封面
市场调查报告书
商品编码
1571430

身临其境型虚拟实境市场规模、份额、趋势分析报告:按组件、按技术、按设备、按最终用途、按地区、按细分市场、预测,2024-2030 年

Immersive Virtual Reality Market Size, Share & Trends Analysis Report By Component (Hardware, Software), By Technology, By Device (Head Mounted Display, Gesture Tracking Device), By End-use, By Region, And Segment Forecasts, 2024 - 2030

出版日期: | 出版商: Grand View Research | 英文 100 Pages | 商品交期: 2-10个工作天内

价格
简介目录

身临其境型虚拟实境市场成长与趋势:

Grand View Research, Inc.最新报告显示,到2030年,全球身临其境型虚拟实境市场规模预计将达到772亿美元,2024年至2030年复合年增长率为26.6%。

随着越来越多的消费设备进入市场,该行业预计将在未来五年内经历显着成长。 2013 年,随着 Oculus Rift 开发套件的推出,身临其境型VR头戴装置成为人们关注的焦点。该设备被广泛认为启动了消费者 VR 领域并在消费者中引起了兴奋和兴奋。过去两年,业界见证了多款消费性VR头戴装置的出现,包括 VRTX One、Durovis Dive、Homido 和低成本的 Google Cardboard,这些都有助于普及这项技术。

目前,只有部分身临其境型VR头戴装置已经商业化,预计2015年至2016年将发布多个消费版本,包括Oculus Rift、HTC Vive、Sony PlayStation VR和FOVE I am。 GTD 和其他运动追踪周边设备作为 HMD 配件也获得了广泛的认可。虚拟实境 PDW 在技术和解析度方面不断发展。为消费者开发和提供 CAVE 系统和 VR 房间预计将增加对 PDW 的需求。

科技的发展带来了大量具有各种功能的 VR 解决方案,让使用者体验到最身临其境的体验。让 VR 体验更加真实是市场渗透和采用的关键驱动力。大多数可用的解决方案仅限于头部跟踪,这为开发提高用户沉浸感和真实感的新技术留下了巨大的机会。

VR设备由于其人体工学和重量的原因可能会给某些用户带来不便。笨重的设备会让使用者在长时间使用时感到疲劳和不舒服。模拟晕眩是设计 VR 体验时需要克服的最大障碍之一。主要相关人员正在积极关注这个问题,并以灵敏度和使用者舒适度作为首要任务,以非常精确的方式解决这个问题。

身临其境型虚拟实境市场报告亮点

  • 硬体产业占据市场主导地位,2023 年市场占有率为 48.4%。这是由于虚拟实境 (VR) 设备的技术进步,以及 VR 硬体效能、图形和显示方面的改进。
  • 半沉浸式和全身临其境型细分市场占据主导地位,到 2023 年将占据 83.2% 的份额。这是由于该领域的可及性增加和技术进步。
  • 2023年,头戴式显示器领域以62.1%的市占率占据市场主导地位。这是由于 PC 游戏、主机和智慧型手机等应用程式对头戴式显示器的高需求,这正在启动 HMD 市场。
  • 2023 年,游戏产业以 32.1% 的份额主导市场。这是由于公司增加了对新 VR 产品的投资。市场不断发展,游戏社群也不断寻求更真实、更有吸引力的体验。
  • 2023年,北美占据身临其境型虚拟实境市场42.4%的份额。这是由于该地区软体和硬体行业存在主要市场参与者。

目录

第一章调查方法与范围

第 2 章执行摘要

第 3 章身临其境型虚拟实境市场变数、趋势、范围

  • 市场介绍/系统展望
  • 市场规模及成长前景
  • 市场动态
    • 市场驱动因素分析
    • 市场限制因素分析
  • 身临其境型虚拟实境市场变数市场分析工具
    • 波特的分析
    • PESTEL分析

