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Immersive Reality for Defence Market

Immersive Reality for Defence Market Size, Share & Trends Analysis Report By By Application (3D Modeling, Simulation and Training, Maintenance and Monitoring, Situational Awareness), By Type (Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR)), By Component, By Device, By Region, And By Segment Forecasts, 2023-2031.

Report ID : 2206 | Published : 2023-11-21 | Pages: 180 | Format: PDF/EXCEL

The Immersive Reality for Defence Market Size is valued at USD 2.14 Bn in 2022 and is predicted to reach USD 8.92 Bn by the year 2031 at a 17.32% CAGR during the forecast period for 2023-2031.

Immersive Reality for Defence Market

Immersive Reality for Defense refers to using VR/AR/MR technologies in defense-related fields to improve their capacity for simulation, training, and actual operations. Training, simulation, and operational efficiency are just areas where virtual reality technology revolutionizes defence applications. This state-of-the-art technology is crucial to modern military operations because of its advantages in terms of efficiency, realism, and versatility. Training and simulation are two of the key defence applications of V.R. technology. In a controlled and safe setting, soldiers can practice their abilities and learn new tactics in realistic combat scenarios using virtual reality (V.R.) and augmented reality (A.R.) technology. Furthermore, Drone piloting and remote work both benefit greatly from the use of virtual reality. When pilots don V.R. goggles, they may pilot drones and other uncrewed vehicles as if they were physically present.

However, the market growth is hampered by the strict regulatory criteria for the safety and health of immersive reality for the defence market. The product's inability to prevent fog in environments with dramatic temperature fluctuations or high humidity immersive reality and widespread adoption of immersive reality solutions is hindered by cybersickness, a syndrome similar to motion sickness caused by perceptual incongruity in virtual settings. Defence personnel may experience discomfort, confusion, and decreased operational effectiveness due to sensory conflicts between visual and vestibular inputs caused by the realistic character of these settings.

Cybersickness prevention must take into account both hardware and software improvements as well as user adaption techniques. Several prominent virtual reality (V.R.) incidents of the COVID-19 incident impacted immersive technology firms. Stay-at-home orders led to the closure of virtual reality gaming centres in the early months of the pandemic. In contrast, the consumer V.R. market has seen widespread expansion. During the lockdown, the majority of people spent money on virtual reality games to push the boundaries of gaming.

Competitive Landscape

Some Major Key Players In The Immersive Reality for Defence Market:

  • Bohemia Interactive Simulations
  • CAE, Inc.
  • HTX Labs
  • Indra Sistemas, SA.
  • Lockheed Martin
  • Red Six Aerospace, Inc.
  • SimX
  • Thales Group
  • VRgineers, Inc.
  • Varjo
  • Acer Inc.,
  • Atheer, Inc.,
  • AVEVA Group PLC,
  • Barco NV,
  • Blippar Ltd.,
  • Carl Zeiss AG,
  • CM Labs Simulations Inc.,
  • EON Reality, Inc.,
  • FAAC Incorporated,
  • Google, LLC,
  • HCL Technologies Limited,
  • Honeywell International, Inc.,
  • HTC Corporation,
  • Immersive Media Company,
  • Immersive Technologies Pty Limited,
  • Lockheed Martin Corporation,
  • Magic Leap, Inc.,
  • NCTech Limited,
  • Oculus (Facebook Technologies, LLC.),
  • Samsung Group,
  • Sony Corporation,
  • Unity Software Inc.,
  • VI-grade GmbH,
  • Zeality Inc.
  • Others

Market Segmentation:

The immersive reality for the defence market is segmented based on application, type, component, and device. As per the application, the market is categorized into 3D Modeling, simulation and training, maintenance and monitoring, and situational awareness. By type, the market is segmented into augmented reality (A.R.), virtual reality (V.R.), mixed, and reality (M.R.). As per the component, the market is segmented into Sensors, Cameras, Processors, Modules, Memory, Display, and Others. By device, the market is segmented into Hardware and Software. 

Based On The Component, The Sensor's Immersive Reality For The Defence Market Segment Is A Major Contributor To The Immersive Reality For The Defence Market. 

The Sensor's immersive reality for the defence market is expected to record a major global market share in 2022. Sensors are crucial to every industrial process because of the information they provide regarding the state of the machinery. Keeping a process running smoothly requires constantly monitoring data in real-time and adjusting as needed.

Software Segment To Witness Growth At A Rapid Rate.

