europe virtual reality market

Europe Virtual reality Market - Industry Trends and Forecast to 2029

  • Published Date: 2022-12-22
  • Report ID: 143212
  • Pages: 225
  • Format: prudent report format


Short Description

Europe Virtual Reality Market, By Component (Hardware and Software), Device Type (Head-Mounted Displays, Projectors & Display Walls, and Gesture-Tracking Devices), Technology (Fully Immersive, Non-Immersive and Semi Immersive), Vertical (Entertainment & Media, Healthcare, Industrial, Commercial, Aerospace & Defense, Automotive, Education, and Others), Country (Germany, France, U.K., Switzerland, Italy, Russia, Spain, Netherlands, Belgium, Turkey and Rest of Europe) Industry Trends and Forecast to 2029

Market Definition
Virtual reality can be defined as a technology that creates a simulated environment through computer technology. Virtual reality provides an immersed 3D environment to the user by simulating various senses such as vision, touch, hearing, and even smell. Virtual reality uses devices such as head-mounted displays, projectors, and display walls to generate realistic visuals and sounds to provide a real-world experience in the virtual environment. The person using virtual reality can view the artificial world 360 degrees and even sense the virtual environment with highly advanced gears. This technology is being widely used in various industrial applications, especially for training and research purposes. The defense and aerospace industry uses it for training the army personnel by providing various environmental conditions, this aids in reducing the overall cost of the training. The gaming sector provides virtual reality directly to the users by enhancing their gaming experience; people are getting more accustomed to virtual reality through their experience in the gaming and entertainment industry. Virtual reality has also aided in driving simulators by providing a real-life experience in an artificial environment helping the users to adapt to the driving conditions and know how to react in various situations without actually taking the driving lessons directly on the road.
Market Segmentation
The Europe virtual reality market is segmented into four notable segments based on component, device type, technology, and vertical.
On the basis of component, the Europe virtual reality market is segmented into hardware and software
On the basis of device type, the Europe virtual reality market is segmented into head-mounted displays, projectors & display walls, and gesture-tracking devices
On the basis of technology, the Europe virtual reality market is segmented into fully immersive, non-immersive, and semi immersive
On the basis of vertical, the Europe virtual reality market is segmented into entertainment & media, healthcare, industrial, commercial, aerospace & defense, automotive, education, and others
Market Players
Some key market players in the Europe virtual reality market are listed below:

Sony Corporation
Lenovo
Autodesk Inc.
Nintendo
LG Electronics
HTC Corporation
Ultraleap
Google (A Subsidiary of Alphabet Inc.)
Qualcomm Technologies, Inc.
Barco
PSICO SMART APPS, S.L.
HP Development Company, L.P.
Microsoft
SAMSUNG ELECTRONICS CO., LTD.


