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    Europe Virtual Reality Therapy Market

    ID: MRFR/ICT/56360-HCR
    200 Pages
    Garvit Vyas
    September 2025

    Europe Virtual Reality Therapy Market Research Report By Technology (Full Immersive VR, Semi-Immersive VR, Non-Immersive VR), By Device (Head Mount, Gesture Control, Projectors), By Application (Phobia Treatment, Robotic Surgery, Visualization, Rehabilitation, Treatment Of Post-Traumatic Stress Disorder, Treatment Of Autism, Surgery Simulation) and By Regional (Germany, UK, France, Russia, Ita...

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    Europe Virtual Reality Therapy Market Research Report - Global Forecast till 2035 Infographic
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    Table of Contents

    Europe Virtual Reality Therapy Market Summary

    The Europe Virtual Reality Therapy market is projected to experience substantial growth from 280 USD Million in 2024 to 4575.7 USD Million by 2035.

    Key Market Trends & Highlights

    Europe Virtual Reality Therapy Key Trends and Highlights

    • The market is expected to grow at a remarkable CAGR of 28.91% from 2025 to 2035.
    • By 2035, the market valuation is anticipated to reach 4575.7 USD Million, indicating a significant expansion.
    • In 2024, the market is valued at 280 USD Million, showcasing the initial stage of growth in this sector.
    • Growing adoption of virtual reality technology due to increasing demand for innovative therapeutic solutions is a major market driver.

    Market Size & Forecast

    2024 Market Size 280 (USD Million)
    2035 Market Size 4575.7 (USD Million)
    CAGR (2025-2035) 28.91%
    Largest Regional Market Share in 2024 latin_america)

    Major Players

    AppliedVR, LIV, Sony Interactive Entertainment, MindMaze, Bravemind, Gamification in Health, Somniacs, PsiKick, Oculus, VIRTUAL REALITY MEDICAL CENTER, NVIDIA, VR Health, XRHealth, SAVR

    Europe Virtual Reality Therapy Market Trends

    Significant growth is being driven by a number of main market drivers in the Europe Virtual Reality Therapy Market. The adoption rates of virtual reality (VR) as a therapeutic tool in healthcare contexts are being influenced by a growing acceptance of VR in a variety of European countries. Medical professionals are increasingly acknowledging the potential of VR to assist in the management of pain, rehabilitation, and mental health disorders.

    This trend is further reinforced by the support of national health services in countries such as the United Kingdom and Germany, which are investigating the potential of VR applications in clinical settings. Additionally, the availability of cutting-edge VR technology and immersive experiences for patients is enhancing the engagement of therapy, resulting in favorable treatment outcomes. The European market presents an opportunity to investigate the increasing demand for personalized healthcare solutions.

    The potential to customize therapies based on the unique requirements of each patient is presented by the integration of VR technology with artificial intelligence, as an increasing number of individuals are seeking personalized treatment plans. Furthermore, the therapeutic applications of VR in Europe can be expanded through partnerships between healthcare providers and technology companies, which can result in improved digital health solutions.

    Recent developments suggest a trend toward the utilization of VR in a variety of therapeutic domains, including cognitive behavioral therapy, exposure therapy for anxiety disorders, and stroke rehabilitation.The European Union is promoting the research and development of innovative medical technologies, which is in perfect harmony with the growing use of VR. Additionally, the increasing number of clinical trials that are testing VR applications is indicative of the dedication to investigating its efficacy, indicating a bright future for virtual reality therapy in Europe.

    This perspective landscape within the Europe Virtual Reality Therapy Market is underscored by the combination of continuous technological advancements and acceptance.

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    Europe Virtual Reality Therapy Market Drivers

    Market Segment Insights

    Virtual Reality Therapy Market Technology Insights

    The Technology segment of the Europe Virtual Reality Therapy Market is a rapidly evolving area that is making significant contributions to mental health treatment and rehabilitation processes. This segment is characterized by three main categories: Full Immersive VR, Semi-Immersive VR, and Non-Immersive VR, each serving distinct therapeutic needs and applications. Full Immersive VR is often regarded as the most engaging and transformative form of therapy, providing users with a complete sensory experience that can effectively transport them into virtual worlds tailored to their therapeutic needs.

