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Europe Virtual Reality (VR) Market 2024-2033 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

  • Report ID: 65559
  • Date: May, 2024
  • Pages: 130
  • Category: ICT & Media

Europe virtual reality (VR) market was valued at $6.92 billion in 2024 and will grow by 27.1% annually over 2024-2033, 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 2024-2033 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 2021-2023 and provides forecast from 2024 till 2033 with 2023 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 Fiver 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 2024-2033 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 2024-2033 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 2024-2033 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 2024-2033 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 2024-2033 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 2024-2033 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 2024-2033. 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.)

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 Fiver 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

Research methodology is mainly referring to the practical how of any offered piece of research. More specifically, it’s all about how a researcher systematically designs a study in order to assure extremely valid as well as reliable results that ultimately address the targets and objectives of the research.

In any formal research including academic journal, article, dissertation and so on, there will be a special section on a research methodology that mainly describes what, by whom, how to gather as well as how to evaluate the data are provided.

This research methodology has been segmented into following types:

Primary Research:

It is said to be original information that the researchers collect for the crucial purposes of answering the research questions of readers with the help of surveys, observations and experiments.

Secondary Research:

The secondary research is the data that has already been collected by various other researchers in the form of government analysis or scientific studies.

Qualitative Research:

It is descriptive and subjective method irrespective of facts. Both observation and description are essential in this type of research methodology. Its main vision is to analyze knowledge, attitudes, behaviours as well as opinions of people related to the topic of any research. This method has been operated through grounded research, case study and actionable research.

Quantitative Research:

It contains several laboratory experiments, basic surveys, mathematical calculations, simulations and so on. The possible measurement, quantity or amount is considered to be a major factor in the quantitative research methodology.

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