
Global Virtual Reality Devices Market 2021 by Manufacturers, Regions, Type and Application, Forecast to 2026
The report classifies the business vertical into various segments based on components, voltage, end-user scope, and regional division. A thorough analysis of each segment with respect to their market share, growth rate, and revenue contribution forms a major part of the study.
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Market Overview
The global Virtual Reality Devices market size is expected to gain market growth in the forecast period of 2021 to 2026, with a CAGR of xx% in the forecast period of 2021 to 2026 and will expected to reach USD xx million by 2026, from USD xx million in 2020.
The Virtual Reality Devices market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.
Market segmentation
Virtual Reality Devices market is split by Type and by Application. For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.
By Type, Virtual Reality Devices market has been segmented into
Non-Immersive Type
Semi-Physical Type
Totally Immersive Type
By Application, Virtual Reality Devices has been segmented into:
Consumers
Commercial
Space Defense
Medical
Industry
Other
Regions and Countries Level Analysis
Regional analysis is another highly comprehensive part of the research and analysis study of the global Virtual Reality Devices market presented in the report. This section sheds light on the sales growth of different regional and country-level Virtual Reality Devices markets. For the historical and forecast period 2016 to 2026, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global Virtual Reality Devices market.
The report offers in-depth assessment of the growth and other aspects of the Virtual Reality Devices market in important countries (regions), including:
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, etc.)
Middle East & Africa (Saudi Arabia, Egypt, Nigeria and South Africa)
Competitive Landscape and Virtual Reality Devices Market Share Analysis
Virtual Reality Devices competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, Virtual Reality Devices sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2016-2021, this study provides the Virtual Reality Devices sales, revenue and market share for each player covered in this report.
The major players covered in Virtual Reality Devices are:
Oculus VR
Vuzix
Samsung Electronics
Sony
Microsoft
HTC
Sensics
EON Reality
CyberGlove Systems
Leap Motion
Sixense Entertainment
Among other players domestic and global, Virtual Reality Devices market share data is available for global, North America, Europe, Asia-Pacific, Middle East and Africa and South America separately. Research analysts understand competitive strengths and provide competitive analysis for each competitor separately.
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe Virtual Reality Devices product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top manufacturers of Virtual Reality Devices, with price, sales, revenue and global market share of Virtual Reality Devices and 2020.
Chapter 3, the Virtual Reality Devices competitive situation, sales, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Virtual Reality Devices breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2016 to 2021.
Chapter 5, 6, 7, 8 and 9, to break the sales data at the country level, with sales, revenue and market share for key countries in the world, from 2016 to 2021.
Chapter 10 and 11, to segment the sales by type and application, with sales market share and growth rate by type, application, from 2016 to 2021.
Chapter 12, Virtual Reality Devices market forecast, by regions, type and application, with sales and revenue, from 2021 to 2026.
Chapter 13, 14 and 15, to describe Virtual Reality Devices sales channel, distributors, customers, research findings and conclusion, appendix and data source.
1 Market Overview
1.1 Virtual Reality Devices Introduction
1.2 Market Analysis by Type
1.2.1 Overview: Global Virtual Reality Devices Revenue by Type: 2019 Versus 2021 Versus 2026
1.2.2 Non-Immersive Type
1.2.3 Semi-Physical Type
1.2.4 Totally Immersive Type
1.3 Market Analysis by Application
1.3.1 Overview: Global Virtual Reality Devices Revenue by Application: 2019 Versus 2021 Versus 2026
1.3.2 Consumers
1.3.3 Commercial
1.3.4 Space Defense
1.3.5 Medical
1.3.6 Industry
1.3.7 Other
1.4 Overview of Global Virtual Reality Devices Market
1.4.1 Global Virtual Reality Devices Market Status and Outlook (2016-2026)
1.4.2 North America (United States, Canada and Mexico)
1.4.3 Europe (Germany, France, United Kingdom, Russia and Italy)
