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Asia Pacific Virtual Reality (VR) Market Outlook, 2030

The Asia-Pacific virtual reality market will grow at a 41% CAGR (2020-2026), boosted by gaming, training, and enterprise applications.

The Asia Pacific Virtual Reality (VR) market is experiencing a period of robust growth, fueled by a convergence of technological advancements, increasing consumer interest, and expanding enterprise adoption. VR, which creates immersive, computer-generated environments, is rapidly evolving from a niche technology to a mainstream tool with applications across diverse sectors. This region, with its tech-savvy population, robust digital infrastructure, and thriving economies, has emerged as a key player in the global VR landscape. The market is witnessing a surge in investment, with both established tech giants and innovative startups vying for a share of this burgeoning market. Several factors are contributing to this impressive growth trajectory. Firstly, advancements in VR hardware, such as higher resolution displays, improved optics, and more comfortable headsets, are enhancing the user experience and making VR more immersive and engaging. Secondly, the development of robust VR software development kits (SDKs) and platforms is simplifying the creation of VR applications, enabling developers to bring innovative solutions to market more quickly. Thirdly, the increasing availability of high-speed internet connectivity, including 5G networks, is facilitating the seamless delivery of VR content and enhancing the performance of VR applications. Fourthly, the growing recognition of the potential of VR to transform various industries, from gaming and entertainment to healthcare and education, is driving enterprise adoption of VR solutions. Fifthly, government initiatives and trade programs in several Asia Pacific countries are promoting the development and adoption of VR technology, providing funding for research and development, and creating a favorable regulatory environment. Sixthly, the rise of e-commerce and the increasing demand for interactive and personalized shopping experiences are driving the adoption of VR in the retail sector. Seventhly, the growing popularity of gaming and entertainment is creating a large market for VR-based games and experiences. Eighthly, the increasing use of VR in training and simulation applications is helping businesses improve efficiency and reduce costs.

The Asia Pacific virtual reality market will exhibit a 2025-2030 CAGR (Compound Annual Growth Rate) of 39.46%, with a total addressable market cap of $168.67 billion, driven by the rising need for advanced VR technology across various industries in the region. The Asia Pacific VR market is characterized by several key trends. One prominent trend is the increasing focus on standalone VR headsets, which offer a more convenient and portable VR experience compared to tethered headsets. Another trend is the growing adoption of cloud-based VR solutions, which enable the delivery of VR content and experiences without the need for high-end hardware. The market is also witnessing a rise in the use of VR in enterprise applications, such as training, remote collaboration, and product design. Furthermore, there is a growing demand for VR-based games and entertainment experiences, including interactive movies and virtual concerts. Several factors are driving the growth of the Asia Pacific VR market. One key driver is the increasing demand for immersive and engaging experiences, both from consumers and businesses. Another driver is the growing recognition of the potential of VR to improve efficiency and productivity in various industries. The increasing availability of VR-capable devices and the decreasing cost of VR technology are also contributing to market growth. Government initiatives and trade programs are playing a crucial role in promoting the development and adoption of VR technology in the Asia Pacific region. Many countries in the region have established programs to support research and development in VR, provide funding for VR startups, and create a favorable regulatory environment for VR businesses. These programs are helping to accelerate the growth of the VR market and attract foreign investment. Trade programs are also facilitating the exchange of knowledge and technology between different countries in the region, promoting collaboration and innovation in the VR sector.