    This level of immersion enhances therapeutic outcomes by enabling patients to confront fears and anxieties in controlled environments, thus fostering better results in therapies for conditions like PTSD, phobias, and anxiety disorders. On the other hand, Semi-Immersive VR strikes a balance between immersion and accessibility, allowing users to experience a virtual environment without the need for extensive equipment.

    This makes it suitable for broader applications, including educational purposes and less intensive therapy. The flexibility of Semi-Immersive VR has made it popular among therapists looking to incorporate technology into their practice without overwhelming patients. Similarly, Non-Immersive VR provides a low-cost and more accessible option for therapeutic interventions, enabling individuals to engage with virtual realities using simple interfaces. This form can particularly benefit patients with mobility restrictions or those who may find complex VR setups intimidating.

    As the demand for innovative therapeutic solutions continues to grow, the Europe Virtual Reality Therapy Market is witnessing a surge in investments aimed at enhancing these technologies. Additionally, the increasing acceptance of VR therapy by healthcare professionals is paving the way for further research and development in these areas, creating opportunities for collaboration between technology developers and mental health practitioners.

    Some challenges persist, such as ensuring accessibility for all patient demographics and addressing potential technological barriers. However, the potential for each technology category to deliver customized and impactful therapeutic experiences marks them as critical components in the evolution of mental health care. As European healthcare systems increasingly recognize the value of integrating technology into therapy, these categories will likely continue to expand, driven by both patient needs and advancements in virtual reality technology.

    Virtual Reality Therapy Market Device Insights

    The Device segment of the Europe Virtual Reality Therapy Market plays a crucial role in delivering immersive therapeutic experiences. This segment encompasses various technologies, including Head Mount, Gesture Control, and Projectors, each serving a distinct purpose in enhancing user interaction and engagement. Head-mounted devices are pivotal as they provide a fully immersive virtual environment, allowing individuals to connect deeply with their therapy sessions.

    Gesture Control technology facilitates intuitive interaction, empowering users to navigate virtual spaces with natural movements, which is particularly beneficial in rehabilitation scenarios.Projectors, on the other hand, enhance collaborative group therapy experiences by projecting virtual environments onto surfaces, making them accessible for multiple participants.

    As the market advances, these devices are increasingly integrated with advanced analytics and AI, presenting opportunities for improved user feedback and personalized therapy options. Furthermore, the growing recognition of mental health issues in Europe drives demand for innovative therapy solutions, reflecting the importance of the Device segment in adapting to evolving therapeutic needs while ensuring user satisfaction and improved clinical outcomes.

    Virtual Reality Therapy Market Application Insights

    The Europe Virtual Reality Therapy Market focuses significantly on its Application segment, highlighting the diverse functionalities and advantages offered by virtual reality in therapeutic settings. Among the various applications, Phobia Treatment has gained prominence, utilizing immersive environments to facilitate exposure therapy, which proves effective for patients grappling with anxiety disorders. Similarly, the field of Rehabilitation leverages virtual reality to enhance physical recovery through engaging and interactive exercises, ensuring patients remain motivated and committed to their treatment.Visualization techniques play a vital role, predominantly in planning and rehearsing surgical procedures, thereby improving surgical outcomes.

    Notable applications include Robotic Surgery, where virtual reality systems assist surgeons in performing complex operations with precision and control, leading to fewer complications and faster recovery times. Additionally, Therapy addressing Post-Traumatic Stress Disorder shows transformative potential, as controlled virtual environments allow patients to confront and process traumatic memories. Treatment of Autism through specialized virtual scenarios facilitates social skills development in a non-threatening environment.

    At the same time, Surgery Simulation is pivotal for training purposes, allowing aspiring surgeons to hone their skills without risk.Overall, the advancements in the Application segment signify a transformative trend in the healthcare industry, enhancing patient care and fostering innovation within therapeutic practices in Europe.

    Get more detailed insights about Europe Virtual Reality Therapy Market Research Report - Global Forecast till 2035

    Regional Insights

    The Europe Virtual Reality Therapy Market showcases an impressive growth trajectory across its various regions, driven by increasing applications in mental health treatment, rehabilitation, and pain management. Germany emerges as a leading force, bolstered by a strong healthcare infrastructure and extensive adoption of innovative technologies in therapy. The UK follows closely, where there is a significant push towards integrating Virtual Reality Therapy into the National Health Service, reflecting the growing recognition of its benefits.

