Virtual Reality (VR) Market Analysis and Forecast by Size, Share, Growth, Trends 2031

Coverage: Virtual Reality (VR) Market covers analysis By Component (Hardware, Software), By Device (Head-Mounted Display (HMD), Gesture-Tracking Device (GTD), Projectors & Display Wall (PDW)), By Technology (Semi & Fully Immersive, Non-immersive), By Application (Aerospace & Defense, Consumer, Commercial, Enterprise, Healthcare, Others), and Geography

  • Report Code : TIPTE100000351
  • Category : Electronics and Semiconductor
  • No. of Pages : 150
Buy Now

Virtual Reality Market Trends, Analysis, Top Players 2021-2031

Buy Now

The Virtual Reality (VR) Market size is projected to reach US$ 568.65 billion by 2031 from US$ 75.55 billion in 2023. The market is expected to register a CAGR of 28.70% during 2023–2031. Growing demand for VR in the healthcare industry is likely to remain a key trend in the market.

Virtual Reality (VR) Market Analysis

The rising use of Virtual Reality (VR) in instructional training, such as for engineers, defense personnel, field workers, pilots, mechanics, and technicians in several industrial sectors, is boosting the virtual reality (VR) market growth. There has been a rapid growth in virtual reality (VR) gamers globally, expanding the virtual reality (VR) market prospect. According to NewGenApps, a provider of Big Data Analytics, Artificial Intelligence, Machine Learning, and AR/VR solutions, the global user base of AR and VR games is anticipated to rise to 216 million users. It will be valued at US$ 11.6 billion by 2031.

The growing adoption of user immersion technology in numerous industries, such as industrial training, education, and healthcare, among others, is anticipated to drive virtual reality (VR) market growth. Moreover, internet penetration in the form of fast 5G networks has positively impacted the acceptance of virtual reality (VR) technology owing to low latency and fast internet connections. The increasing demand for research and training across industries, such as aerospace & defense, education, and automotive, is also driving the virtual reality (VR) market growth.

Virtual Reality (VR) Market Overview

Virtual reality (VR) includes using computer technology fundamentally to generate an artificial environment. Unlike the traditional user interface, virtual reality (VR) places the user inside an experience. With virtual reality (VR) technology, instead of watching a screen in front of them, users are immersed and can cooperate with the 3D environment. With the simulation of numerous senses, such as vision, touch, hearing, and even smell, technology has transformed worldwide. Virtual Reality (VR) reduces the line between the physical and digital world, thereby creating a perception for users of being present in the virtual environment.

Customize Research To Suit Your Requirement

We can optimize and tailor the analysis and scope which is unmet through our standard offerings. This flexibility will help you gain the exact information needed for your business planning and decision making.

Virtual Reality (VR) Market: Strategic Insights

virtual-reality-market
Market Size Value inUS$ 58.7 billion in 2022
Market Size Value byUS$ 441.84 billion by 2030
Growth rateCAGR of 28.7% from 2022 to 2030
Forecast Period2022-2030
Base Year2022
Analyst Image

Naveen

Have a question?

Naveen will walk you through a 15-minute call to present the report’s content and answer all queries if you have any.

Analyst Image  Speak to Analyst

Virtual Reality (VR) Market Drivers and Opportunities

Increasing Adoption of HMDs in Different Industries

Modem-equipped devices are transportable, compact, and easy to operate. They are used to present data in pictorial and graphical formats. These devices need to be compact and simple with high-quality displays. Demand for HUDs, HMDs, and VR projectors has substantially increased across numerous industries, including aerospace & defense, consumer electronics, health and transportation. VR Head-Mounted Displays (HMDs) are becoming more and more prevalent in consumer applications for gaming and entertainment. With the increasing demand and popularity for VR Head-Mounted Displays (HMDs), the principal display manufacturers are developing improved displays for VR Head-Mounted Displays (HMDs). For instance, in June 2023, Kopin, a principal provider of high-performance micro-displays and application-specific optical systems for enterprise, defense, professional and consumer markets, developed a microdisplay specifically for VR Head-Mounted Displays (HMDs).