The software industry makes up the bulk of immersive reality for the defence market because software is quite helpful for the user, especially in a corporate setting. It assists in compiling any necessary records and files for a business, as well as group communication and establishing a streamlined safety and security system, especially in countries like the US, Germany, the UK, China, and India.

The North American Immersive Reality For The Defence Market Leads To A Significant Revenue Share In The Region.

The North American immersive reality for the defence market is expected to record the maximum market share in revenue in the near future. This can be attributed to the fact that there are already major companies and new start-ups in the immersive virtual reality space, which bodes well for the market's future expansion. North America is ahead of other parts of the world because it has been an early adopter of advancements. In addition, Asia Pacific is estimated to grow rapidly in the global immersive reality for the defence market because Increased use of virtual reality (V.R.) technology in industries such as aerospace and defence and architecture and planning could present a significant opportunity for the expansion of this market.

Recent Developments:

  • In August 2023, HTX Labs and Vinci VR joined to create and distribute immersive training solutions on the EMPACT platform. The EMPACT platform provides an end-to-end answer for safe, centralized content management, user-generated courseware development, and device-agnostic distribution.
  • In June 2022, Bohemia Interactive Simulations (BISim) was granted a 7.2 million pound ($8.7 million) contract by the UK Ministry of Defence to provide the Defense Virtual Simulation 2 (DVS2) solution. By utilizing the DVS2 solution, military personnel were able to simulate the operation of diverse equipment across an extensive array of terrains

Immersive Reality for Defence Market Report Scope

Report Attribute

Specifications

Market Size Value In 2022

USD 2.14 Bn

Revenue Forecast In 2031

USD 8.92 Bn

Growth Rate CAGR

CAGR of 17.32% from 2023 to 2031

Quantitative Units

Representation of revenue in US$ Million and CAGR from 2023 to 2031

Historic Year

2019 to 2022

Forecast Year

2023-2031

Report Coverage

The forecast of revenue, the position of the company, the competitive market structure, growth prospects, and trends

Segments Covered

By Application, Type, Component, Device

Regional Scope

North America; Europe; Asia Pacific; Latin America; Middle East & Africa

Country Scope

U.S.; Canada; U.K.; Germany; China; India; Japan; Brazil; Mexico ;The UK; France; Italy; Spain; China; Japan; India; South Korea; South East Asia; South Korea; South East Asia

Competitive Landscape

Bohemia Interactive Simulations, CAE, Inc., HTX Labs, Indra, Sistemas, S.A., Lockheed Martin, Red Six Aerospace, Inc., SimX, Thales Group, VRgineers, Inc., Acer Inc., Atheer, Inc., AVEVA Group PLC, Barco NV, Blippar Ltd., Carl Zeiss AG, CM Labs Simulations Inc., EON Reality, Inc., FAAC Incorporated, Google, LLC, HCL Technologies Limited, Honeywell International, Inc., HTC Corporation, Immersive Media Company, Immersive Technologies Pty Limited, Lockheed Martin Corporation, Magic Leap, Inc., NCTech Limited, Oculus (Facebook Technologies, LLC.), Samsung Group, Sony Corporation, Unity Software Inc., Varjo Technologies Oy, VI-grade GmbH, Zeality Inc.

Customization Scope

Free customization report with the procurement of the report and modifications to the regional and segment scope. Particular Geographic competitive landscape.

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Chapter 1. Methodology and Scope