    France focuses on enhancing patient engagement and treatment efficiency, contributing to the market's expansion.Meanwhile, Russia shows an increasing interest in alternative health approaches, creating potential for the adoption of Virtual Reality in therapy settings.

    Italy's emphasis on mental health initiatives aligns with the use of Virtual Reality, making it a key player. Spain, with its unique healthcare landscape, presents additional opportunities for growth in the adoption of these therapies. The broader Rest of Europe benefits from collaborative efforts and advancements in technology, ensuring a steady rise in the popularity of Virtual Reality Therapy.Each region displays unique characteristics that contribute significantly to the overall Europe Virtual Reality Therapy Market industry, creating diverse opportunities for stakeholders across the continent.

    Europe Virtual Realirty Therapy Market Region

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    Key Players and Competitive Insights

    The Europe Virtual Reality Therapy Market is experiencing a dynamic transformation driven by an increasing understanding of the therapeutic potential of virtual reality applications. As healthcare providers seek innovative solutions to enhance patient outcomes and improve mental well-being, VR therapy has emerged as a prominent tool across various clinical settings. The competitive landscape in this region is characterized by a mix of established companies and emerging players, contributing to rapid advancements in technology and treatment methodologies. The integration of VR into therapeutic practices offers a unique approach to tackling issues such as anxiety, post-traumatic stress disorder, phobias, and pain management.

    As the market matures, understanding the strategies, strengths, and innovations of key players becomes critical to identifying growth opportunities and addressing challenges within this evolving sector.

    AppliedVR has established a strong presence in the Europe Virtual Reality Therapy Market, often noted for its commitment to delivering evidence-based VR solutions tailored for therapeutic purposes. The company emphasizes the effectiveness of gamified treatments, which have shown promise in enhancing patient engagement and adherence to therapeutic protocols. Applied VR distinguishes itself with a robust focus on research and development, collaborating closely with academic institutions and healthcare providers to back its VR solutions with clinical data. This strategic emphasis on validation through clinical studies strengthens the company's credibility and positions it as a trusted player in the industry.

    The thoughtful integration of user feedback into product development further enhances Applied VR’s offerings, solidifying its reputation in the European market as a leader in innovative therapeutic VR applications.LIV is another key participant in the Europe Virtual Reality Therapy Market, known for its groundbreaking solutions designed to improve mental health and cognitive therapy.

    The company offers a range of VR products that focus on immersive experiences tailored to address anxiety, depression, and other psychological issues. LIV's strength lies in its strategic partnerships with healthcare providers and mental health practitioners, which not only enhance the visibility of its product offerings but also help in refining its services to meet the specific needs of European clients. Through ongoing mergers and acquisitions, LIV has expanded its technological capabilities and portfolio, enabling the development of more advanced and effective therapeutic solutions.

    Furthermore, the company’s focus on integrating user engagement metrics into its services ensures that its offerings remain relevant and effective for users, supporting its position as a competitive force in the European virtual reality therapy landscape.

    Key Companies in the Europe Virtual Reality Therapy Market market include

    Industry Developments

    Market Segmentation

    Outlook

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

    Virtual Reality Therapy Market Device Outlook

    • Head Mount
    • Gesture Control
    • Projectors

    Virtual Reality Therapy Market Regional Outlook

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

    Virtual Reality Therapy Market Technology Outlook

    • Full Immersive VR
    • Semi-Immersive VR
    • Non-Immersive VR

    Virtual Reality Therapy Market Application Outlook

    • Phobia Treatment
    • Robotic Surgery
    • Visualization
    • Rehabilitation
    • Treatment Of Autism
    • Surgery Simulation

    Report Scope

    Report Attribute/Metric Source: Details
    MARKET SIZE 2018 220.0(USD Million)
    MARKET SIZE 2024 280.0(USD Million)
    MARKET SIZE 2035 4575.52(USD Million)
    COMPOUND ANNUAL GROWTH RATE (CAGR) 28.914% (2025 - 2035)
    REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR 2024
    MARKET FORECAST PERIOD 2025 - 2035
    HISTORICAL DATA 2019 - 2024
    MARKET FORECAST UNITS USD Million
    KEY COMPANIES PROFILED AppliedVR, LIV, Sony Interactive Entertainment, MindMaze, Bravemind, Gamification in Health, Somniacs, PsiKick, Oculus, VIRTUAL REALITY MEDICAL CENTERS, NVIDIA, VR Health, XRHealth, SAVR
    SEGMENTS COVERED Technology, Device, Application, Regional
    KEY MARKET OPPORTUNITIES Rising mental health awareness, Increased adoption in rehabilitation, Expanding gaming therapy applications, Growth in telehealth services, Advancements in VR technology
    KEY MARKET DYNAMICS Growing mental health awareness, Advancements in VR technology, Increased investment in healthcare, Rising prevalence of chronic diseases, Expanding applications in therapy
    COUNTRIES COVERED Germany, UK, France, Russia, Italy, Spain, Rest of Europe

