1. Market Research
  2. > Advanced IT
  3. > Virtual and Augmented Reality Market Trends
Virtual Reality Technologies: Global Market to 2022

Virtual Reality Technologies: Global Market to 2022

  • January 2018
  • 119 pages
  • ID: 5308313
  • Format: PDF
  • BCC Research


Table of Contents

• The global market for virtual reality technologies totaled $3.7 billion in 2017 and should reach $39.4 billion by 2022, growing at a compound annual growth rate (CAGR) of 60.5% during 2017-2022.
• Gaming as a segment totaled $2.1 billion in 2017 and should reach $16.9 billion by 2022, growing at a CAGR of 50.9% during 2017-2022.
• Education as a segment totaled $116.7 million in 2017 and should reach $2.0 billion by 2022, growing at a CAGR of 76.6% during 2017-2022.

Chapter 1: Introduction
In this rapidly changing and growing world, every day a new technology is developed blurring the boundaries between people, internet and physical world. Virtual reality (VR) is one such technology that has taken some significant strides in recent years. Virtual reality is a three-dimensional computergenerated environment created through the combination of hardware devices and software programs allowing users to interact with an artificial three-dimensional environment.

This is achieved by using a head-mounted display, audio output and input tracking devices. Based on the type of technology used, users are effectively immersed in a virtual environment. The technology provides a different experience and a new way to see things. Over the past few years, virtual reality has drawn a lot of attention. VR has gone from being a science fiction fantasy to an actual reality.

The ongoing research and development studies in virtual reality show that VR will continue to grow as technology improves. People these days are being increasingly aware of the technology developments and therefore the virtual reality concept has become a trending topic, solidifying the VR market. VR market is poised to show significant growth in the coming years.

This can be attributed to the growth of the mobile industry, decreasing cost of hardware and software, and rising technology penetration across the many industries such as retail, healthcare, e-commerce and automotive. New Virtual Reality standards have been set up to ensure a more immersive experience, by improving productivity of hardware and software. And this will drive the market of VR technologies until 2022.

This report covers the market trends of VR technologies, future growth and regional market of the same. The report provides a comprehensive review of market drivers, restraints, opportunities and challenges that might have an impact on the market and the supplier landscape. Additionally, key vendor analysis, new products and developments, and financials are also covered in this report. The research shall estimate the global market for virtual reality technologies in 2016 and 2017 and shall project the expected consumption of the same by 2022.

Study Goals and Objectives
This report is an industry analysis of the VR market. The goals of this study are to quantify the VR market, to explore market dynamics that could impact the future of the market (includes drivers, restraints, challenges and opportunities), to identify areas of growth and to study the recent innovations in VR world.

The objectives of this study include:
• Define the Virtual reality technologies and extenders market
• To measure the current global market and project growth over the next five years for both overall market and key segments
• To analyze the market by types, technology, and application
• To identify segments with high growth potential and to understand future applications of each segment
• Estimate market revenues of the global VR technologies market by region in terms of value and volume
• Identify market trends, issues, and forecast impacting the global VR technologies market
• Study various applications
• Profile major players and discuss their products

Reasons for Doing This Study
Virtual reality ushered in a new era of experiential and visceral learning. VR presents businesses with new opportunities to examine their audience in greater depth in a cost-effective manner. New and innovative technologies are leading to an increase in the usage of virtual reality in various applications such as gaming, healthcare, and military. Though VR currently is a niche market, the future is expected to change owing to rapidly evolving technologies.

The VR development is also affordable and developers expect a dramatic growth during the forecast period (2017 to 2022). Therefore, due to various developments and the market’s high growth potential, BCC research considers this an important area for study.

Scope of Report
This report analyzes the market trends of VR technology, future growth and regional market of the same. The scope of this study includes components, technology type, applications, and regions.

By component, the market in this report is segmented into hardware and software modules. Hardware devices are further sub-segmented into input devices, VR engine, and output devices. Similarly, the software is sub-segmented into application software and cloud-based solutions.

The technology segment is broken down by fully immersive, non-immersive, semi-immersive, and distributed technologies. The applications of the VR market considered in this report include gaming, healthcare, military, industrial training, and other applications such as architecture & design, sport, and the entertainment industry. Finally, by region, the market in this report is segmented into North America, Europe, Asia-Pacific, Rest of World (ROW). Revenue forecast from 2017 to 2022 is provided for virtual reality technologies segments and regional market with estimated values has been derived from manufacturers’ total revenue.