1.4.4 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
1.4.5 South America, Middle East & Africa
1.5 Market Dynamics
1.5.1 Market Opportunities
1.5.2 Market Risk
1.5.3 Market Driving Force
2 Manufacturers Profiles
2.1 Oculus VR
2.1.1 Oculus VR Details
2.1.2 Oculus VR Major Business and Total Revenue (Financial Highlights) Analysis
2.1.3 Oculus VR SWOT Analysis
2.1.4 Oculus VR Product and Services
2.1.5 Oculus VR Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.2 Vuzix
2.2.1 Vuzix Details
2.2.2 Vuzix Major Business and Total Revenue (Financial Highlights) Analysis
2.2.3 Vuzix SWOT Analysis
2.2.4 Vuzix Product and Services
2.2.5 Vuzix Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.3 Samsung Electronics
2.3.1 Samsung Electronics Details
2.3.2 Samsung Electronics Major Business and Total Revenue (Financial Highlights) Analysis
2.3.3 Samsung Electronics SWOT Analysis
2.3.4 Samsung Electronics Product and Services
2.3.5 Samsung Electronics Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.4 Sony
2.4.1 Sony Details
2.4.2 Sony Major Business and Total Revenue (Financial Highlights) Analysis
2.4.3 Sony SWOT Analysis
2.4.4 Sony Product and Services
2.4.5 Sony Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.5 Microsoft
2.5.1 Microsoft Details
2.5.2 Microsoft Major Business and Total Revenue (Financial Highlights) Analysis
2.5.3 Microsoft SWOT Analysis
2.5.4 Microsoft Product and Services
2.5.5 Microsoft Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.6 HTC
2.6.1 HTC Details
2.6.2 HTC Major Business and Total Revenue (Financial Highlights) Analysis
2.6.3 HTC SWOT Analysis
2.6.4 HTC Product and Services
2.6.5 HTC Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.7 Sensics
2.7.1 Sensics Details
2.7.2 Sensics Major Business and Total Revenue (Financial Highlights) Analysis
2.7.3 Sensics SWOT Analysis
2.7.4 Sensics Product and Services
2.7.5 Sensics Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.8 Google
2.8.1 Google Details
2.8.2 Google Major Business and Total Revenue (Financial Highlights) Analysis
2.8.3 Google SWOT Analysis
2.8.4 Google Product and Services
2.8.5 Google Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.9 EON Reality
2.9.1 EON Reality Details
2.9.2 EON Reality Major Business and Total Revenue (Financial Highlights) Analysis
2.9.3 EON Reality SWOT Analysis
2.9.4 EON Reality Product and Services
2.9.5 EON Reality Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.10 CyberGlove Systems
2.10.1 CyberGlove Systems Details
2.10.2 CyberGlove Systems Major Business and Total Revenue (Financial Highlights) Analysis
2.10.3 CyberGlove Systems SWOT Analysis
2.10.4 CyberGlove Systems Product and Services
2.10.5 CyberGlove Systems Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.11 Leap Motion
2.11.1 Leap Motion Details
2.11.2 Leap Motion Major Business and Total Revenue (Financial Highlights) Analysis
2.11.3 Leap Motion SWOT Analysis
2.11.4 Leap Motion Product and Services
2.11.5 Leap Motion Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
2.12 Sixense Entertainment
2.12.1 Sixense Entertainment Details
2.12.2 Sixense Entertainment Major Business and Total Revenue (Financial Highlights) Analysis
2.12.3 Sixense Entertainment SWOT Analysis
2.12.4 Sixense Entertainment Product and Services
2.12.5 Sixense Entertainment Virtual Reality Devices Sales, Price, Revenue, Gross Margin and Market Share (2019-2020)
3 Sales, Revenue and Market Share by Manufacturer
3.1 Global Virtual Reality Devices Sales and Market Share by Manufacturer (2019-2020)
3.2 Global Virtual Reality Devices Revenue and Market Share by Manufacturer (2019-2020)
3.3 Market Concentration Rate
3.3.1 Top 3 Virtual Reality Devices Manufacturer Market Share
3.3.2 Top 6 Virtual Reality Devices Manufacturer Market Share
3.4 Market Competition Trend
4 Global Market Analysis by Regions
4.1 Global Virtual Reality Devices Sales, Revenue and Market Share by Regions
4.1.1 Global Virtual Reality Devices Sales and Market Share by Regions (2016-2021)
4.1.2 Global Virtual Reality Devices Revenue and Market Share by Regions (2016-2021)
4.2 North America Virtual Reality Devices Sales and Growth Rate (2016-2021)
4.3 Europe Virtual Reality Devices Sales and Growth Rate (2016-2021)
4.4 Asia-Pacific Virtual Reality Devices Sales and Growth Rate (2016-2021)
4.5 South America Virtual Reality Devices Sales and Growth Rate (2016-2021)
4.6 Middle East and Africa Virtual Reality Devices Sales and Growth Rate (2016-2021)
5 North America by Country
5.1 North America Virtual Reality Devices Sales, Revenue and Market Share by Country