    Market Highlights

    Author

    Garvit Vyas
    Analyst

    Explore the profile of Garvit Vyas, one of our esteemed authors at Market Research Future, and access their expert research contributions in the field of market research and industry analysis

    Leave a Comment

    FAQs

    What is the projected market size of the Europe Virtual Reality Therapy Market by 2035?

    The Europe Virtual Reality Therapy Market is expected to be valued at approximately 4575.52 million USD by the year 2035.

    What is the expected CAGR for the Europe Virtual Reality Therapy Market from 2025 to 2035?

    The expected CAGR for the Europe Virtual Reality Therapy Market from 2025 to 2035 is 28.914%.

    Which technology segment is expected to have the highest market value by 2035?

    The Semi-Immersive VR segment is anticipated to reach a market value of 1912.05 million USD by the year 2035.

    Which country is projected to dominate the Europe Virtual Reality Therapy Market by 2035?

    Germany is projected to dominate the market with a valuation of around 1150.0 million USD by the year 2035.

    What is the market size for Full Immersive VR technology in 2024?

    The market size for Full Immersive VR technology is expected to be around 84.0 million USD in 2024.

    What market value is expected for Non-Immersive VR technology by 2035?

    The Non-Immersive VR technology segment is expected to reach a market value of 1228.85 million USD by 2035.

    What is the projected market size for the UK in 2035?

    The projected market size for the UK is estimated to be approximately 1050.0 million USD by the year 2035.

    Who are some of the key players in the Europe Virtual Reality Therapy Market?

    Key players in the market include AppliedVR, Sony Interactive Entertainment, MindMaze, and VR Health among others.

    What is the expected market size for France by 2035?

    By 2035, the market size for France is expected to reach around 740.0 million USD.

    What are the expected growth drivers for the Europe Virtual Reality Therapy Market?

    The market is expected to grow due to increasing adoption of VR technologies in therapeutic applications and advancements in immersive experiences.

