European virtual reality market is growing at a CAGR of around 33.0% during the forecast period. According to CBI Ministry of Foreign Affairs, the global augmented reality and virtual reality market is growing steadily and is expected to reach $175 billion by 2020. Europe holds a fifth position in the global virtual reality market. The consumer and the business market of the virtual reality in Europe offer good opportunities for the expansion of business in the region. Gaming and health care are the two most promising sectors for the growth of the virtual reality market in Europe.
Visit for Global Virtual Reality (VR) Market Report at: https://www.omrglobal.com/industry-reports/virtual-reality-market
The Europe virtual reality market is segmented into the UK, Germany, Italy, Spain, France, and rest of Europe. The UK holds the highest market share in the Europe virtual reality market due to increasing application of virtual reality in entertainment and gaming industry in the region. The Virtual Reality Society in the U.K. provides a range of information regarding the development of the VR solutions and comprehensive material for beginners. Moreover, it offers deep discussions on issues related to virtual reality, its implications, and applications. It displays the applications, apps, and news of virtual reality technology in various domains, including education, entertainment, games, healthcare, and military.
Europe has various tourist locations such as Paris, London, and Prague, among others, which can be regarded as one of the major factors for the growth of the virtual reality market in the region. As the companies operating in the virtual reality market in Europe have started providing the virtual tours of the countries to the tourists across the globe. Moreover, the introduction of such technologies significantly enhances the creativity, skills and cultural diversity of Europe. This, in turn, makes an impact on various domains and contributes to the growth of the European virtual reality market during the forecast period.
Research Methodology
The market study of the European virtual reality market is incorporated by extensive primary and secondary research conducted by the research team at OMR. Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior and macro-economic factors. Numbers extracted from Secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.
Secondary Sources Include
The report is intended for virtual reality software and service providers, VR devices manufacturers, and other related companies for overall market analysis and competitive analysis. The report provides an in-depth analysis of market size, intended quality of the service preferred by consumers. The report will serve as a source for a 360-degree analysis of the market thoroughly integrating different models.
Market Segmentation
The Report Covers
1. Report Summary
1.1. Research Methods and Tools
1.2. Market Breakdown
1.2.1. By Segments
1.2.2. By Geography
2. Market Overview and Insights
2.1. Scope of the Report
2.2. Analyst Insight & Current Market Trends
2.2.1. Key Findings
2.2.2. Recommendations
2.2.3. Conclusion
2.3. Rules & Regulations
3. Competitive Landscape
3.1. Company Share Analysis
3.2. Key Strategy Analysis
3.3. Key Company Analysis
3.3.1. Overview
3.3.2. Financial Analysis
3.3.3. SWOT Analysis
3.3.4. Recent Developments
4. Market Determinants
4.1. Motivators
4.2. Restraints
4.3. Opportunities
5. Market Segmentation
5.1. European Virtual Reality Market by Component
5.1.1. Hardware
5.1.2. Software
5.2. European Virtual Reality Market by System
5.2.1. Non-immersive VR
5.2.2. Semi-immersive VR
5.2.3. Fully-immersive VR
5.3. European Virtual Reality Market by Application
5.3.1. Entertainment
5.3.2. Gaming
5.3.3. Tourism
5.3.4. Training & Education
5.3.5. Others (Live Events and Real Estate)
6. Regional Analysis
6.1. UK
6.2. Germany
6.3. Italy
6.4. France
6.5. Spain
6.6. Rest of Europe
7. Company Profiles
7.1. Apple Inc.
7.2. Google Inc.
7.3. HTC Corp.
7.4. Mechdyne Corp.
7.5. Microsoft Corp.
7.6. Nvidia Corp.
7.7. Samsung Electronics Co. Ltd.
7.8. Sony Corp.
7.9. Virtalis
7.10. Vuzix Corp.
7.11. Zeiss international
1. EUROPEAN VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2018-2025 ($ MILLION)
2. EUROPEAN VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY SYSTEM, 2018-2025 ($ MILLION)
3. EUROPEAN VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2018-2025 ($ MILLION)
4. EUROPEAN VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2018-2025 ($ MILLION)
1. EUROPEAN VIRTUAL REALITY MARKET SHARE BY COMPONENT, 2018 VS 2025 (%)
2. EUROPEAN VIRTUAL REALITY MARKET SHARE BY SYSTEM, 2018 VS 2025 (%)
3. EUROPEAN VIRTUAL REALITY MARKET SHARE BY APPLICATION, 2018 VS 2025 (%)
4. EUROPEAN VIRTUAL REALITY MARKET SHARE BY GEOGRAPHY, 2018 VS 2025 (%)
5. UK VIRTUAL REALITY MARKET SIZE, 2018-2025 ($ MILLION)
6. GERMANY VIRTUAL REALITY MARKET SIZE, 2018-2025 ($ MILLION)
7. ITALY VIRTUAL REALITY MARKET SIZE, 2018-2025 ($ MILLION)
8. FRANCE VIRTUAL REALITY MARKET SIZE, 2018-2025 ($ MILLION)
9. SPAIN VIRTUAL REALITY MARKET SIZE, 2018-2025 ($ MILLION)
10. REST OF EUROPE VIRTUAL REALITY MARKET SIZE, 2018-2025 ($ MILLION)