The report covers a discussion of the major players across each regional market. Further, it explains the major drivers and global dynamics of the market and current trends within the industry.

The report concludes with a special focus on the vendor landscape and includes detailed profiles of the major vendors in the global virtual reality technologies market.

Intended Audience
• Product suppliers
• Developers
• Investors
• End-user companies
• Researchers and related companies
• Government agencies
• Private organizations

Methodology and Information Sources This report is a descriptive study with a trend analysis of the global market for virtual reality technologies using quantitative and qualitative approaches.

BCC Research collects data through various primary and secondary sources, including interviews with industry vendors, white papers, business journals, public financial proceedings, and historical market data from the Internet. The market data is assessed and validated considering interrelated market attributes and the impact of global economic variables. The value of the market is then obtained through a combination of the bottom-up and top-down approaches using exclusive market modeling tools to generate BCC Research’s market data and forecasts. Estimated values used are based on major players’ total revenues.

Both primary and secondary research sources were used in preparing this study. Primary information sources were obtained from market experts and key contacts from leading market players as well as end users. Secondary information sources included both printed publications and online resources. These sources include public company disclosure statements, press releases, patent documents, and assorted reference sources.

Geographic Breakdown

In this report, the geographic regions considered for market analysis include, and only include:
North America
• United States
• Canada
• Mexico Europe
• UK
• France
• Rest of Europe Asia-Pacific
• China
• Japan
• South Korea
• Rest of Asia-Pacific Rest of the World (ROW)

Virtual Reality Technologies Market, by Component

Input Devices
VR Engine (computer sytem)
Output Devices

Application Software
Cloud Based Solution

Virtual Reality Technologies Market, by Technology

Virtual reality Technology Market, by Application

Chapter 2: Summary and Highlights
Virtual reality, also called as near-reality, is a computer-generated environment created through the combination of hardware and software allowing users to interact with an artificial 3D environment by using a head-mounted display and input tracking devices. With the use of a various range of systems such as headsets, gloves etc. and computer technology, the VR is implemented by stimulating the user’s sensors.

According to BCC Research estimates, the global virtual reality technologies market was valued at $2.3 billion in 2016 and is estimated to grow at a CAGR of 60.5% and to reach $39.4 billion by 2022.

The growth of the VR technologies market is driven by the decreasing cost of VR hardware due to the increasing use of head-mounted displays systems in gaming, healthcare, education and other applications resulting in increasing consumer awareness and the expanding content selection. The advancing mobile industry and involvement of VR in automotive sector is expected to play a significant role in boosting the market growth.

However, factors like weak VR content, lack of VR familiarity, and over-pricing are some of the major hurdles to VR market on its road to mass adoption in the consumer and enterprise space.

The global market for virtual reality technologies has been segmented based on component, technology, application, and geography. Based on components, the market has been classified into hardware and software. The hardware component is further segmented into input devices, VR engine, and output devices and the software segment is further segmented into application software and cloud-based solutions.

Based on technology, the VR market has been segmented into immersive, non-immersive, semiimmersive, and distributed VR technologies. Based on applications, this report has segmented the market into healthcare, gaming, education, military, engineering, and others. Geographically, the market has been segmented into North America, Europe, Asia-Pacific, and ROW.

The global VR market by selling VR products were $2.3 billion in 2016 and is expected to reach $39.4 billion by 2022, at a CAGR of 60.5% from 2017 through 2022. Asia-Pacific accounts for the largest market share of the global VR market, followed by North America and Europe. Key market participants include Samsung, Sony, HTC Vive, Alphabet (Google), and Oculus VR.

Get Industry Insights. Simply.

  • Latest reports & slideshows with insights from top research analysts
  • 150+ Million searchable statistics with tables, figures & datasets
  • More than 25,000 trusted sources
  • Single User License — provides access to the report by one individual.
  • Department License — allows you to share the report with up to 5 users
  • Site License — allows the report to be shared amongst all employees in a defined country
  • Corporate License — allows for complete access, globally.

ReportLinker may already be registered as a supplier with your company. If you want to Order by PO, check with us first and we'll let you know if we are a registered supplier and what the vendor number is. Otherwise, we'll provide you with the necessary information to register ReportLinker as a vendor.