The increasing use of virtual reality (VR) headsets in commercial and consumer applications is boosting its market demand. The growth of HMDs is attributed to the availability of a variety of HMDs, such as hybrid, tethered, and wireless Head-Mounted Displays (HMDs). The HMD devices are used to provide training in various industries, such as engineering, aerospace, research, military, and medicine, as well as to demonstrate a wide range of use cases via interactive features. Further, to bid customers an improved immersive experience, companies are focusing on technological advancements. For instance, in January 2023, Sharp introduced a head-mounted display (HMD) prototype for VR with smartphone connectivity. The HMD devices are used to train individuals in a variety of fields, including aerospace, research, engineering, military, and healthcare, as well as to show an extensive range of application cases using interactive elements. Virtual reality (VR) headset demand is fueled by the technology's expanding usage in both commercial and consumer applications. Therefore, the increasing demand for HMDs is expected to drive the virtual reality (VR) market growth during the forecast period.

Increasing focus on product development

Vendors are focused on creating innovative virtual reality (VR) products, like headsets, smart glasses, and software platforms. To expand their product lines and increase sales, market players are introducing new products. For instance, In May 2024, Siemens and Sony Corporation announced that they have partnered to introduce a new solution that combines the Siemens Xcelerator portfolio of industry software with Sony’s new XR head-mounted display (HMD), SRH-S1 - designed using Siemens' NX software, a core solution used across Sony to design its industry-leading products. Similarly, in June 2023, Apple unveiled the Apple Vision Pro. This revolutionary spatial computer seamlessly blends digital content with the physical world while allowing users to stay present and connected to others. Hence, the growing product developments by the manufacturers are anticipated to propel the growth of the virtual reality (VR) market during the forecast period.

Virtual Reality (VR) Market Report Segmentation Analysis

Key segments that contributed to the derivation of the virtual reality (VR) market analysis are component, device, technology, and application.

  • Based on component, the virtual reality (VR) market is segmented into hardware and software. The hardware segment is anticipated to witness significant growth in the forecasted period.
  • Based on the device, the market is segmented into head-mounted display (HMD), gesture-tracking device (GTD), and projectors & display walls (PDW). The head-mounted display (HMD) segment is anticipated to witness significant growth in the forecasted period.
  • Based on technology, the market is segmented into semi-fully immersive and non-immersive. The semi & fully immersive segment is anticipated to witness significant growth in the forecasted period.
  • Based on application, the market is segmented into aerospace & defense, consumer, commercial, enterprise, healthcare, and others. The consumer segment is anticipated to witness significant growth in the forecasted period.

Virtual Reality (VR) Market Share Analysis by Geography

The geographic scope of the Virtual Reality (VR) Market report is mainly divided into five regions: North America, Asia Pacific, Europe, Middle East & Africa, and South & Central America.

North America is anticipated to witness significant growth in the forecasted period. The region has also been an innovator in adopting innovations, which offers North America an advantage over other regions. Additionally, the region has the highest number of startups focusing on bringing innovative virtual reality (VR) technologies to numerous industries. For instance, according to Tracxn Technologies, there are around 951 Virtual Reality (VR) startups in the US. A few of them include Dreamscape, Orbbec, Sandbox VR, and JauntVR.

Virtual Reality (VR) Market Report Scope

Virtual Reality (VR) Market News and Recent Developments

The Virtual Reality (VR) Market is evaluated by gathering qualitative and quantitative data post primary and secondary research, which includes important corporate publications, association data, and databases. A few of the developments in the Virtual Reality (VR) Market are listed below:

  • Meta Platforms Inc. acquired Within Unlimited, Inc. for its virtual reality (VR) expertise and virtual reality (VR) application called Supernatural. (Source: Meta, Press Release, 2023)
  • HTC Corporation launched its novel virtual reality (VR) & augmented reality headset named Vive XR Elite. The new product is equipped with a high-resolution display for an immersive experience. (Source: HTC Corporation, Press Release, 2023)