TABLE OF CONTENTS
1 INTRODUCTION 40
1.1 OBJECTIVES OF THE STUDY 40
1.2 MARKET DEFINITION 40
1.3 OVERVIEW OF THE EUROPE VIRTUAL REALITY MARKET 40
1.4 CURRENCY AND PRICING 42
1.5 LIMITATIONS 42
1.6 MARKETS COVERED 42
2 MARKET SEGMENTATION 47
2.1 MARKETS COVERED 47
2.2 GEOGRAPHICAL SCOPE 48
2.3 YEARS CONSIDERED FOR THE STUDY 49
2.4 DBMR TRIPOD DATA VALIDATION MODEL 50
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 53
2.6 DBMR MARKET POSITION GRID 54
2.7 VENDOR SHARE ANALYSIS 56
2.8 MULTIVARIATE MODELING 57
2.9 COMPONENT TIMELINE CURVE 57
2.10 MARKET VERTICAL COVERAGE GRID 58
2.11 SECONDARY SOURCES 59
2.12 ASSUMPTIONS 59
3 EXECUTIVE SUMMARY 60
4 PREMIUM INSIGHTS 63
5 MARKET TRENDS 65
6 LIST OF TOP COMPETITORS ACROSS THE GLOBE 66
7 REGULATION AND POLICY 67
8 REGIONAL SUMMARY 68
9 MARKET OVERVIEW 69
9.1 DRIVERS 71
9.1.1 GROWING DEMAND FOR HMD IN THE GAMING AND ENTERTAINMENT INDUSTRY 71
9.1.2 HIGH INVESTMENT IN VR MARKET 72
9.1.3 INCREASING DEMAND FOR VR TECHNOLOGY DUE TO COVID-19 PANDEMIC 72
9.1.4 AVAILABILITY OF AFFORDABLE VR DEVICES 73
9.1.5 INCREASING INTEREST OF LARGE TECHNOLOGY CORPORATIONS 73
9.1.6 INCREASE IN PENETRATION OF SMARTPHONES AND INTERNET SERVICES 74
9.2 RESTRAINTS 74
9.2.1 LACK OF EFFECTIVE IN-USER EXPERIENCE DESIGN 74
9.2.2 HEALTH CONCERNS AMONG THE USERS 75
9.2.3 EUROPE ECONOMIC SLOWDOWN 76
9.3 OPPORTUNITIES 76
9.3.1 INCREASED DEPLOYMENT OF VR TECHNOLOGY IN AEROSPACE & DEFENSE AND ARCHITECTURE & PLANNING SECTOR 76
9.3.2 INCREASED PENETRATION OF VR IN THE HEALTHCARE INDUSTRY 77
9.3.3 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION 77
9.3.4 DEVELOPMENT OF HARDWARE WITH FASTER PROCESSING SPEEDS 78
9.4 CHALLENGES 78
9.4.1 EMERGING RISKS AND THREATS TO DATA INTEGRITY 78
9.4.2 DEVELOPING USER-FRIENDLY VR SYSTEM 79
10 EUROPE VIRTUAL REALITY MARKET, BY COMPONENT 80
10.1 OVERVIEW 81
10.2 HARDWARE 82
10.2.1 DISPLAYS AND PROJECTORS 83
10.2.2 CONTROLLER AND PROCESSOR 83
10.2.3 POSITION TRACKERS 83
10.2.4 CAMERAS 83
10.2.5 OTHERS 83
10.3 SOFTWARE 83
10.3.1 VR CONTENT CREATION 84
10.3.2 SOFTWARE DEVELOPMENT KITS 85
10.3.3 CLOUD BASED SERVICES 85
11 EUROPE VIRTUAL REALITY MARKET, BY DEVICE TYPE 86
11.1 OVERVIEW 87
11.2 HEAD-MOUNTED DISPLAYS 88
11.3 PROJECTORS & DISPLAY WALLS 89
11.4 GESTURE-TRACKING DEVICES 90
12 EUROPE VIRTUAL REALITY MARKET, BY TECHNOLOGY 91
12.1 OVERVIEW 92
12.2 FULLY IMMERSIVE 93
12.3 NON-IMMERSIVE 94
12.4 SEMI IMMERSIVE 95
13 EUROPE VIRTUAL REALITY MARKET, BY VERTICAL 96
13.1 OVERVIEW 97
13.2 ENTERTAINMENT & MEDIA 98
13.2.1 ENTERTAINMENT & MEDIA, BY TECHNOLOGY 99