第 4 章身临其境型虚拟实境市场:成分估计与趋势分析

  • 细分仪表板
  • 身临其境型虚拟实境市场:2023 年与 2030 年组件变化分析
  • 硬体
  • 软体
  • 服务

第五章身临其境型虚拟实境市场:技术评估与趋势分析

  • 细分仪表板
  • 身临其境型虚拟实境市场:2023 年与 2030 年技术变革分析
  • 非身临其境型
  • 半身临其境型与全身临其境型

第六章身临其境型虚拟实境市场:设备估算与趋势分析

  • 细分仪表板
  • 身临其境型虚拟实境市场:2023 年与 2030 年设备变化分析
  • 头戴式显示器
  • 手势追踪装置
  • 投影机和显示墙

第七章身临其境型虚拟实境市场:最终用途估计与趋势分析

  • 细分仪表板
  • 身临其境型虚拟实境市场:2023 年和 2030 年最终用途变化分析
  • 航太/国防
  • 製造业
  • 教育
  • 媒体与娱乐
  • 游戏
  • 卫生保健
  • 零售/电子商务
  • 其他的

第八章身临其境型虚拟实境市场:区域估计与趋势分析

  • 2023 年及 2030 年身临其境型虚拟实境市场占有率(按地区)
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 英国
    • 德国
    • 法国
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 韩国
    • 澳洲
  • 拉丁美洲
    • 巴西
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 南非

第9章 竞争格局

  • 主要市场参与企业的最新趋势和影响分析
  • 公司分类
  • 企业热力图分析
  • 公司简介
    • Microsoft Corporation.
    • HTC Corporation
    • Google LLC
    • Magic Leap
    • Meta
    • Samsung Electronics Co., Ltd.
    • Sony Corporation
    • Unity Technologies
    • Autodesk, Inc.
    • EON Reality, Inc.
简介目录
Product Code: 978-1-68038-675-2

Immersive Virtual Reality Market Growth & Trends:

The global immersive virtual reality market size is anticipated to reach USD 77.2 billion by 2030, registering to grow at a CAGR of 26.6% from 2024 to 2030, according to a new report by Grand View Research, Inc. The industry is expected to witness profound growth over the next five years, as more consumer devices hit the market. Immersive VR headsets came into prominence during 2013 with the arrival of the Oculus Rift Developer Kit. The device is widely credited with giving the consumer VR space a kick start and creating anticipation & hype among consumers. Over the past two years, the industry has witnessed the arrival of several consumer version VR headsets such as the VRTX One, Durovis Dive, Homido, and the low-cost Google Cardboard, thereby popularizing the technology.

Presently, immersive VR headsets are only partly commercialized and several consumer versions are anticipated to be launched in 2015-2016, including the Oculus Rift, HTC Vive, Sony PlayStation VR, and FOVE. GTDs and other motion tracking peripherals have also gained significant acceptance as an accessory to the HMD. Virtual reality PDWs have evolved in technology and resolution. The development and provision of CAVE systems and VR rooms for consumers are expected to boost demand for PDWs.

Technological development triggers a plethora of VR solutions with varied capabilities that allow users to experience the utmost immersion. Making the VR experience more real serves as a key driver towards market penetration and adoption. Most of the available solutions are limited to head tracking leaving tremendous opportunities for the development of new technologies that increase the user's sense of immersion and presence.

VR devices may pose an inconvenience to certain users owing to their ergonomics and weight. Bulky devices offer render users with a sense of fatigue and discomfort after prolonged use. Simulation sickness is one of the greatest hurdles to be overcome while designing VR experiences. Key stakeholders have been focusing on the issue aggressively and tackling it with extreme precision, keeping sensitivity, and user comfort at priority.