Virtual Reality (VR) Market Report Coverage and Deliverables

The “Virtual Reality (VR) Market Size and Forecast (2021–2031)” report provides a detailed analysis of the market covering below areas:

  • Virtual reality (VR) market size and forecast at global, regional, and country levels for all the key market segments covered under the scope
  • Virtual reality (VR) market trends as well as market dynamics such as drivers, restraints, and key opportunities
  • Detailed PEST/Porter’s Five Forces and SWOT analysis
  • Virtual reality (VR) market analysis covering key market trends, global and regional framework, major players, regulations, and recent market developments
  • Industry landscape and competition analysis covering market concentration, heat map analysis, prominent players, and recent developments for the Virtual reality (VR) market
  • Detailed company profiles
Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

Component, Device, Technology, Application, and Geography

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

This text is related
to country scope.

Frequently Asked Questions


What are the future trends of the virtual reality (VR) market?

Growing demand for VR in the healthcare industry to play a significant role in the global virtual reality (VR) market in the coming years.

What would be the estimated value of the virtual reality (VR) market by 2031?

The global virtual reality (VR) market is expected to reach US$ 568.65 billion by 2031.

What are the driving factors impacting the virtual reality (VR) market?

Increasing adoption of HMDs in different industries is the major factors that propel the global virtual reality (VR) market.

Which are the leading players operating in the virtual reality (VR) market?

The key players holding majority shares in the global virtual reality (VR) market are Alphabet Inc., Barco NV, CyberGlove Systems, Inc., Meta Platforms Inc., HTC Corporation, Microsoft Corporation, Samsung Electronics Co., Ltd., Sensics, Inc., Sixense Enterprises, Inc. (Penumbra, Inc.), and Ultraleap Ltd.

Which region dominated the virtual reality (VR) market in 2023?

North America dominated the virtual reality (VR) market in 2023.

What is the expected CAGR of the virtual reality (VR) market?

The global virtual reality (VR) market is estimated to register a CAGR of 28.70% during the forecast period 2023–2031.

TABLE OF CONTENTS

1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Virtual Reality Market - By Offering
1.3.2 Virtual Reality Market - By Application
1.3.3 Virtual Reality Market - By Region
1.3.3.1 By Country

2. KEY TAKEAWAYS

3. RESEARCH METHODOLOGY

4. VIRTUAL REALITY MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PORTER'S FIVE FORCES ANALYSIS
4.2.1 Bargaining Power of Buyers
4.2.1 Bargaining Power of Suppliers
4.2.1 Threat of Substitute
4.2.1 Threat of New Entrants
4.2.1 Competitive Rivalry
4.3. ECOSYSTEM ANALYSIS
4.4. EXPERT OPINIONS

5. VIRTUAL REALITY MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS

6. VIRTUAL REALITY MARKET - GLOBAL MARKET ANALYSIS
6.1. VIRTUAL REALITY - GLOBAL MARKET OVERVIEW
6.2. VIRTUAL REALITY - GLOBAL MARKET AND FORECAST TO 2027
6.3. MARKET POSITIONING/MARKET SHARE