1.1. Research Methodology

1.2. Research Scope & Assumptions

Chapter 2. Executive Summary

Chapter 3. Global Immersive Reality for Defense Market Snapshot

Chapter 4. Global Immersive Reality for Defense Market Variables, Trends & Scope

4.1. Market Segmentation & Scope

4.2. Drivers

4.3. Challenges

4.4. Trends

4.5. Investment and Funding Analysis

4.6. Industry Analysis – Porter’s Five Forces Analysis

4.7. Competitive Landscape & Market Share Analysis

4.8. Impact of Covid-19 Analysis

Chapter 5. Market Segmentation 1: By Type Estimates & Trend Analysis

5.1. By Type, & Market Share, 2020 & 2031

5.2. Market Size (Value US$ Mn) & Forecasts and Trend Analyses, 2020 to 2031 for the following By Type:

5.2.1. Augmented Reality (AR)

5.2.2. Virtual Reality (VR)

5.2.3. Mixed Reality (MR)

Chapter 6. Market Segmentation 2: By Application Estimates & Trend Analysis

6.1. By Application & Market Share, 2020 & 2031

6.2. Market Size (Value US$ Mn) & Forecasts and Trend Analyses, 2020 to 2031 for the following By Application:

6.2.1. 3D Modeling

6.2.2. Simulation and Training

6.2.3. Maintenance and Monitoring

6.2.4. Situational Awareness

Chapter 7. Market Segmentation 3: By Component Estimates & Trend Analysis

7.1. By Component & Market Share, 2020 & 2031

7.2. Market Size (Value US$ Mn) & Forecasts and Trend Analyses, 2020 to 2031 for the following By Component:

7.2.1. Sensors

7.2.2. Camera

7.2.3. Processor

7.2.4. Modules

7.2.5. Memory

7.2.6. Display

7.2.7. Others

Chapter 8. Market Segmentation 4: By Device Estimates & Trend Analysis

8.1. By Device & Market Share, 2020 & 2031

8.2. Market Size (Value US$ Mn) & Forecasts and Trend Analyses, 2020 to 2031 for the following By Device:

8.2.1. Hardware

8.2.2. Software

Chapter 9. Immersive Reality for Defense Market Segmentation 5: Regional Estimates & Trend Analysis

9.1. North America

9.1.1. North America Immersive Reality for Defense Market revenue (US$ Million) estimates and forecasts By Type, 2019-2031

9.1.2. North America Immersive Reality for Defense Market revenue (US$ Million) estimates and forecasts By Application, 2019-2031

9.1.3. North America Immersive Reality for Defense Market revenue (US$ Million) estimates and forecasts By Component, 2019-2031

9.1.4. North America Immersive Reality for Defense Market revenue (US$ Million) estimates and forecasts By Device, 2019-2031

9.1.5. North America Immersive Reality for Defense Market revenue (US$ Million) estimates and forecasts by country, 2019-2031

9.2. Europe

9.2.1. Europe Immersive Reality for Defense Market revenue (US$ Million) By Type, 2019-2031

9.2.2. Europe Immersive Reality for Defense Market revenue (US$ Million) By Application, 2019-2031

9.2.3. Europe Immersive Reality for Defense Market revenue (US$ Million) By Component, 2019-2031

9.2.4. Europe Immersive Reality for Defense Market revenue (US$ Million) By Device, 2019-2031

9.2.5. Europe Immersive Reality for Defense Market revenue (US$ Million) by country, 2019-2031

9.3. Asia Pacific

9.3.1. Asia Pacific Immersive Reality for Defense Market revenue (US$ Million) By Type, 2019-2031

9.3.2. Asia Pacific Immersive Reality for Defense Market revenue (US$ Million) By Application, 2019-2031

9.3.3. Asia Pacific Immersive Reality for Defense Market revenue (US$ Million) By Component, 2019-2031

9.3.4. Asia Pacific Immersive Reality for Defense Market revenue (US$ Million) By Device, 2019-2031

9.3.5. Asia Pacific Immersive Reality for Defense Market revenue (US$ Million) by country, 2019-2031

9.4. Latin America

9.4.1. Latin America Immersive Reality for Defense Market revenue (US$ Million) By Type, (US$ Million) 2019-2031

9.4.2. Latin America Immersive Reality for Defense Market revenue (US$ Million) By Application, (US$ Million) 2019-2031

9.4.3. Latin America Immersive Reality for Defense Market revenue (US$ Million) By Component, (US$ Million) 2019-2031

9.4.4. Latin America Immersive Reality for Defense Market revenue (US$ Million) By Device, (US$ Million) 2019-2031

9.4.5. Latin America Immersive Reality for Defense Market revenue (US$ Million) by country, 2019-2031

9.5. Middle East & Africa

9.5.1. Middle East & Africa Immersive Reality for Defense Market revenue (US$ Million) By Type, (US$ Million) 2019-2031

9.5.2. Middle East & Africa Immersive Reality for Defense Market revenue (US$ Million) By Application, (US$ Million) 2019-2031

9.5.3. Middle East & Africa Immersive Reality for Defense Market revenue (US$ Million) By Component, (US$ Million) 2019-2031

9.5.4. Middle East & Africa Immersive Reality for Defense Market revenue (US$ Million) By Device, (US$ Million) 2019-2031