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The component segment of the Asia Pacific VR market encompasses the hardware and software elements that make VR experiences possible. Hardware components include displays, processors, sensors, and input devices. Displays are crucial for presenting the virtual reality environment to the user, and advancements in display technology, such as higher resolutions, wider fields of view, and higher refresh rates, are enhancing the immersive nature of VR experiences. Processors are responsible for handling the complex computations required for VR applications, and the increasing processing power of mobile devices and dedicated VR hardware is enabling more sophisticated VR applications. Sensors, such as accelerometers, gyroscopes, and magnetometers, track the user's movements and orientation, allowing VR applications to accurately respond to the user's actions. Input devices, such as hand controllers and motion trackers, allow users to interact with the virtual environment. Software components include software development kits (SDKs), platforms, and applications. SDKs provide developers with the tools and libraries they need to create VR applications, and the availability of robust and feature-rich SDKs is simplifying the development process. Platforms provide the infrastructure for delivering VR content and experiences, and the emergence of cloud-based VR platforms is making it easier for businesses to deploy VR solutions. Applications are the actual VR experiences that users interact with, and the range of VR applications is constantly expanding, covering various sectors such as gaming, entertainment, education, and healthcare. The interplay between hardware and software components is crucial for delivering seamless and engaging VR experiences. Advancements in both hardware and software are driving the growth of the Asia Pacific VR market, enabling more immersive, interactive, and practical VR applications.
The technology segment of the Asia Pacific VR market can be categorized into various types, including non-immersive VR, semi-immersive VR, and fully immersive VR. Non-immersive VR, also known as desktop VR, typically involves interacting with a virtual environment on a computer screen. This type of VR is often used for training and simulation applications. Semi-immersive VR provides a more immersive experience by using a head-mounted display (HMD) to create a sense of presence in the virtual environment. However, the user is still aware of their real-world surroundings. Fully immersive VR provides the most immersive experience by completely isolating the user from the real world and creating a strong sense of presence in the virtual environment. This type of VR typically uses HMDs, headphones, and input devices to create a realistic and engaging experience. The choice of VR technology depends on the specific application and the desired user experience. Non-immersive VR is suitable for applications that do not require a high degree of immersion, while fully immersive VR is ideal for applications that require a strong sense of presence, such as gaming and entertainment. The Asia Pacific VR market is witnessing a growing adoption of all three types of VR technology, with fully immersive VR gaining increasing popularity due to its ability to provide the most engaging and realistic experiences.

The device segment of the Asia Pacific VR market includes the hardware platforms that are used to deliver VR experiences. The most common VR devices are head-mounted displays (HMDs), which are worn over the head and provide a visual and auditory experience of the virtual environment. HMDs range from tethered devices that connect to a computer or game console to standalone devices that have their own built-in processing power. Smartphones can also be used to deliver VR experiences, particularly through mobile VR headsets that use the smartphone's display and processing power. These headsets are typically less immersive than dedicated VR HMDs but offer a more affordable and portable option for accessing VR content. Other devices, such as VR controllers, motion trackers, and haptic feedback devices, enhance the user's interaction with the virtual environment. The choice of VR device depends on the specific application and the desired user experience. Dedicated VR HMDs offer the most immersive experience and are typically used for gaming, entertainment, and professional applications. Mobile VR headsets are suitable for more casual VR experiences and are often used for education and training. The Asia Pacific VR market is witnessing a growing adoption of all types of VR devices, with standalone VR HMDs gaining increasing popularity due to their convenience and portability.