7. VIRTUAL REALITY MARKET - REVENUE AND FORECASTS TO 2027 - OFFERING
7.1. OVERVIEW
7.2. OFFERING MARKET FORECASTS AND ANALYSIS
7.3. HARDWARE
7.3.1. Overview
7.3.2. Hardware Market Forecast and Analysis
7.3.3. Sensors Market
7.3.3.1. Overview
7.3.3.2. Sensors Market Forecast and Analysis
7.3.4. Semiconductor Components Market
7.3.4.1. Overview
7.3.4.2. Semiconductor Components Market Forecast and Analysis
7.3.5. Displays and Projectors Market
7.3.5.1. Overview
7.3.5.2. Displays and Projectors Market Forecast and Analysis
7.3.6. Position Trackers Market
7.3.6.1. Overview
7.3.6.2. Position Trackers Market Forecast and Analysis
7.3.7. Cameras Market
7.3.7.1. Overview
7.3.7.2. Cameras Market Forecast and Analysis
7.3.8. Others Market
7.3.8.1. Overview
7.3.8.2. Others Market Forecast and Analysis
7.4. SOFTWARE
7.4.1. Overview
7.4.2. Software Market Forecast and Analysis
7.4.3. Software Development Kits Market
7.4.3.1. Overview
7.4.3.2. Software Development Kits Market Forecast and Analysis
7.4.4. Cloud-Based Services Market
7.4.4.1. Overview
7.4.4.2. Cloud-Based Services Market Forecast and Analysis
7.4.5. VR Content Creation Market
7.4.5.1. Overview
7.4.5.2. VR Content Creation Market Forecast and Analysis
8. VIRTUAL REALITY MARKET - REVENUE AND FORECASTS TO 2027 - APPLICATION
8.1. OVERVIEW
8.2. APPLICATION MARKET FORECASTS AND ANALYSIS
8.3. REAL ESTATE AND ARCHITECTURE
8.3.1. Overview
8.3.2. Real Estate and Architecture Market Forecast and Analysis
8.4. MEDICAL
8.4.1. Overview
8.4.2. Medical Market Forecast and Analysis
8.5. ENTERTAINMENT
8.5.1. Overview
8.5.2. Entertainment Market Forecast and Analysis
8.6. EDUCATION
8.6.1. Overview
8.6.2. Education Market Forecast and Analysis
8.7. RETAIL
8.7.1. Overview
8.7.2. Retail Market Forecast and Analysis
8.8. INDUSTRIAL
8.8.1. Overview
8.8.2. Industrial Market Forecast and Analysis
8.9. OTHERS
8.9.1. Overview
8.9.2. Others Market Forecast and Analysis