    1. "TABLE OF CONTENTS\r\n \r\n \r\n \r\n 
    2.   \r\n1. EXECUTIVE SUMMARY   \r\n1.1.
    3. Market Overview     \r\n1.2. Key Findings   
    4.  \r\n1.3. Market Segmentation     \r\n1.4.
    5. Competitive Landscape     \r\n1.5. Challenges and Opportunities 
    6.    \r\n1.6. Future Outlook        \r\n \r\n \r\n 
    7.   \r\n2. MARKET INTRODUCTION   \r\n2.1.
    8. Definition     \r\n2.2. Scope of the study   \r\n2.2.1.
    9. Research Objective         \r\n2.2.2. Assumption 
    10.        \r\n2.2.3. Limitations     
    11.         \r\n3. RESEARCH METHODOLOGY   \r\n3.1.
    12. Overview     \r\n3.2. Data Mining     \r\n3.3.
    13. Secondary Research     \r\n3.4. Primary Research 
    14.  \r\n3.4.1. Primary Interviews and Information Gathering Process 
    15.        \r\n3.4.2. Breakdown of Primary Respondents 
    16.          \r\n3.5. Forecasting Model   
    17.  \r\n3.6. Market Size Estimation   \r\n3.6.1.
    18. Bottom-Up Approach         \r\n3.6.2. Top-Down
    19. Approach           \r\n3.7. Data Triangulation 
    20.    \r\n3.8. Validation        \r\n \r\n \r\n 
    21.   \r\n4. MARKET DYNAMICS   \r\n4.1. Overview 
    22.    \r\n4.2. Drivers     \r\n4.3.
    23. Restraints     \r\n4.4. Opportunities     
    24.   \r\n5. MARKET FACTOR ANALYSIS   \r\n5.1.
    25. Value chain Analysis     \r\n5.2. Porter's Five Forces
    26. Analysis   \r\n5.2.1. Bargaining Power of Suppliers   
    27.      \r\n5.2.2. Bargaining Power of Buyers   
    28.      \r\n5.2.3. Threat of New Entrants     
    29.    \r\n5.2.4. Threat of Substitutes       
    30.  \r\n5.2.5. Intensity of Rivalry         
    31.  \r\n5.3. COVID-19 Impact Analysis   \r\n5.3.1.
    32. Market Impact Analysis         \r\n5.3.2. Regional
    33. Impact         \r\n5.3.3. Opportunity and Threat
    34. Analysis              \r\n \r\n \r\n 
    35.   \r\n6. EUROPE VIRTUAL REALITY THERAPY MARKET, BY TECHNOLOGY
    36. (USD MILLION)   \r\n6.1. Full Immersive VR     \r\n6.2.
    37. Semi-Immersive VR     \r\n6.3. Non-Immersive VR 
    38.       \r\n7. EUROPE VIRTUAL REALITY THERAPY MARKET,
    39. BY DEVICE (USD MILLION)   \r\n7.1. Head Mount   
    40.  \r\n7.2. Gesture Control     \r\n7.3.
    41. Projectors        \r\n8. EUROPE VIRTUAL REALITY
    42. THERAPY MARKET, BY APPLICATION (USD MILLION)   \r\n8.1. Phobia
    43. Treatment     \r\n8.2. Robotic Surgery     \r\n8.3.
    44. Visualization     \r\n8.4. Rehabilitation   
    45.  \r\n8.5. Treatment Of Post-Traumatic Stress Disorder   
    46.  \r\n8.6. Treatment Of Autism     \r\n8.7.
    47. Surgery Simulation        \r\n9. EUROPE VIRTUAL
    48. REALITY THERAPY MARKET, BY REGIONAL (USD MILLION)   \r\n9.1.
    49. Germany     \r\n9.2. UK     \r\n9.3.
    50. France     \r\n9.4. Russia     \r\n9.5.
    51. Italy     \r\n9.6. Spain     \r\n9.7.
    52. Rest of Europe        \r\n \r\n \r\n 
    53.   \r\n10. COMPETITIVE LANDSCAPE   \r\n10.1.
    54. Overview     \r\n10.2. Competitive Analysis   
    55.  \r\n10.3. Market share Analysis     \r\n10.4.
    56. Major Growth Strategy in the Virtual Reality Therapy Market     \r\n10.5.
    57. Competitive Benchmarking     \r\n10.6. Leading Players
