022-2032, $ mn    57
Figure 25. Breakdown of Europe Virtual Reality Market by Technology, 2022-2032, % of Sales Revenue    59
Figure 26. Europe Addressable Market Cap in 2023-2032 by Technology, Value ($ mn) and Share (%)    59
Figure 27. Europe Virtual Reality Market by Technology: Nonimmersive Technology, 2022-2032, $ mn    60
Figure 28. Europe Virtual Reality Market by Technology: Semi-Immersive Technology, 2022-2032, $ mn    61
Figure 29. Europe Virtual Reality Market by Technology: Fully Immersive Technology, 2022-2032, $ mn    62
Figure 30. Breakdown of Europe Virtual Reality Market by Device, 2022-2032, % of Sales Revenue    64
Figure 31. Europe Addressable Market Cap in 2023-2032 by Device, Value ($ mn) and Share (%)    64
Figure 32. Europe Virtual Reality Market by Device: Head-Mounted Display (HMD), 2022-2032, $ mn    65
Figure 33. Europe Virtual Reality Market by Device: Gesture-Tracking Device, 2022-2032, $ mn    66
Figure 34. Europe Virtual Reality Market by Device: Projector & Display Wall, 2022-2032, $ mn    67
Figure 35. Breakdown of Europe Virtual Reality Market by Platform, 2022-2032, % of Revenue    69
Figure 36. Europe Addressable Market Cap in 2023-2032 by Platform, Value ($ mn) and Share (%)    69
Figure 37. Europe Virtual Reality Market by Platform: Mobile VR, 2022-2032, $ mn    70
Figure 38. Europe Virtual Reality Market by Platform: Console VR, 2022-2032, $ mn    71
Figure 39. Europe Virtual Reality Market by Platform: PC VR, 2022-2032, $ mn    72
Figure 40. Breakdown of Europe Virtual Reality Market by Industry Vertical, 2022-2032, % of Revenue    74
Figure 41. Europe Addressable Market Cap in 2023-2032 by Industry Vertical, Value ($ mn) and Share (%)    74
Figure 42. Europe Virtual Reality Market by Industry Vertical: Gaming, 2022-2032, $ mn    75
Figure 43. Europe Virtual Reality Market by Industry Vertical: Entertainment & Media, 2022-2032, $ mn    76
Figure 44. Europe Virtual Reality Market by Industry Vertical: Aerospace & Defense, 2022-2032, $ mn    77
Figure 45. Europe Virtual Reality Market by Industry Vertical: Healthcare, 2022-2032, $ mn    78
Figure 46. Europe Virtual Reality Market by Industry Vertical: Education, 2022-2032, $ mn    79
Figure 47. Europe Virtual Reality Market by Industry Vertical: Automotive, 2022-2032, $ mn    80
Figure 48. Europe Virtual Reality Market by Industry Vertical: Retail & Marketing, 2022-2032, $ mn    81
Figure 49. Europe Virtual Reality Market by Industry Vertical: Other Verticals, 2022-2032, $ mn    82
Figure 50. Breakdown of Europe Virtual Reality Market by End User, 2022-2032, % of Revenue    83
Figure 51. Europe Addressable Market Cap in 2023-2032 by End User, Value ($ mn) and Share (%)    84
Figure 52. Europe Virtual Reality Market by End User: Consumer, 2022-2032, $ mn    85
Figure 53. Europe Virtual Reality Market by End User: Enterprise, 2022-2032, $ mn    86
Figure 54. Europe Virtual Reality Market by Enterprise: Large Enterprises, 2022-2032, $ mn    87
Figure 55. Europe Virtual Reality Market by Enterprise: Small- & Medium-sized Enterprises (SMEs), 2022-2032, $ mn    88
Figure 56. Breakdown of European Virtual Reality Market by Country, 2022 and 2032, % of Revenue    90
Figure 57. Contribution to Europe 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%)    91
Figure 58. Virtual Reality Market in Germany, 2022-2032, $ mn    92
Figure 59. Virtual Reality Market in U.K., 2022-2032, $ mn    94
Figure 60. Virtual Reality Market in France, 2022-2032, $ mn    96
Figure 61. Virtual Reality Market in Spain, 2022-2032, $ mn    98
Figure 62. Virtual Reality Market in Italy, 2022-2032, $ mn    100
Figure 63. Virtual Reality Market in Netherlands, 2022-2032, $ mn    102
Figure 64. Virtual Reality Market in Rest of Europe, 2022-2032, $ mn    104
Figure 65. Growth Stage of Europe Virtual Reality Industry over the Forecast Period    106
Selected Key Players:

Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co., Ltd.
Sixense Entertainment, Inc.
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd.

(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)