Immersive Virtual Reality Market Report Highlights:

  • The hardware segment dominated the market and accounted for a market share of 48.4% in 2023 due to the technological improvements in VR hardware with improved performance, graphics, and display of Virtual Reality (VR) devices.
  • The semi and fully immersive segment dominated the market and accounted for a share of 83.2% in 2023. This is due to the increased accessibility and technological advancements in the segment.
  • The head-mounted display segment dominated the market with a share of 62.1% in 2023. This is due to the high demand for head-mounted displays in applications such as PC games, consoles, and smartphones, which fuels the HMD market.
  • The gaming segment dominated the market with a share of 32.1% in 2023, attributed to the increase in investment by companies in new VR products. The market continually evolves, and the gaming community constantly seeks more realistic and engaging experiences.
  • North America dominated the immersive virtual reality market with a share of 42.4% in the year 2023. It is attributable to the presence of key market players in the software and hardware industry in the region.

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
  • 1.3. Research Methodology
    • 1.3.1. Information Procurement
    • 1.3.2. Information or Data Analysis
    • 1.3.3. Market Formulation & Data Visualization
    • 1.3.4. Data Validation & Publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Immersive Virtual Reality Market Variables, Trends, & Scope

  • 3.1. Market Introduction/Lineage Outlook
  • 3.2. Market Size and Growth Prospects (USD Million)
  • 3.3. Market Dynamics
    • 3.3.1. Market Drivers Analysis
    • 3.3.2. Market Restraints Analysis
  • 3.4. Immersive Virtual Reality Market Variables Market Analysis Tools
    • 3.4.1. Porter's Analysis
      • 3.4.1.1 Bargaining power of the suppliers
      • 3.4.1.2. Bargaining power of the buyers
      • 3.4.1.3. Threats of substitution
      • 3.4.1.4. Threats from new entrants
      • 3.4.1.5. Competitive rivalry
    • 3.4.2. PESTEL Analysis
      • 3.4.2.1. Political landscape
      • 3.4.2.2. Economic and Social landscape
      • 3.4.2.3. Technological landscape
      • 3.4.2.4. Environmental landscape
      • 3.4.2.5. Legal landscape

Chapter 4. Immersive Virtual Reality Market Variables : Component Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Immersive Virtual Reality Market Variables Market: Component Movement Analysis, 2023 & 2030 (USD Million)
  • 4.3. Hardware
    • 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.4. Software
    • 4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.5. Services
    • 4.5.1. Services Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Immersive Virtual Reality Market : Technology Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Immersive Virtual Reality Market : Technology Movement Analysis, 2023 & 2030 (USD Million)
  • 5.3. Non-Immersive
    • 5.3.1. Non-Immersive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Semi & Fully Immersive
    • 5.4.1. Semi & Fully Immersive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Immersive Virtual Reality Market : Device Estimates & Trend Analysis

  • 6.1. Segment Dashboard
  • 6.2. Immersive Virtual Reality Market : Device Movement Analysis, 2023 & 2030 (USD Million)
  • 6.3. Head Mounted Display
    • 6.3.1. Head Mounted Display Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Gesture Tracking Device
    • 6.4.1. Gesture Tracking Device Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Projectors & Display Wall
    • 6.5.1. Projectors & Display Wall Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Immersive Virtual Reality Market : End Use Estimates & Trend Analysis

  • 7.1. Segment Dashboard
  • 7.2. Immersive Virtual Reality Market : End Use Movement Analysis, 2023 & 2030 (USD Million)
  • 7.3. Aerospace & Defence
    • 7.3.1. Aerospace & Defence Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.4. Manufacturing
    • 7.4.1. Manfacturing Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.5. Automotive
    • 7.5.1. Automotive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.6. Education
    • 7.6.1. Education Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.7. Media & Entertainment
    • 7.7.1. Media & Entertainment Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.8. Gaming
    • 7.8.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.9. Healthcare
    • 7.9.1. Healthcare Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.10. Retail & E-commerce
    • 7.10.1. Retail & E-commerce Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.11. Others
    • 7.11.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 8. Immersive Virtual Reality Market : Regional Estimates & Trend Analysis