9.5.5. Middle East & Africa Immersive Reality for Defense Market revenue (US$ Million) by country, 2019-2031

Chapter 10. Competitive Landscape

10.1. Major Mergers and Acquisitions/Strategic Alliances

10.2. Company Profiles

10.2.1. Bohemia Interactive Simulations

10.2.2. CAE, Inc.

10.2.3. HTX Labs

10.2.4. Indra Sistemas, S.A.

10.2.5. Lockheed Martin

10.2.6. Red Six Aerospace, Inc.

10.2.7. SimX

10.2.8. Thales Group

10.2.9. VRgineers, Inc.

10.2.10. Varjo

Segmentation Of Immersive Reality For Defense Market-

Immersive Reality For Defense Market By Application-

  • 3D Modeling
  • Simulation and Training
  • Maintenance and Monitoring
  • Situational Awareness

Immersive Reality for Defence Market Seg

Immersive Reality For Defense Market By Type-

  • Augmented Reality (AR)
  • Virtual Reality (VR)
  • Mixed Reality (MR)

Immersive Reality For Defense Market By Component-

  • Sensors
  • Camera
  • Processor
  • Modules
  • Memory
  • Display
  • Others

Immersive Reality For Defense Market By Device-

  • Hardware
    • Headsets
    • Head Mounted Displays (HMD)
    • Handheld Devices
    • Others
  • Software
    • Visualization and Documentation
    • 3D Modeling
    • Navigation
    • Others

Immersive Reality For Defense Market By Region-

North America-

  • The US
  • Canada
  • Mexico

Europe-

  • Germany
  • The UK
  • France
  • Italy
  • Spain
  • Rest of Europe

Asia-Pacific-

  • China
  • Japan
  • India
  • South Korea
  • South East Asia
  • Rest of Asia Pacific

Latin America-

  • Brazil
  • Argentina
  • Rest of Latin America

 Middle East & Africa-

  • GCC Countries
  • South Africa
  • Rest of the Middle East and Africa

InsightAce Analytic follows a standard and comprehensive market research methodology focused on offering the most accurate and precise market insights. The methods followed for all our market research studies include three significant steps – primary research, secondary research, and data modeling and analysis - to derive the current market size and forecast it over the forecast period. In this study, these three steps were used iteratively to generate valid data points (minimum deviation), which were cross-validated through multiple approaches mentioned below in the data modeling section.

Through secondary research methods, information on the market under study, its peer, and the parent market was collected. This information was then entered into data models. The resulted data points and insights were then validated by primary participants.

Based on additional insights from these primary participants, more directional efforts were put into doing secondary research and optimize data models. This process was repeated till all data models used in the study produced similar results (with minimum deviation). This way, this iterative process was able to generate the most accurate market numbers and qualitative insights.

Secondary research

The secondary research sources that are typically mentioned to include, but are not limited to:

  • Company websites, financial reports, annual reports, investor presentations, broker reports, and SEC filings.
  • External and internal proprietary databases, regulatory databases, and relevant patent analysis
  • Statistical databases, National government documents, and market reports
  • Press releases, news articles, and webcasts specific to the companies operating in the market

The paid sources for secondary research like Factiva, OneSource, Hoovers, and Statista

Primary Research:

Primary research involves telephonic interviews, e-mail interactions, as well as face-to-face interviews for each market, category, segment, and subsegment across geographies

The contributors who typically take part in such a course include, but are not limited to: 

  • Industry participants: CEOs, CBO, CMO, VPs, marketing/ type managers, corporate strategy managers, and national sales managers, technical personnel, purchasing managers, resellers, and distributors.
  • Outside experts: Valuation experts, Investment bankers, research analysts specializing in specific markets
  • Key opinion leaders (KOLs) specializing in unique areas corresponding to various industry verticals
  • End-users: Vary mainly depending upon the market

Data Modeling and Analysis:

In the iterative process (mentioned above), data models received inputs from primary as well as secondary sources. But analysts working on these models were the key. They used their extensive knowledge and experience about industry and topic to make changes and fine-tuning these models as per the product/service under study.

The standard data models used while studying this market were the top-down and bottom-up approaches and the company shares analysis model. However, other methods were also used along with these – which were specific to the industry and product/service under study.

To know more about the research methodology used for this study, kindly contact us/click here.

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Frequently Asked Questions

How big is the Immersive Reality for Defence Market?

Immersive Reality for Defence Market expected to grow at a 17.32% CAGR during the forecast period for 2023-2031.

Samsung Group, Sony Corporation, Unity Software Inc., Varjo Technologies Oy, VI-grade GmbH, Zeality Inc.

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