13.2.1.1 FULLY IMMERSIVE 99
13.2.1.2 NON-IMMERSIVE 99
13.2.1.3 SEMI IMMERSIVE 99
13.2.2 ENTERTAINMENT & MEDIA, BY APPLICATION 99
13.2.2.1 GAME 100
13.2.2.2 BROADCAST 100
13.2.2.3 ANIMATION 100
13.2.2.4 CHARACTER 100
13.2.2.5 CARTOON 100
13.2.2.6 MUSIC 100
13.2.2.7 FASHION 100
13.3 HEALTHCARE 101
13.3.1 HEALTHCARE, BY TYPE 101
13.3.1.1 SURGERY 102
13.3.1.2 PATIENT CARE MANAGEMENT 102
13.3.1.3 FITNESS MANAGEMENT 102
13.3.1.4 PHARMACY MANAGEMENT 102
13.3.2 HEALTHCARE, BY TECHNOLOGY 102
13.3.2.1 FULLY IMMERSIVE 102
13.3.2.2 NON-IMMERSIVE 102
13.3.2.3 SEMI IMMERSIVE 102
13.4 INDUSTRIAL 103
13.4.1 FULLY IMMERSIVE 104
13.4.2 NON-IMMERSIVE 104
13.4.3 SEMI IMMERSIVE 104
13.5 COMMERCIAL 104
13.5.1 COMMERCIAL, BY TYPE 105
13.5.1.1 RETAIL AND E-COMMERCE 105
13.5.1.2 TRAVEL AND TOURISM 105
13.5.1.3 ADVERTISING 105
13.5.2 COMMERCIAL, BY TECHNOLOGY 105
13.5.2.1 FULLY IMMERSIVE 105
13.5.2.2 NON-IMMERSIVE 105
13.5.2.3 SEMI IMMERSIVE 106
13.6 AEROSPACE & DEFENSE 106
13.6.1 SEMI IMMERSIVE 107
13.6.2 FULLY IMMERSIVE 107
13.6.3 NON-IMMERSIVE 107
13.7 AUTOMOTIVE 107
13.7.1 SEMI IMMERSIVE 108
13.7.2 FULLY IMMERSIVE 108
13.7.3 NON-IMMERSIVE 108
13.8 EDUCATION 108
13.8.1 FULLY IMMERSIVE 109
13.8.2 NON-IMMERSIVE 109
13.8.3 SEMI IMMERSIVE 109
13.9 OTHERS 110
14 EUROPE VIRTUAL REALITY MARKET, BY REGION 111
14.1 EUROPE 112
14.1.1 GERMANY 120
14.1.2 FRANCE 125
14.1.3 U.K. 130
14.1.4 ITALY 135
14.1.5 RUSSIA 140
14.1.6 SPAIN 145
14.1.7 NETHERLANDS 150
14.1.8 BELGIUM 155
14.1.9 SWITZERLAND 160
14.1.10 TURKEY 165
14.1.11 REST OF EUROPE 170
15 EUROPE VIRTUAL REALITY MARKET, COMPANY LANDSCAPE 171
15.1 COMPANY SHARE ANALYSIS: EUROPE 171
16 SWOT ANALYSIS 172
17 COMPANY PROFILE 173
17.1 SONY CORPORATION 173
17.1.1 COMPANY PROFILE 173
17.1.2 REVENUE ANALYSIS 173
17.1.3 COMPANY SHARE ANALYSIS 174
17.1.4 PRODUCT PORTFOLIO 174
17.1.5 RECENT DEVELOPMENTS 174
17.2 SAMSUNG ELECTRONICS CO., LTD. 175
17.2.1 COMPANY PROFILE 175
17.2.2 REVENUE ANALYSIS 175
17.2.3 COMPANY SHARE ANALYSIS 176
17.2.4 PRODUCT PORTFOLIO 176
17.2.5 RECENT DEVELOPMENTS 176
17.3 NINTENDO 177
17.3.1 COMPANY PROFILE 177
17.3.2 REVENUE ANALYSIS 177
17.3.3 COMPANY SHARE ANALYSIS 178
17.3.4 PRODUCT PORTFOLIO 178
17.3.5 RECENT DEVELOPMENTS 178
17.4 QUALCOMM TECHNOLOGIES, INC. 179
17.4.1 COMPANY PROFILE 179
17.4.2 REVENUE ANALYSIS 179
17.4.3 COMPANY SHARE ANALYSIS 180
17.4.4 PRODUCT PORTFOLIO 180
17.4.5 RECENT DEVELOPMENT 180
17.5 MICROSOFT 181
17.5.1 COMPANY PROFILE 181
17.5.2 REVENUE ANALYSIS 181
17.5.3 COMPANY SHARE ANALYSIS 182