    58. in Terms of Number of Developments in the Virtual Reality Therapy Market   
    59.  \r\n10.7. Key developments and growth strategies   \r\n10.7.1.
    60. New Product Launch/Service Deployment         \r\n10.7.2.
    61. Merger & Acquisitions         \r\n10.7.3.
    62. Joint Ventures           \r\n10.8. Major
    63. Players Financial Matrix    \r\n10.8.1. Sales and Operating
    64. Income         \r\n10.8.2. Major Players R&D
    65. Expenditure. 2023              \r\n11.
    66. COMPANY PROFILES   \r\n11.1. AppliedVR   \r\n11.1.1.
    67. Financial Overview         \r\n11.1.2. Products
    68. Offered         \r\n11.1.3. Key Developments 
    69.        \r\n11.1.4. SWOT Analysis     
    70.    \r\n11.1.5. Key Strategies         
    71.  \r\n11.2. LIV   \r\n11.2.1. Financial Overview 
    72.        \r\n11.2.2. Products Offered   
    73.      \r\n11.2.3. Key Developments     
    74.    \r\n11.2.4. SWOT Analysis         \r\n11.2.5.
    75. Key Strategies           \r\n11.3. Sony
    76. Interactive Entertainment   \r\n11.3.1. Financial Overview 
    77.        \r\n11.3.2. Products Offered   
    78.      \r\n11.3.3. Key Developments     
    79.    \r\n11.3.4. SWOT Analysis         \r\n11.3.5.
    80. Key Strategies           \r\n11.4. MindMaze 
    81.  \r\n11.4.1. Financial Overview         \r\n11.4.2.
    82. Products Offered         \r\n11.4.3. Key Developments 
    83.        \r\n11.4.4. SWOT Analysis     
    84.    \r\n11.4.5. Key Strategies         
    85.  \r\n11.5. Bravemind   \r\n11.5.1. Financial
    86. Overview         \r\n11.5.2. Products Offered 
    87.        \r\n11.5.3. Key Developments   
    88.      \r\n11.5.4. SWOT Analysis       
    89.  \r\n11.5.5. Key Strategies           \r\n11.6.
    90. Gamification in Health   \r\n11.6.1. Financial Overview 
    91.        \r\n11.6.2. Products Offered   
    92.      \r\n11.6.3. Key Developments     
    93.    \r\n11.6.4. SWOT Analysis         \r\n11.6.5.
    94. Key Strategies           \r\n11.7. Somniacs 
    95.  \r\n11.7.1. Financial Overview         \r\n11.7.2.
    96. Products Offered         \r\n11.7.3. Key Developments 
    97.        \r\n11.7.4. SWOT Analysis     
    98.    \r\n11.7.5. Key Strategies         
    99.  \r\n11.8. PsiKick   \r\n11.8.1. Financial
    100. Overview         \r\n11.8.2. Products Offered 
    101.        \r\n11.8.3. Key Developments   
    102.      \r\n11.8.4. SWOT Analysis       
    103.  \r\n11.8.5. Key Strategies           \r\n11.9.
    104. Oculus   \r\n11.9.1. Financial Overview     
    105.    \r\n11.9.2. Products Offered       
    106.  \r\n11.9.3. Key Developments         \r\n11.9.4.
    107. SWOT Analysis         \r\n11.9.5. Key Strategies 
    108.          \r\n11.10. VIRTUAL REALITY MEDICAL
    109. CENTERS   \r\n11.10.1. Financial Overview     
    110.    \r\n11.10.2. Products Offered       
    111.  \r\n11.10.3. Key Developments         \r\n11.10.4.
    112. SWOT Analysis         \r\n11.10.5. Key Strategies 
    113.          \r\n11.11. NVIDIA   \r\n11.11.1.
    114. Financial Overview         \r\n11.11.2. Products
    115. Offered         \r\n11.11.3. Key Developments 
    116.        \r\n11.11.4. SWOT Analysis     