9. VIRTUAL REALITY MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1 North America Virtual Reality Market Overview
9.1.2 North America Virtual Reality Market Forecasts and Analysis
9.1.3 North America Virtual Reality Market Forecasts and Analysis - By Offering
9.1.4 North America Virtual Reality Market Forecasts and Analysis - By Application
9.1.5 North America Virtual Reality Market Forecasts and Analysis - By Countries
9.1.5.1 United States Virtual Reality Market
9.1.5.1.1 United States Virtual Reality Market by Offering
9.1.5.1.2 United States Virtual Reality Market by Application
9.1.5.2 Canada Virtual Reality Market
9.1.5.2.1 Canada Virtual Reality Market by Offering
9.1.5.2.2 Canada Virtual Reality Market by Application
9.1.5.3 Mexico Virtual Reality Market
9.1.5.3.1 Mexico Virtual Reality Market by Offering
9.1.5.3.2 Mexico Virtual Reality Market by Application
9.2. EUROPE
9.2.1 Europe Virtual Reality Market Overview
9.2.2 Europe Virtual Reality Market Forecasts and Analysis
9.2.3 Europe Virtual Reality Market Forecasts and Analysis - By Offering
9.2.4 Europe Virtual Reality Market Forecasts and Analysis - By Application
9.2.5 Europe Virtual Reality Market Forecasts and Analysis - By Countries
9.2.5.1 Germany Virtual Reality Market
9.2.5.1.1 Germany Virtual Reality Market by Offering
9.2.5.1.2 Germany Virtual Reality Market by Application
9.2.5.2 France Virtual Reality Market
9.2.5.2.1 France Virtual Reality Market by Offering
9.2.5.2.2 France Virtual Reality Market by Application
9.2.5.3 Italy Virtual Reality Market
9.2.5.3.1 Italy Virtual Reality Market by Offering
9.2.5.3.2 Italy Virtual Reality Market by Application
9.2.5.4 United Kingdom Virtual Reality Market
9.2.5.4.1 United Kingdom Virtual Reality Market by Offering
9.2.5.4.2 United Kingdom Virtual Reality Market by Application
9.2.5.5 Russia Virtual Reality Market
9.2.5.5.1 Russia Virtual Reality Market by Offering
9.2.5.5.2 Russia Virtual Reality Market by Application
9.2.5.6 Rest of Europe Virtual Reality Market
9.2.5.6.1 Rest of Europe Virtual Reality Market by Offering
9.2.5.6.2 Rest of Europe Virtual Reality Market by Application
9.3. ASIA-PACIFIC
9.3.1 Asia-Pacific Virtual Reality Market Overview
9.3.2 Asia-Pacific Virtual Reality Market Forecasts and Analysis
9.3.3 Asia-Pacific Virtual Reality Market Forecasts and Analysis - By Offering
9.3.4 Asia-Pacific Virtual Reality Market Forecasts and Analysis - By Application
9.3.5 Asia-Pacific Virtual Reality Market Forecasts and Analysis - By Countries
9.3.5.1 Australia Virtual Reality Market
9.3.5.1.1 Australia Virtual Reality Market by Offering
9.3.5.1.2 Australia Virtual Reality Market by Application
9.3.5.2 China Virtual Reality Market
9.3.5.2.1 China Virtual Reality Market by Offering
9.3.5.2.2 China Virtual Reality Market by Application
9.3.5.3 India Virtual Reality Market
9.3.5.3.1 India Virtual Reality Market by Offering
9.3.5.3.2 India Virtual Reality Market by Application
9.3.5.4 Japan Virtual Reality Market
9.3.5.4.1 Japan Virtual Reality Market by Offering
9.3.5.4.2 Japan Virtual Reality Market by Application
9.3.5.5 South Korea Virtual Reality Market
9.3.5.5.1 South Korea Virtual Reality Market by Offering
9.3.5.5.2 South Korea Virtual Reality Market by Application
9.3.5.6 Rest of Asia-Pacific Virtual Reality Market
9.3.5.6.1 Rest of Asia-Pacific Virtual Reality Market by Offering
9.3.5.6.2 Rest of Asia-Pacific Virtual Reality Market by Application
9.4. MIDDLE EAST AND AFRICA
9.4.1 Middle East and Africa Virtual Reality Market Overview
9.4.2 Middle East and Africa Virtual Reality Market Forecasts and Analysis
9.4.3 Middle East and Africa Virtual Reality Market Forecasts and Analysis - By Offering
9.4.4 Middle East and Africa Virtual Reality Market Forecasts and Analysis - By Application
9.4.5 Middle East and Africa Virtual Reality Market Forecasts and Analysis - By Countries
9.4.5.1 South Africa Virtual Reality Market
9.4.5.1.1 South Africa Virtual Reality Market by Offering
9.4.5.1.2 South Africa Virtual Reality Market by Application
9.4.5.2 Saudi Arabia Virtual Reality Market
9.4.5.2.1 Saudi Arabia Virtual Reality Market by Offering
9.4.5.2.2 Saudi Arabia Virtual Reality Market by Application
9.4.5.3 U.A.E Virtual Reality Market
9.4.5.3.1 U.A.E Virtual Reality Market by Offering
9.4.5.3.2 U.A.E Virtual Reality Market by Application
9.4.5.4 Rest of Middle East and Africa Virtual Reality Market
9.4.5.4.1 Rest of Middle East and Africa Virtual Reality Market by Offering
9.4.5.4.2 Rest of Middle East and Africa Virtual Reality Market by Application
9.5. SOUTH AND CENTRAL AMERICA
9.5.1 South and Central America Virtual Reality Market Overview
9.5.2 South and Central America Virtual Reality Market Forecasts and Analysis
9.5.3 South and Central America Virtual Reality Market Forecasts and Analysis - By Offering
9.5.4 South and Central America Virtual Reality Market Forecasts and Analysis - By Application
9.5.5 South and Central America Virtual Reality Market Forecasts and Analysis - By Countries
9.5.5.1 Brazil Virtual Reality Market
9.5.5.1.1 Brazil Virtual Reality Market by Offering
9.5.5.1.2 Brazil Virtual Reality Market by Application
9.5.5.2 Argentina Virtual Reality Market
9.5.5.2.1 Argentina Virtual Reality Market by Offering
9.5.5.2.2 Argentina Virtual Reality Market by Application
9.5.5.3 Rest of South and Central America Virtual Reality Market
9.5.5.3.1 Rest of South and Central America Virtual Reality Market by Offering
9.5.5.3.2 Rest of South and Central America Virtual Reality Market by Application

