Report Description Table of Contents The immersive VR market in 2023 was worth USD 16.2 billion and is expected to be worth USD 102.45 billion by 2030, expanding at a CAGR of 25.93% during the forecast period. The market of immersive VR is rising because of the increasing need for higher-driven simulation and training tools for various fields like gaming, healthcare, and education. The global gaming industry, valued at over $200 billion in 2023, heavily utilizes VR for enhanced player experiences, leading to a surge in demand for VR headsets like the Oculus Quest 2. VR is more and more applied in the medical field, both in training and therapy; there are new VR platforms, such as Osso VR for surgical simulation, the use of which increased in 2023 by 50%. Further, the development of 5G networks has increased virtual reality via control of latency, making VR more practical for different applications. One promising area in the VR immersive space is its increasing application in video conferencing and remote events. With the virtual events market reaching over $90 billion in 2023, companies are increasingly adopting VR to create more engaging and interactive experiences. For example, platforms like Spatial and Mozilla Hubs have been used by businesses for virtual meetings and conferences, providing immersive environments that go beyond traditional video calls. Recent developments include Meta's Horizon Workrooms, which offers a VR workspace solution, allowing teams to collaborate in a shared virtual space, catering to the rising need for remote work solutions in the post-pandemic world. This shift creates vast opportunities for VR technology to become a mainstream tool for business and social interactions. Market Segmentation Component: Hardware (VR Headsets, VR Gloves, Motion Trackers, VR Cameras) Software (VR Content Creation, VR Application Software) Services (VR Consulting, Integration & Deployment) Technology: Non-Immersive VR Semi-Immersive VR Fully Immersive VR Application: Gaming and Entertainment Healthcare Education and Training Real Estate Automotive Retail and E-commerce Others (Tourism, Military & Defense) End User: Consumer Enterprise (Healthcare, Education, Real Estate, etc.) By Region North America US Mexico Canada Rest of North America Europe Switzerland Russia France Germany U.K Finland Turkey Netherlands Belgium Spain Italy Rest of Europe Asia Pacific India China South Korea Japan Singapore Thailand Indonesia Malaysia Philippines Australia Rest of Asia-Pacific LAMEA Brazil Argentina Uruguay Saudi Arabia Rest of LAMEA North America controls the immersive VR market due to the presence of robust technology infrastructure, high usage and adoption of VR by consumers, and high investments in the VR technology. The inclination towards North America has been observed and recorded that it contributed over 40% of the total VR money revenue in the year 2023 and the U. S. Specifically due to the prominent gaming market in the country and the occurrence of major players in the tech industry including Meta and Microsoft. For instance, Meta’s Quest 2 VR headset is typical, as it has helped to grow the volume of sales of VR hardware by 30% in the region. One recent trend refers to the further application of the VR technology in fields such as health and property with such examples of AppliedVR that received the FDA approval for their VR-based pain management therapy; moreover, North America leads in the immersive VR market. Key Players Meta Platforms, Inc. (formerly Facebook) Sony Corporation HTC Corporation Microsoft Corporation Google LLC Samsung Electronics Co., Ltd. Oculus VR Valve Corporation Unity Technologies Varjo Technologies Oy Frequently Asked Question About This Report . Table of Contents 1. IMMERSIVE VR MARKET – PRODUCTION VOLUME BY REGION, (2024 – 2030) 1.1. North America 1.2. Europe 1.3. Asia Pacific 1.4. Latin America 1.5. Middle East & Africa 2. IMMERSIVE VR MARKET – REVENUE ($MILLION), BY REGION, (2024 – 2030) 2.1. North America 2.2. Europe 2.3. Asia Pacific 