The platform segment of the Asia Pacific VR market encompasses the software and services that enable the creation, distribution, and consumption of VR content and experiences. This includes VR operating systems, development platforms, content stores, and streaming services. VR operating systems provide the foundation for running VR applications and managing VR hardware. Development platforms provide developers with the tools and libraries they need to create VR applications. Content stores offer a marketplace for users to discover and purchase VR content, including games, applications, and experiences. Streaming services allow users to access VR content on demand, similar to how video streaming services work. The platform segment is crucial for the growth of the VR market, as it provides the infrastructure for delivering VR content and experiences to users. The Asia Pacific VR market is witnessing a growing number of VR platforms emerging, catering to different types of VR devices and applications. Some platforms are focused on gaming, while others are focused on enterprise applications or educational content. The competition between these platforms is driving innovation and improving the overall VR ecosystem.
The Asia Pacific VR market is experiencing significant growth across a diverse range of industry verticals, each leveraging VR technology to address specific challenges and unlock new opportunities. Gaming and entertainment are arguably the most prominent sectors, with VR gaming offering immersive and interactive experiences that push the boundaries of traditional gaming. VR arcades and entertainment centers are also gaining popularity, providing access to high-end VR experiences for a wider audience. Beyond entertainment, the healthcare sector is increasingly adopting VR for various applications. VR-based surgical simulations allow surgeons to practice complex procedures in a safe and controlled environment, improving their skills and reducing the risk of complications. VR therapy is being used to treat phobias, anxiety disorders, and chronic pain, offering patients a safe and controlled way to confront their fears and manage their conditions. Medical training applications provide realistic simulations of medical procedures, enhancing the skills and knowledge of healthcare professionals. Education is another sector where VR is making significant inroads. VR-enhanced learning materials bring educational content to life, making learning more engaging and interactive for students. VR field trips allow students to explore historical sites, scientific concepts, and other subjects in a virtual environment, expanding their horizons and fostering a deeper understanding of the world. Corporate training programs are also utilizing VR to provide employees with realistic simulations of workplace scenarios, improving their skills and preparing them for real-world challenges. Manufacturing is another key sector benefiting from VR. VR-based design tools enable engineers to visualize and manipulate 3D models of products, facilitating collaboration and accelerating the design process. VR training programs provide workers with hands-on experience in a safe and controlled environment, reducing the risk of accidents and improving productivity. Remote collaboration tools allow engineers and technicians to work together on projects remotely, reducing travel costs and improving efficiency. Retail is also adopting VR to enhance the customer experience. VR-powered virtual showrooms allow customers to explore products in a virtual environment, providing a more engaging and interactive shopping experience. VR try-on applications enable customers to visualize how clothes or accessories would look on them without physically trying them on, improving the shopping experience and reducing returns. Real estate is another sector where VR is making inroads. VR property tours allow potential buyers to explore properties remotely, providing a more convenient and immersive way to view properties.

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Anuj Mulhar

Anuj Mulhar

Industry Research Associate



The Asia Pacific VR market caters to a diverse range of end-users, broadly categorized into consumers, enterprises, and public sector organizations. Consumers represent a significant segment, driven by the increasing availability of affordable VR devices and the growing demand for immersive and engaging entertainment experiences. VR gaming is a major driver of consumer adoption, with a wide range of VR games available across various genres. VR entertainment experiences, such as virtual concerts and interactive movies, are also gaining popularity. Beyond entertainment, consumers are also using VR for educational purposes, exploring virtual museums, historical sites, and other educational content. The enterprise segment represents another major market for VR, with businesses across various industries leveraging VR technology to improve efficiency, productivity, and customer experiences. In manufacturing, VR is used for training and simulation, allowing workers to practice complex tasks in a safe and controlled environment. In healthcare, VR is used for surgical simulations, medical training, and therapy. In retail, VR enhances the shopping experience and drives sales. In the public sector, VR is being used for training, education, and public safety applications. Within the enterprise segment, specific user groups include engineers, designers, healthcare professionals, sales and marketing teams, and training personnel. Each of these user groups has unique needs and requirements, and VR solutions are often tailored to meet these specific needs. For example, engineers and designers may use VR for product visualization and collaboration, while healthcare professionals may use VR for surgical planning and medical training. The consumer segment is also diverse, encompassing gamers, entertainment enthusiasts, students, and general users interested in exploring new technologies. VR gaming caters to a wide range of gamers, from casual gamers to hardcore enthusiasts. VR entertainment experiences appeal to those seeking immersive and interactive entertainment. VR education caters to students of all ages, from young children to adults.

The Asia Pacific VR market is geographically diverse, with several countries contributing to its growth. China is a dominant force in the global VR landscape, boasting a large population, rapid economic growth, and substantial government support for technological innovation. China's VR ecosystem is robust, encompassing numerous VR hardware manufacturers, software developers, and content creators. The country's vast consumer market and thriving tech industry make it a key driver of VR adoption. Japan, a pioneer in consumer electronics and entertainment, has a strong affinity for cutting-edge technologies. Japan's VR market is characterized by a high level of consumer interest and a growing number of VR arcades and entertainment centers. The country's well-established gaming industry and strong technological infrastructure contribute to its VR market growth. South Korea, known for its technological prowess and early adoption of new technologies, has a vibrant VR market. South Korea's strong focus on innovation and its large number of tech-savvy consumers make it a key player in the VR space. The country's thriving gaming industry and its government's support for VR development are driving market growth. India, a rapidly emerging economy with a large and young population, presents a significant opportunity for the VR market. India's increasing smartphone penetration and growing internet access are creating a favorable environment for VR adoption. The country's burgeoning gaming industry and its growing middle class are also contributing to market growth. Australia, a developed economy with a strong focus on technology and innovation, has a growing VR market. Australia's well-established tech infrastructure and its high adoption rate of new technologies make it a promising market for VR.