    117.    \r\n11.11.5. Key Strategies         
    118.  \r\n11.12. VR Health   \r\n11.12.1. Financial
    119. Overview         \r\n11.12.2. Products Offered 
    120.        \r\n11.12.3. Key Developments   
    121.      \r\n11.12.4. SWOT Analysis       
    122.  \r\n11.12.5. Key Strategies           \r\n11.13.
    123. XRHealth   \r\n11.13.1. Financial Overview     
    124.    \r\n11.13.2. Products Offered       
    125.  \r\n11.13.3. Key Developments         \r\n11.13.4.
    126. SWOT Analysis         \r\n11.13.5. Key Strategies 
    127.          \r\n11.14. SAVR   \r\n11.14.1.
    128. Financial Overview         \r\n11.14.2. Products
    129. Offered         \r\n11.14.3. Key Developments 
    130.        \r\n11.14.4. SWOT Analysis     
    131.    \r\n11.14.5. Key Strategies         
    132.     \r\n12. APPENDIX   \r\n12.1.
    133. References     \r\n12.2. Related Reports   
    134.     \r\nLIST OF TABLES\r\n \r\nTABLE
    135. LIST OF ASSUMPTIONS   \r\nTABLE 2. EUROPE VIRTUAL REALITY
    136. THERAPY MARKET SIZE ESTIMATES & FORECAST, BY TECHNOLOGY, 2019-2035 (USD BILLIONS) 
    137.  \r\nTABLE 3. EUROPE VIRTUAL REALITY THERAPY MARKET SIZE ESTIMATES
    138. & FORECAST, BY DEVICE, 2019-2035 (USD BILLIONS)   \r\nTABLE
    139. EUROPE VIRTUAL REALITY THERAPY MARKET SIZE ESTIMATES & FORECAST, BY APPLICATION,
    140. 2035 (USD BILLIONS)   \r\nTABLE 5. EUROPE VIRTUAL REALITY
    141. THERAPY MARKET SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD BILLIONS) 
    142.  \r\nTABLE 6. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL 
    143.  \r\nTABLE 7. ACQUISITION/PARTNERSHIP   \r\n \r\n \r\n \r\nLIST
    144. OF FIGURES\r\n \r\nFIGURE 1. MARKET SYNOPSIS \r\nFIGURE
    145. EUROPE VIRTUAL REALITY THERAPY MARKET ANALYSIS BY TECHNOLOGY \r\nFIGURE
    146. EUROPE VIRTUAL REALITY THERAPY MARKET ANALYSIS BY DEVICE \r\nFIGURE
    147. EUROPE VIRTUAL REALITY THERAPY MARKET ANALYSIS BY APPLICATION \r\nFIGURE
    148. EUROPE VIRTUAL REALITY THERAPY MARKET ANALYSIS BY REGIONAL \r\nFIGURE
    149. KEY BUYING CRITERIA OF VIRTUAL REALITY THERAPY MARKET \r\nFIGURE
    150. RESEARCH PROCESS OF MRFR \r\nFIGURE 8. DRO ANALYSIS OF VIRTUAL
    151. REALITY THERAPY MARKET \r\nFIGURE 9. DRIVERS IMPACT ANALYSIS: VIRTUAL
    152. REALITY THERAPY MARKET \r\nFIGURE 10. RESTRAINTS IMPACT ANALYSIS:
    153. VIRTUAL REALITY THERAPY MARKET \r\nFIGURE 11. SUPPLY / VALUE CHAIN:
    154. VIRTUAL REALITY THERAPY MARKET \r\nFIGURE 12. VIRTUAL REALITY THERAPY
    155. MARKET, BY TECHNOLOGY, 2025 (% SHARE) \r\nFIGURE 13. VIRTUAL REALITY
    156. THERAPY MARKET, BY TECHNOLOGY, 2019 TO 2035 (USD Billions) \r\nFIGURE
    157. VIRTUAL REALITY THERAPY MARKET, BY DEVICE, 2025 (% SHARE) \r\nFIGURE
    158. VIRTUAL REALITY THERAPY MARKET, BY DEVICE, 2019 TO 2035 (USD Billions) \r\nFIGURE
    159. VIRTUAL REALITY THERAPY MARKET, BY APPLICATION, 2025 (% SHARE) \r\nFIGURE
    160. VIRTUAL REALITY THERAPY MARKET, BY APPLICATION, 2019 TO 2035 (USD Billions) \r\nFIGURE
    161. VIRTUAL REALITY THERAPY MARKET, BY REGIONAL, 2025 (% SHARE) \r\nFIGURE
    162. VIRTUAL REALITY THERAPY MARKET, BY REGIONAL, 2019 TO 2035 (USD Billions) \r\nFIGURE
    163. BENCHMARKING OF MAJOR COMPETITORS \r\n "