2.4. Latin America 2.5. Middle East & Africa 3. MARKET SHARE ANALYSIS – IMMERSIVE VR MARKET 3.1. Top 20 Players with Product Mix, Revenue, and Sales Volume 3.2. Market Share, 2023 3.3. Market By Component and End Use Outlook Analysis 4. HISTORIC TRENDS IN IMMERSIVE VR MARKET 5. EMERGING MARKET TRENDS 6. NORTH AMERICA IMMERSIVE VR MARKET ANALYSIS BY SEGMENT (COUNTRY-LEVEL ANALYSIS) 6.1. North America Immersive VR Historical Market ($MILLION), (2017 – 2023) 6.2. North America Immersive VR Market ($MILLION) and Forecasts (2024 – 2030) 6.3. North America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Component 6.3.1. Hardware (VR Headsets, VR Gloves, Motion Trackers, VR Cameras) 6.3.2. Software (VR Content Creation, VR Application Software) 6.3.3. Services (VR Consulting, Integration & Deployment) 6.4. North America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Technology 6.4.1. Non-Immersive VR 6.4.2. Semi-Immersive VR 6.4.3. Fully Immersive VR 6.5. North America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Application 6.5.1. Gaming and Entertainment 6.5.2. Healthcare 6.5.3. Education and Training 6.5.4. Real Estate 6.5.5. Automotive 6.5.6. Retail and E-commerce 6.5.7. Others (Tourism, Military & Defense) 6.6. North America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By End-Use 6.6.1. Consumer 6.6.2. Enterprise (Healthcare, Education, Real Estate, etc.) 6.7. North America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Geography 6.7.1. USA 6.7.2. Canada 6.7.3. Rest of North America 7. USA IMMERSIVE VR MARKET ANALYSIS BY SEGMENT (COUNTRY-LEVEL ANALYSIS) 8. EUROPE IMMERSIVE VR MARKET ANALYSIS BY SEGMENT (COUNTRY-LEVEL ANALYSIS) 8.1. Europe Immersive VR Historical Market ($MILLION), (2017 – 2023) 8.2. Europe Immersive VR Market ($MILLION) and Forecasts (2024 – 2030) 8.3. Europe Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Component 8.4. Europe Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Technology 8.5. Europe Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Application 8.6. Europe Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By End-Use 8.7. Europe Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Geography 8.7.1. Germany 8.7.2. France 8.7.3. UK 8.7.4. Italy 8.7.5. Spain 8.7.6. Rest of Europe 9. APAC IMMERSIVE VR MARKET ANALYSIS BY SEGMENT (COUNTRY-LEVEL ANALYSIS) 9.1. APAC Immersive VR Historical Market ($MILLION), (2017 – 2023) 9.2. APAC Immersive VR Market ($MILLION) and Forecasts (2024 – 2030) 9.3. APAC Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Component 9.4. APAC Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Technology 9.5. APAC Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Application 9.6. APAC Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By End-Use 9.7. APAC Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Geography 9.7.1. China 9.7.2. Japan 9.7.3. South Korea 9.7.4. India 9.7.5. Australia 9.7.6. Rest of APAC 10. LATIN AMERICA IMMERSIVE VR MARKET ANALYSIS BY SEGMENT (COUNTRY-LEVEL ANALYSIS) 10.1. Latin America Immersive VR Historical Market ($MILLION), (2017 – 2023) 10.2. Latin America Immersive VR Market ($MILLION) and Forecasts (2024 – 2030) 10.3. Latin America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Component 10.4. Latin America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Technology 10.5. Latin America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Application 10.6. Latin America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By End-Use 10.7. Latin America Immersive VR Market Type ($MILLION), and Forecasts (2024 – 2030), By Geography 10.7.1. Brazil 10.7.2. Argentina 10.7.3. Rest of Latin America 11. COMPANY PROFILES: 11.1. Meta Platforms, Inc. 11.1.1. Company Overview 11.1.2. Company Snapshot 11.1.3. Operating business segments 11.1.4. Product offered and Revenue 11.1.5. Production & Sales 11.2. Sony Corporation 11.3. HTC Corporation 11.4. Microsoft Corporation 11.5. Google LLC 11.6. Samsung Electronics Co., Ltd. 11.7. Oculus VR 11.8. OTHER MARKET PLAYERS