5.1.1 North America Virtual Reality Devices Sales and Market Share by Country (2016-2021)
5.1.2 North America Virtual Reality Devices Revenue and Market Share by Country (2016-2021)
5.2 United States Virtual Reality Devices Sales and Growth Rate (2016-2021)
5.3 Canada Virtual Reality Devices Sales and Growth Rate (2016-2021)
5.4 Mexico Virtual Reality Devices Sales and Growth Rate (2016-2021)
6 Europe by Country
6.1 Europe Virtual Reality Devices Sales, Revenue and Market Share by Country
6.1.1 Europe Virtual Reality Devices Sales and Market Share by Country (2016-2021)
6.1.2 Europe Virtual Reality Devices Revenue and Market Share by Country (2016-2021)
6.2 Germany Virtual Reality Devices Sales and Growth Rate (2016-2021)
6.3 UK Virtual Reality Devices Sales and Growth Rate (2016-2021)
6.4 France Virtual Reality Devices Sales and Growth Rate (2016-2021)
6.5 Russia Virtual Reality Devices Sales and Growth Rate (2016-2021)
6.6 Italy Virtual Reality Devices Sales and Growth Rate (2016-2021)
7 Asia-Pacific by Regions
7.1 Asia-Pacific Virtual Reality Devices Sales, Revenue and Market Share by Regions
7.1.1 Asia-Pacific Virtual Reality Devices Sales and Market Share by Regions (2016-2021)
7.1.2 Asia-Pacific Virtual Reality Devices Revenue and Market Share by Regions (2016-2021)
7.2 China Virtual Reality Devices Sales and Growth Rate (2016-2021)
7.3 Japan Virtual Reality Devices Sales and Growth Rate (2016-2021)
7.4 Korea Virtual Reality Devices Sales and Growth Rate (2016-2021)
7.5 India Virtual Reality Devices Sales and Growth Rate (2016-2021)
7.6 Southeast Asia Virtual Reality Devices Sales and Growth Rate (2016-2021)
7.7 Australia Virtual Reality Devices Sales and Growth Rate (2016-2021)
8 South America by Country
8.1 South America Virtual Reality Devices Sales, Revenue and Market Share by Country
8.1.1 South America Virtual Reality Devices Sales and Market Share by Country (2016-2021)
8.1.2 South America Virtual Reality Devices Revenue and Market Share by Country (2016-2021)
8.2 Brazil Virtual Reality Devices Sales and Growth Rate (2016-2021)
8.3 Argentina Virtual Reality Devices Sales and Growth Rate (2016-2021)
9 Middle East & Africa by Countries
9.1 Middle East & Africa Virtual Reality Devices Sales, Revenue and Market Share by Country
9.1.1 Middle East & Africa Virtual Reality Devices Sales and Market Share by Country (2016-2021)
9.1.2 Middle East & Africa Virtual Reality Devices Revenue and Market Share by Country (2016-2021)
9.2 Saudi Arabia Virtual Reality Devices Sales and Growth Rate (2016-2021)
9.3 Turkey Virtual Reality Devices Sales and Growth Rate (2016-2021)
9.4 Egypt Virtual Reality Devices Sales and Growth Rate (2016-2021)
9.5 South Africa Virtual Reality Devices Sales and Growth Rate (2016-2021)
10 Market Segment by Type
10.1 Global Virtual Reality Devices Sales and Market Share by Type (2016-2021)
10.2 Global Virtual Reality Devices Revenue and Market Share by Type (2016-2021)
10.3 Global Virtual Reality Devices Price by Type (2016-2021)
11 Global Virtual Reality Devices Market Segment by Application
11.1 Global Virtual Reality Devices Sales Market Share by Application (2016-2021)
11.2 Global Virtual Reality Devices Revenue Market Share by Application (2016-2021)
11.3 Global Virtual Reality Devices Price by Application (2016-2021)
12 Market Forecast
12.1 Global Virtual Reality Devices Sales, Revenue and Growth Rate (2021-2025)
12.2 Virtual Reality Devices Market Forecast by Regions (2021-2025)
12.2.1 North America Virtual Reality Devices Market Forecast (2021-2025)
12.2.2 Europe Virtual Reality Devices Market Forecast (2021-2025)
12.2.3 Asia-Pacific Virtual Reality Devices Market Forecast (2021-2025)
12.2.4 South America Virtual Reality Devices Market Forecast (2021-2025)
12.2.5 Middle East & Africa Virtual Reality Devices Market Forecast (2021-2025)
12.3 Virtual Reality Devices Market Forecast by Type (2021-2025)
12.3.1 Global Virtual Reality Devices Sales Forecast by Type (2021-2025)
12.3.2 Global Virtual Reality Devices Market Share Forecast by Type (2021-2025)
12.4 Virtual Reality Devices Market Forecast by Application (2021-2025)
12.4.1 Global Virtual Reality Devices Sales Forecast by Application (2021-2025)
12.4.2 Global Virtual Reality Devices Market Share Forecast by Application (2021-2025)
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.2 Distributors, Traders and Dealers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Data Source
15.3 Disclaimer
15.4 About US
Research Methodology:
Virtual Reality Devices Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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