    Europe Virtual Reality Therapy Market Segmentation

    • Virtual Reality Therapy Market By Technology (USD Million, 2019-2035)
      • Full Immersive VR
      • Semi-Immersive VR
      • Non-Immersive VR
    • Virtual Reality Therapy Market By Device (USD Million, 2019-2035)
      • Head Mount
      • Gesture Control
      • Projectors
    • Virtual Reality Therapy Market By Application (USD Million, 2019-2035)
      • Phobia Treatment
      • Robotic Surgery
      • Visualization
      • Rehabilitation
      • Treatment Of Post-Traumatic Stress Disorder
      • Treatment Of Autism
      • Surgery Simulation
    • Virtual Reality Therapy Market By Regional (USD Million, 2019-2035)
      • Germany
      • UK
      • France
      • Russia
      • Italy
      • Spain
      • Rest of Europe

    Virtual Reality Therapy Market Regional Outlook (USD Million, 2019-2035)

    • Europe Outlook (USD Million, 2019-2035)
      • Europe Virtual Reality Therapy Market by Technology Type
        • Full Immersive VR
        • Semi-Immersive VR
        • Non-Immersive VR
      • Europe Virtual Reality Therapy Market by Device Type
        • Head Mount
        • Gesture Control
        • Projectors
      • Europe Virtual Reality Therapy Market by Application Type
        • Phobia Treatment
        • Robotic Surgery
        • Visualization
        • Rehabilitation  
        • Treatment Of Post-Traumatic Stress Disorder
        • Treatment Of Autism
        • Surgery Simulation
      • Europe Virtual Reality Therapy Market by Regional Type
        • Germany
        • UK
        • France
        • Russia
        • Italy
        • Spain
        • Rest of Europe
      • GERMANY Outlook (USD Million, 2019-2035)
      • GERMANY Virtual Reality Therapy Market by Technology Type
        • Full Immersive VR
        • Semi-Immersive VR
        • Non-Immersive VR
      • GERMANY Virtual Reality Therapy Market by Device Type
        • Head Mount
        • Gesture Control
        • Projectors
      • GERMANY Virtual Reality Therapy Market by Application Type
        • Phobia Treatment
        • Robotic Surgery
        • Visualization
        • Rehabilitation
        • Treatment Of Post-Traumatic Stress Disorder
        • Treatment Of Autism
        • Surgery Simulation
      • UK Outlook (USD Million, 2019-2035)
      • UK Virtual Reality Therapy Market by Technology Type
        • Full Immersive VR
        • Semi-Immersive VR
        • Non-Immersive VR
      • UK Virtual Reality Therapy Market by Device Type
        • Head Mount
        • Gesture Control
        • Projectors
      • UK Virtual Reality Therapy Market by Application Type
        • Phobia Treatment
        • Robotic Surgery
        • Visualization
        • Rehabilitation
        • Treatment Of Post-Traumatic Stress Disorder
        • Treatment Of Autism
        • Surgery Simulation
      • FRANCE Outlook (USD Million, 2019-2035)
      • FRANCE Virtual Reality Therapy Market by Technology Type
        • Full Immersive VR
        • Semi-Immersive VR
        • Non-Immersive VR
      • FRANCE Virtual Reality Therapy Market by Device Type
        • Head Mount
        • Gesture Control
        • Projectors
      • FRANCE Virtual Reality Therapy Market by Application Type
        • Phobia Treatment
        • Robotic Surgery
        • Visualization
        • Rehabilitation
        • Treatment Of Post-Traumatic Stress Disorder
        • Treatment Of Autism
        • Surgery Simulation
      • RUSSIA Outlook (USD Million, 2019-2035)
      • RUSSIA Virtual Reality Therapy Market by Technology Type
        • Full Immersive VR
        • Semi-Immersive VR
        • Non-Immersive VR
      • RUSSIA Virtual Reality Therapy Market by Device Type
        • Head Mount
        • Gesture Control
        • Projectors
      • RUSSIA Virtual Reality Therapy Market by Application Type
        • Phobia Treatment
        • Robotic Surgery
        • Visualization
        • Rehabilitation
        • Treatment Of Post-Traumatic Stress Disorder
        • Treatment Of Autism
        • Surgery Simulation
      • ITALY Outlook (USD Million, 2019-2035)
      • ITALY Virtual Reality Therapy Market by Technology Type
        • Full Immersive VR
        • Semi-Immersive VR
        • Non-Immersive VR
      • ITALY Virtual Reality Therapy Market by Device Type
        • Head Mount
        • Gesture Control
        • Projectors
      • ITALY Virtual Reality Therapy Market by Application Type
        • Phobia Treatment
        • Robotic Surgery
        • Visualization
        • Rehabilitation
        • Treatment Of Post-Traumatic Stress Disorder
        • Treatment Of Autism
        • Surgery Simulation
      • SPAIN Outlook (USD Million, 2019-2035)
      • SPAIN Virtual Reality Therapy Market by Technology Type
        • Full Immersive VR
        • Semi-Immersive VR
        • Non-Immersive VR
      • SPAIN Virtual Reality Therapy Market by Device Type
        • Head Mount
        • Gesture Control
        • Projectors
      • SPAIN Virtual Reality Therapy Market by Application Type
        • Phobia Treatment
        • Robotic Surgery
        • Visualization
        • Rehabilitation
        • Treatment Of Post-Traumatic Stress Disorder
        • Treatment Of Autism
        • Surgery Simulation
      • REST OF EUROPE Outlook (USD Million, 2019-2035)
      • REST OF EUROPE Virtual Reality Therapy Market by Technology Type
        • Full Immersive VR
        • Semi-Immersive VR
        • Non-Immersive VR
      • REST OF EUROPE Virtual Reality Therapy Market by Device Type
        • Head Mount
        • Gesture Control
        • Projectors
      • REST OF EUROPE Virtual Reality Therapy Market by Application Type
        • Phobia Treatment
        • Robotic Surgery
        • Visualization
        • Rehabilitation
        • Treatment Of Post-Traumatic Stress Disorder
        • Treatment Of Autism
        • Surgery Simulation

     

     

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