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Anuj Mulhar

Table of Contents

  • Table of Contents
  • 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 10
  • 1.2.1 Overview of Market Research Methodology 10
  • 1.2.2 Market Assumption 11
  • 1.2.3 Secondary Data 11
  • 1.2.4 Primary Data 11
  • 1.2.5 Data Filtration and Model Design 12
  • 1.2.6 Market Size/Share Estimation 13
  • 1.2.7 Research Limitations 14
  • 1.3 Executive Summary 15
  • 2 Market Overview and Dynamics 18
  • 2.1 Market Size and Forecast 18
  • 2.2 Major Growth Drivers 19
  • 2.3 Market Restraints and Challenges 22
  • 2.4 Emerging Opportunities and Market Trends 25
  • 2.5 Porter’s Fiver Forces Analysis 28
  • 3 Segmentation of Asia Pacific Market by Component 32
  • 3.1 Market Overview by Component 32
  • 3.2 Hardware 34
  • 3.3 Software 36
  • 4 Segmentation of Asia Pacific Market by Technology 38
  • 4.1 Market Overview by Technology 38
  • 4.2 Nonimmersive Technology 40
  • 4.3 Semi-Immersive Technology 41
  • 4.4 Fully Immersive Technology 42
  • 5 Segmentation of Asia Pacific Market by Device 43
  • 5.1 Market Overview by Device 43
  • 5.2 Head-Mounted Display (HMD) 45
  • 5.3 Gesture-Tracking Device 46
  • 5.4 Projector & Display Wall 47
  • 6 Segmentation of Asia Pacific Market by Platform 48
  • 6.1 Market Overview by Platform 48
  • 6.2 Mobile VR 50
  • 6.3 Console VR 51
  • 6.4 PC VR 52
  • 7 Segmentation of Asia Pacific Market by Industry Vertical 53
  • 7.1 Market Overview by Industry Vertical 53
  • 7.2 Gaming 56
  • 7.3 Entertainment & Media 57
  • 7.4 Aerospace & Defense 58
  • 7.5 Healthcare 59
  • 7.6 Education 60
  • 7.7 Automotive 61
  • 7.8 Retail & Marketing 62
  • 7.9 Other Verticals 63
  • 8 Segmentation of Asia Pacific Market by End User 64
  • 8.1 Market Overview by End User 64
  • 8.2 Consumer 66
  • 8.3 Enterprise 67
  • 9 Asia-Pacific Market 2019-2026 by Country 68
  • 9.1 Overview of Asia-Pacific Market 68
  • 9.2 China 71
  • 9.3 Japan 73
  • 9.4 India 76
  • 9.5 Australia 78
  • 9.6 South Korea 80
  • 9.7 Rest of APAC Region 82
  • 10 Competitive Landscape 84
  • 10.1 Overview of Key Vendors 84
  • 10.2 New Product Launch, Partnership, Investment, and M&A 87
  • 10.3 Company Profiles 88
  • Apple Inc. 88
  • Atheer, Inc. 90
  • Cyberglove Systems Inc. 91
  • EON Reality, Inc. 92
  • Facebook Inc. 93
  • Google Inc. 94
  • Hewlett-Packard Development Company. L.P 95
  • Leap Motion, Inc. 96
  • Meta Inc. 97
  • Microsoft Corporation 98
  • Nintendo Co., Ltd 99
  • Oculus VR, LLC 100
  • Qualcomm Technologies, Inc. 101
  • Samsung Electronics Co. Ltd 102
  • Sixense Entertainment, Inc 103
  • Sony Corporation 104
  • Total Immersion, Inc. 105
  • Virtuix 106
  • Zappar Ltd 107
  • 11 Investing in Asia Pacific Market: Risk Assessment and Management 108
  • 11.1 Risk Evaluation of Asia Pacific Market 108
  • 11.2 Critical Success Factors (CSFs) 111
  • Related Reports and Products 114