  • 8.1. Immersive Virtual Reality Market Share, By Region, 2023 & 2030 (USD Million)
  • 8.2. North America
    • 8.2.1. North America Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.2.2. U.S.
      • 8.2.2.1. U.S. Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.2.3. Canada
      • 8.2.3.1. Canada Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.2.4. Mexico
      • 8.2.4.1. Mexico Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.3. Europe
    • 8.3.1. Europe Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.3.2. UK
      • 8.3.2.1. UK Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.3.3. Germany
      • 8.3.3.1. Germany Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.3.4. France
      • 8.3.4.1. France Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.4. Asia Pacific
    • 8.4.1. Asia Pacific Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.2. China
      • 8.4.2.1. China Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.3. Japan
      • 8.4.3.1. Japan Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.4. India
      • 8.4.4.1. India Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.5. South Korea
      • 8.4.5.1. South Korea Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.6. Australia
      • 8.4.6.1. Australia Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.5. Latin America
    • 8.5.1. Latin America Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.5.2. Brazil
      • 8.5.2.1. Brazil Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.6. Middle East and Africa
    • 8.6.1. Middle East and Africa Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.6.2. Saudi Arabia
      • 8.6.2.1. Saudi Arabia Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.6.3. UAE
      • 8.6.3.1. UAE Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.6.4. South Africa
      • 8.6.4.1. South Africa Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 9. Competitive Landscape

  • 9.1. Recent Developments & Impact Analysis by Key Market Participants
  • 9.2. Company Categorization
  • 9.3. Company Heat Map Analysis
  • 9.4. Company Profiles
    • 9.4.1. Microsoft Corporation.
      • 9.4.1.1. Participant's Overview
      • 9.4.1.2. Financial Performance
      • 9.4.1.3. Product Benchmarking
      • 9.4.1.4. Recent Developments/ Strategic Initiatives
    • 9.4.2. HTC Corporation
      • 9.4.2.1. Participant's Overview
      • 9.4.2.2. Financial Performance
      • 9.4.2.3. Product Benchmarking
      • 9.4.2.4. Recent Developments/ Strategic Initiatives
    • 9.4.3. Google LLC
      • 9.4.3.1. Participant's Overview
      • 9.4.3.2. Financial Performance
      • 9.4.3.3. Product Benchmarking
      • 9.4.3.4. Recent Developments/ Strategic Initiatives
    • 9.4.4. Magic Leap
      • 9.4.4.1. Participant's Overview
      • 9.4.4.2. Financial Performance
      • 9.4.4.3. Product Benchmarking
      • 9.4.4.4. Recent Developments/ Strategic Initiatives
    • 9.4.5. Meta
      • 9.4.5.1. Participant's Overview
      • 9.4.5.2. Financial Performance
      • 9.4.5.3. Product Benchmarking
      • 9.4.5.4. Recent Developments/ Strategic Initiatives
    • 9.4.6. Samsung Electronics Co., Ltd.
      • 9.4.6.1. Participant's Overview
      • 9.4.6.2. Financial Performance
      • 9.4.6.3. Product Benchmarking
      • 9.4.6.4. Recent Developments/ Strategic Initiatives
    • 9.4.7. Sony Corporation
      • 9.4.7.1. Participant's Overview
      • 9.4.7.2. Financial Performance
      • 9.4.7.3. Product Benchmarking
      • 9.4.7.4. Recent Developments/ Strategic Initiatives
    • 9.4.8. Unity Technologies
      • 9.4.8.1. Participant's Overview
      • 9.4.8.2. Financial Performance
      • 9.4.8.3. Product Benchmarking
      • 9.4.8.4. Recent Developments/ Strategic Initiatives
    • 9.4.9. Autodesk, Inc.
      • 9.4.9.1. Participant's Overview
      • 9.4.9.2. Financial Performance
      • 9.4.9.3. Product Benchmarking
      • 9.4.9.4. Recent Developments/ Strategic Initiatives
    • 9.4.10. EON Reality, Inc.
      • 9.4.10.1. Participant's Overview
      • 9.4.10.2. Financial Performance
      • 9.4.10.3. Product Benchmarking
      • 9.4.10.4. Recent Developments/ Strategic Initiatives