10. INDUSTRY LANDSCAPE
10.1. MERGERS AND ACQUISITIONS
10.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
10.3. NEW PRODUCT LAUNCHES
10.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS

11. VIRTUAL REALITY MARKET, KEY COMPANY PROFILES
11.1. GOOGLE, INC.
11.1.1. Key Facts
11.1.2. Business Description
11.1.3. Products and Services
11.1.4. Financial Overview
11.1.5. SWOT Analysis
11.1.6. Key Developments
11.2. HTC CORPORATION
11.2.1. Key Facts
11.2.2. Business Description
11.2.3. Products and Services
11.2.4. Financial Overview
11.2.5. SWOT Analysis
11.2.6. Key Developments
11.3. MAGIC LEAP
11.3.1. Key Facts
11.3.2. Business Description
11.3.3. Products and Services
11.3.4. Financial Overview
11.3.5. SWOT Analysis
11.3.6. Key Developments
11.4. MARXENT LABS
11.4.1. Key Facts
11.4.2. Business Description
11.4.3. Products and Services
11.4.4. Financial Overview
11.4.5. SWOT Analysis
11.4.6. Key Developments
11.5. MICROSOFT CORPORATION
11.5.1. Key Facts
11.5.2. Business Description
11.5.3. Products and Services
11.5.4. Financial Overview
11.5.5. SWOT Analysis
11.5.6. Key Developments
11.6. OCULUS (FACEBOOK TECHNOLOGIES, LLC)
11.6.1. Key Facts
11.6.2. Business Description
11.6.3. Products and Services
11.6.4. Financial Overview
11.6.5. SWOT Analysis
11.6.6. Key Developments
11.7. SAMSUNG ELECTRONICS CO., LTD.
11.7.1. Key Facts
11.7.2. Business Description
11.7.3. Products and Services
11.7.4. Financial Overview
11.7.5. SWOT Analysis
11.7.6. Key Developments
11.8. SONY CORPORATION
11.8.1. Key Facts
11.8.2. Business Description
11.8.3. Products and Services
11.8.4. Financial Overview
11.8.5. SWOT Analysis
11.8.6. Key Developments
11.9. VUZIX CORPORATION
11.9.1. Key Facts
11.9.2. Business Description
11.9.3. Products and Services
11.9.4. Financial Overview
11.9.5. SWOT Analysis
11.9.6. Key Developments
11.10. WORLDVIZ, INC.
11.10.1. Key Facts
11.10.2. Business Description
11.10.3. Products and Services
11.10.4. Financial Overview
11.10.5. SWOT Analysis
11.10.6. Key Developments

12. APPENDIX
12.1. ABOUT THE INSIGHT PARTNERS
12.2. GLOSSARY OF TERMS

The List of Companies

1. Google, Inc.
2. HTC Corporation
3. Magic Leap
4. Marxent Labs
5. Microsoft Corporation
6. Oculus (Facebook Technologies, LLC)
7. SAMSUNG ELECTRONICS CO., LTD.
8. Sony Corporation
9. Vuzix Corporation
10. WorldViz, Inc.

The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.

A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • 3.1 Macro-Economic Factor Analysis:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • 3.2 Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • 3.3 Company Profile:

The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

  • 3.4 Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.

Your data will never be shared with third parties, however, we may send you information from time to time about our products that may be of interest to you. By submitting your details, you agree to be contacted by us. You may contact us at any time to opt-out.

Trends and growth analysis reports related to Electronics and Semiconductor : READ MORE..