Ahmad helps you find the right report:

The research specialist advised us on the best content for our needs and provided a great report and follow-up, thanks very much we shall look at ReportLinker in the future.

Kate Merrick

Global Marketing Manager at
Eurotherm by Schneider Electric

We were impressed with the support that ReportLinker’s research specialists’ team provided. The report we purchased was useful and provided exactly what we want.

Category Manager at

ReportLinker gave access to reliable and useful data while avoiding dispersing resources and spending too much time on unnecessary research.

Executive Director at
PwC Advisory

The customer service was fast, responsive, and 100% professional in all my dealings (...) If we have more research needs, I'll certainly prioritize working with ReportLinker!

Scott Griffith

Vice President Marketing at
Maurice Sporting Goods

The research specialist provided prompt, helpful instructions for accessing ReportLinker's product. He also followed up to make sure everything went smoothly and to ensure an easy transition to the next stage of my research

Jessica P Huffman

Research Associate at
American Transportation Research Institute

Excellent customer service. Very responsive and fast.

Director, Corporate Strategy at

I reached out to ReportLinker for a detailed market study on the Air Treatment industry. The quality of the report, the research specialist’s willingness to solve my queries exceeded my expectations. I would definitely recommend ReportLinker for in-depth industry information.

Mariana Mendoza

Global Platform Senior Manager at
Whirlpool Corporation

Thanks! I like what you've provided and will certainly come back if I need to do further research works.

Bee Hin Png

CEO at
LDR Pte Ltd

The research specialist advised us on the best content for our needs and provided a great report and follow-up, thanks very much we shall look at ReportLinker in the future.

Kate Merrick

Global Marketing Manager at
Eurotherm by Schneider Electric

  • How we can help
    • I am not sure if the report I am interested in will fulfill my needs. Can you help me?
    • Yes, of course. You can call us at +33(0) 4 37 65 17 03 or drop us an email at [email protected] to let us know more about your requirements.
    • We buy reports often - can ReportLinker get me any benefits?
    • Yes. Set up a call with a Senior Research Advisor to learn more - [email protected] or +33(0) 4 37 65 17 03.
    • I have had negative experiences with market research reports before. How can you avoid this from happening again?
    • We advise all clients to read the TOC and Summary and list your questions so that we can get more insight for you before you make any purchase decision. A research advisor will accompany you so that you can compare samples and reports from different sources, and choose the study that is right for you.

  • Report Delivery
    • How and when I will receive my Report?
    • Most reports are delivered right away in a pdf format, while others are accessed via a secure link and access codes. Do note that sometimes reports are sent within a 12 hour period, depending on the time zones. However, you can contact us to escalate this. Should you need a hard copy, you can check if this option is offered for the particular report, and pay the related fees.
  • Payment conditions
    • What payment methods do you accept?
      1. Credit card : VISA, American Express, Mastercard, or
      2. You can download an invoice to pay by wire transfer, check, or via a Purchase Order from your company, or
      3. You can pay via a Check made out in US Dollars, Euros, or British Pounds for the full amount made payable to ReportLinker
    • What are ReportLinker’s Payment Terms?
    • All payments must normally be submitted within 30 days. However, you can let us know if you need extended time.
    • Are Taxes and duties included?
    • All companies based in France must pay a 20% tax per report. The same applies to all individuals based in the EU. All EU companies must supply their VAT number when purchasing to avoid this charge.
    • I’m not satisfied. Can I be refunded?
    • No. Once your order has been processed and the publisher has received a notification to send you the report, we cannot issue any refund or cancel any order. As these are not ‘traditional’ products that can be returned, reports that are dispatched are considered to be ‘consumed’.
  • User license
    • The license that you should acquire depends on the number of persons that need to access the report. This can range from Single User (only one person will have the right to read or access the report), or Department License (up to 5 persons), to Site License (a group of persons based in the same company location), or Corporate License (the entire company personnel based worldwide). However, as publishers have different terms and conditions, we can look into this for you.
Purchase Reports From Reputable Market Research Publishers


Reportlinker.com © Copyright 2021. All rights reserved.

ReportLinker simplifies how Analysts and Decision Makers get industry data for their business.

Make sure you don’t miss any news and follow us on