17.5.4 PRODUCT PORTFOLIO 182
17.5.5 RECENT DEVELOPMENTS 182
17.6 AUTODESK INC. 183
17.6.1 COMPANY PROFILE 183
17.6.2 REVENUE ANALYSIS 183
17.6.3 PRODUCT PORTFOLIO 184
17.6.4 RECENT DEVELOPMENTS 184
17.7 BARCO 185
17.7.1 COMPANY PROFILE 185
17.7.2 REVENUE ANALYSIS 185
17.7.3 PRODUCT PORTFOLIO 186
17.7.4 RECENT DEVELOPMENTS 187
17.8 BHAPTICS INC. 188
17.8.1 COMPANY PROFILE 188
17.8.2 PRODUCT PORTFOLIO 188
17.8.3 RECENT DEVELOPMENT 188
17.9 FIRSTHAND TECHNOLOGY INC. 189
17.9.1 COMPANY PROFILE 189
17.9.2 PRODUCT PORTFOLIO 189
17.9.3 RECENT DEVELOPMENTS 189
17.10 FOVE, INC. 190
17.10.1 COMPANY PROFILE 190
17.10.2 PRODUCT PORTFOLIO 190
17.10.3 RECENT DEVELOPMENTS 190
17.11 FXGEAR INC. 191
17.11.1 COMPANY PROFILE 191
17.11.2 PRODUCT PORTFOLIO 191
17.11.3 RECENT DEVELOPMENT 191
17.12 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 192
17.12.1 COMPANY PROFILE 192
17.12.2 REVENUE ANALYSIS 192
17.12.3 PRODUCT PORTFOLIO 193
17.12.4 RECENT DEVELOPMENT 193
17.13 HP DEVELOPMENT COMPANY, L.P. 194
17.13.1 COMPANY PROFILE 194
17.13.2 REVENUE ANALYSIS 194
17.13.3 PRODUCT PORTFOLIO 195
17.13.4 RECENT DEVELOPMENTS 195
17.14 HTC CORPORATION 196
17.14.1 COMPANY PROFILE 196
17.14.2 REVENUE ANALYSIS 196
17.14.3 PRODUCT PORTFOLIO 197
17.14.4 RECENT DEVELOPMENTS 197
17.15 INNOSIMULATION 198
17.15.1 COMPANY PROFILE 198
17.15.2 PRODUCT PORTFOLIO 198
17.15.3 RECENT DEVELOPMENT 198
17.16 LENOVO 199
17.16.1 COMPANY PROFILE 199
17.16.2 REVENUE ANALYSIS 199
17.16.3 PRODUCT PORTFOLIO 200
17.16.4 RECENT DEVELOPMENT 200
17.17 LG ELECTRONICS 201
17.17.1 COMPANY PROFILE 201
17.17.2 REVENUE ANALYSIS 201
17.17.3 PRODUCT PORTFOLIO 202
17.17.4 RECENT DEVELOPMENTS 202
17.18 NOVINT 203
17.18.1 COMPANY PROFILE 203
17.18.2 PRODUCT PORTFOLIO 203
17.18.3 RECENT DEVELOPMENT 203
17.19 PSICO SMART APPS, S.L. 204
17.19.1 COMPANY PROFILE 204
17.19.2 PRODUCT PORTFOLIO 204
17.19.3 RECENT DEVELOPMENTS 204
17.20 SIXENSE ENTERPRISES INC. 205
17.20.1 COMPANY PROFILE 205
17.20.2 PRODUCT PORTFOLIO 205
17.20.3 RECENT DEVELOPMENTS 206
17.21 SKONEC ENTERTAINMENT CO., LTD. 207
17.21.1 COMPANY PROFILE 207
17.21.2 PRODUCT PORTFOLIO 207
17.21.3 RECENT DEVELOPMENTS 208
17.22 STARVR CORP 209
17.22.1 COMPANY PROFILE 209
17.22.2 PRODUCT PORTFOLIO 209
17.22.3 RECENT DEVELOPMENTS 210
17.23 ULTRALEAP LIMITED 211
17.23.1 COMPANY PROFILE 211
17.23.2 PRODUCT PORTFOLIO 211
17.23.3 RECENT DEVELOPMENTS 212
17.24 VIRTUIX 213
17.24.1 COMPANY PROFILE 213
17.24.2 PRODUCT PORTFOLIO 213
17.24.3 RECENT DEVELOPMENT 213
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