List of Tables:

Table 1. Snapshot of Europe Virtual Reality Market, 2019-2026 16
Table 2. Main Product Trends and Market Opportunities in Europe Virtual Reality Market 25
Table 3. Europe Virtual Reality Market by Component, 2015-2026, $ mn 32
Table 4. Europe Virtual Reality Market: Hardware by Type, 2015-2026, $ mn 35
Table 5. Europe Virtual Reality Market: Software by Type, 2015-2026, $ mn 37
Table 6. Europe Virtual Reality Market by Technology, 2015-2026, $ mn 38
Table 7. Europe Virtual Reality Market by Device, 2015-2026, $ mn 43
Table 8. Europe Virtual Reality Market by Platform, 2015-2026, $ mn 48
Table 9. Europe Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 53
Table 10. Europe Virtual Reality Market by End User, 2015-2026, $ mn 64
Table 11. Europe Virtual Reality Market: Enterprise by Size, 2015-2026, $ mn 67
Table 12. Europe Virtual Reality Market by Country, 2015-2026, $ mn 70
Table 13. UK Virtual Reality Market by Technology, 2015-2026, $ mn 72
Table 14. UK Virtual Reality Market by Device, 2015-2026, $ mn 72
Table 15. UK Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 72
Table 16. France Virtual Reality Market by Technology, 2015-2026, $ mn 74
Table 17. France Virtual Reality Market by Device, 2015-2026, $ mn 74
Table 18. France Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 74
Table 19. Germany Virtual Reality Market by Technology, 2015-2026, $ mn 76
Table 20. Germany Virtual Reality Market by Device, 2015-2026, $ mn 76
Table 21. Germany Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 76
Table 22. Spain Virtual Reality Market by Technology, 2015-2026, $ mn 78
Table 23. Spain Virtual Reality Market by Device, 2015-2026, $ mn 78
Table 24. Spain Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 78
Table 25. Italy Virtual Reality Market by Technology, 2015-2026, $ mn 80
Table 26. Italy Virtual Reality Market by Device, 2015-2026, $ mn 80
Table 27. Italy Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 80
Table 28. Russia Virtual Reality Market by Technology, 2015-2026, $ mn 82
Table 29. Russia Virtual Reality Market by Device, 2015-2026, $ mn 82
Table 30. Russia Virtual Reality Market by Industry Vertical, 2015-2026, $ mn 82
Table 31. Virtual Reality Market in Rest of Europe by Country, 2019-2026, $ mn 84
Table 32. Apple Inc.: Company Snapshot 89
Table 33. Apple Inc.: Business Segmentation 89
Table 34. Apple Inc.: Product Portfolio 90
Table 35. Apple Inc.: Revenue, 2015-2018, $ mn 90
Table 36. Apple Inc.: Recent Developments 90
Table 37. Risk Evaluation for Investing in Europe Market, 2019-2026 110
Table 38. Critical Success Factors and Key Takeaways 113

List of Figures:

Figure 1. Research Method Flow Chart 10
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 13
Figure 3. Asia Pacific Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 15
Figure 4. Asia Pacific Virtual Reality Market, 2019-2026, $ mn 18
Figure 5. Primary Drivers and Impact Factors of Asia Pacific Virtual Reality Market 19
Figure 6. Primary Restraints and Impact Factors of Asia Pacific Virtual Reality Market 22
Figure 7. Porter’s Fiver Forces Analysis of Asia Pacific Virtual Reality Market 28
Figure 8. Breakdown of Asia Pacific Virtual Reality Market by Component, 2019-2026, % of Revenue 32
Figure 9. Contribution to Asia Pacific 2020-2026 Cumulative Revenue by Component, Value ($ mn) and Share (%) 33
Figure 10. Asia Pacific Virtual Reality Market: Hardware, 2015-2026, $ mn 34
Figure 11. Asia Pacific Virtual Reality Market: Software, 2015-2026, $ mn 36
Figure 12. Breakdown of Asia Pacific Virtual Reality Market by Technology, 2019-2026, % of Revenue 38
Figure 13. Contribution to Asia Pacific 2020-2026 Cumulative Revenue by Technology, Value ($ mn) and Share (%) 39
Figure 14. Asia Pacific Virtual Reality Market: Nonimmersive Technology, 2015-2026, $ mn 40
Figure 15. Asia Pacific Virtual Reality Market: Semi-Immersive Technology, 2015-2026, $ mn 41
Figure 16. Asia Pacific Virtual Reality Market: Fully Immersive Technology, 2015-2026, $ mn 42
Figure 17. Breakdown of Asia Pacific Virtual Reality Market by Device, 2019-2026, % of Revenue 43
Figure 18. Contribution to Asia Pacific 2020-2026 Cumulative Revenue by Device, Value ($ mn) and Share (%) 44
Figure 19. Asia Pacific Virtual Reality Market: Head-Mounted Display (HMD), 2015-2026, $ mn 45
Figure 20. Asia Pacific Virtual Reality Market: Gesture-Tracking Device, 2015-2026, $ mn 46
Figure 21. Asia Pacific Virtual Reality Market: Projector & Display Wall, 2015-2026, $ mn 47
Figure 22. Breakdown of Asia Pacific Virtual Reality Market by Platform, 2019-2026, % of Revenue 48
Figure 23. Contribution to Asia Pacific 2020-2026 Cumulative Revenue by Platform, Value ($ mn) and Share (%) 49
Figure 24. Asia Pacific Virtual Reality Market: Mobile VR, 2015-2026, $ mn 50
Figure 25. Asia Pacific Virtual Reality Market: Console VR, 2015-2026, $ mn 51
Figure 26. Asia Pacific Virtual Reality Market: PC VR, 2015-2026, $ mn 52
Figure 27. Breakdown of Asia Pacific Virtual Reality Market by Industry Vertical, 2019-2026, % of Revenue 53
Figure 28. Contribution to Asia Pacific 2020-2026 Cumulative Revenue by Industry Vertical, Value ($ mn) and Share (%) 54
Figure 29. Asia Pacific Virtual Reality Market: Gaming, 2015-2026, $ mn 56
Figure 30. Asia Pacific Virtual Reality Market: Entertainment & Media, 2015-2026, $ mn 57
Figure 31. Asia Pacific Virtual Reality Market: Aerospace & Defense, 2015-2026, $ mn 58
Figure 32. Asia Pacific Virtual Reality Market: Healthcare, 2015-2026, $ mn 59
Figure 33. Asia Pacific Virtual Reality Market: Education, 2015-2026, $ mn 60
Figure 34. Asia Pacific Virtual Reality Market: Automotive, 2015-2026, $ mn 61
Figure 35. Asia Pacific Virtual Reality Market: Retail & Marketing, 2015-2026, $ mn 62
Figure 36. Asia Pacific Virtual Reality Market: Other Verticals, 2015-2026, $ mn 63
Figure 37. Breakdown of Asia Pacific Virtual Reality Market by End User, 2019-2026, % of Revenue 64
Figure 38. Contribution to Asia Pacific 2020-2026 Cumulative Revenue by End User, Value ($ mn) and Share (%) 65
Figure 39. Asia Pacific Virtual Reality Market: Consumer, 2015-2026, $ mn 66
Figure 40. Asia Pacific Virtual Reality Market: Enterprise, 2015-2026, $ mn 67
Figure 41. Breakdown of APAC Virtual Reality Market by Country, 2019 and 2026, % of Revenue 69
Figure 42. Contribution to APAC 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 70
Figure 43. Virtual Reality Market in China, 2015-2026, $ mn 71
Figure 44. Virtual Reality Market in Japan, 2015-2026, $ mn 74
Figure 45. Virtual Reality Market in India, 2015-2026, $ mn 76
Figure 46. Virtual Reality Market in Australia, 2015-2026, $ mn 78
Figure 47. Virtual Reality Market in South Korea, 2015-2026, $ mn 80
Figure 48. Virtual Reality Market in Rest of APAC, 2015-2026, $ mn 82
Figure 49. Growth Stage of Asia Pacific Virtual Reality Industry over the Forecast Period 84
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Asia Pacific Virtual Reality (VR) Market Outlook, 2030

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