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市场调查报告书
商品编码
1451394
2024-2032 年虚拟实境市场报告(按设备类型、技术、组件、应用程式和地区划分)Virtual Reality Market Report by Device Type, Technology, Component, Application, and Region 2024-2032 |
2023年全球虚拟实境市场规模达130亿美元。展望未来, IMARC Group预计到2032年市场规模将达到823亿美元,2024-2032年复合年增长率(CAGR)为22%。游戏和娱乐产业不断增长的需求、医疗和保健培训中使外科医生能够练习复杂手术的应用不断增加,以及虚拟实境技术创新是推动市场的一些主要因素。
虚拟实境是指电脑产生的可供个人体验的模拟或人工环境。它由特殊的头戴式护目镜和配备感测器的显示器组成,允许使用者在虚拟空间中探索和导航、操纵虚拟物件以及在三维 (3D) 环境中与虚拟角色或元素互动。它提供了结合了硬体、软体和感官输入的高度沉浸式和互动式虚拟体验。因此,虚拟实境广泛应用于全球的游戏、娱乐、教育、医疗保健、航空航太和国防产业。
目前,教育产业越来越多地采用虚拟实境来鼓励学生之间的互动学习,从而推动了市场的成长。除此之外,由于世界各地虚拟实境设备成本的下降,对虚拟实境的需求不断增长,这提供了积极的市场前景。与此一致的是,虚拟实境在建筑、工程和施工(AEC)应用中的使用越来越多,以增强产品设计、原型设计和视觉化,提高效率并降低成本,正在推动市场的成长。除此之外,企业办公室越来越多地采用虚拟实境进行远端和虚拟会议,这也促进了市场的成长。此外,旅行和旅游业对虚拟实境的需求不断增长,以实现酒店、度假村或旅游景点的虚拟游览,这正在支持市场的成长。
游戏和娱乐产业的需求不断增长
游戏和娱乐产业对虚拟实境的需求不断增加,因为它提供了超越传统平台的高度沉浸式和互动体验。它允许玩家完全沉浸在虚拟世界中,他们可以在虚拟世界中进行物理移动、与物体互动以及与虚拟角色互动,这有助于增强游戏体验。除此之外,在娱乐领域,虚拟实境让使用者可以探索虚拟世界,参与虚拟活动,并进行互动和个人化的娱乐体验。此外,它还提供虚拟主题公园景点、沉浸式故事讲述以及基于虚拟现实的电影和音乐会,为个人提供独特的互动娱乐体验。
增加医疗保健培训中的应用
医疗保健产业越来越多地采用虚拟实境来进行各种培训。它有利于外科医生提高技能、精确技术并提高病人安全。它广泛用于手术模拟,使外科医生能够在现实且无风险的环境中练习复杂的手术。虚拟实境也用于疼痛管理和治疗目的,因为沉浸式体验有助于分散患者在医疗过程中对疼痛或不适的注意力,并减少对镇静或药物的需求。此外,它还用于心理健康治疗项目,为恐惧症、焦虑症和创伤后压力症候群(PTSD)提供暴露疗法。
虚拟实境技术创新
虚拟实境硬体和软体的引入显着改善了使用者的沉浸式体验。高解析度显示器、更快的处理器和更先进的图形功能提供了更真实、更具视觉吸引力的虚拟环境。此外,独立虚拟实境耳机的开发不需要单独的电脑或控制台,提供了更高的便利性,并且更容易被使用者使用。除此之外,其他技术与虚拟实境的集成,例如触觉回馈设备和运动追踪系统,以提高沉浸感和互动性水平,对市场产生积极影响,而触觉回馈设备提供触觉感觉,允许使用者感觉和触摸虚拟物件和运动追踪系统准确捕捉使用者的运动,并在虚拟环境中实现自然直觉的互动。
The global virtual reality market size reached US$ 13.0 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 82.3 Billion by 2032, exhibiting a growth rate (CAGR) of 22% during 2024-2032. The growing demand in the gaming and entertainment industry, rising applications in medical and healthcare training that allow surgeons to practice complex procedures, and technological innovations in virtual reality are some of the major factors propelling the market.
Virtual reality refers to a computer-generated simulation or artificial environment that can be experienced by individuals. It comprises special head-mounted goggles with display screens equipped with sensors that allow users to explore and navigate through virtual spaces, manipulate virtual objects, and engage with virtual characters or elements in a three-dimensional (3D) environment. It provides a highly immersive and interactive virtual experience that combines hardware, software, and sensory inputs. As a result, virtual reality is widely employed in the gaming, entertainment, education, healthcare, and aerospace and defense industries across the globe.
At present, the increasing adoption of virtual reality in the education industry to encourage interactive learning among students is propelling the market growth. Besides this, the growing demand for virtual reality due to the decreasing costs of virtual reality devices around the world is offering a positive market outlook. In line with this, the increasing employment of virtual reality in the architecture, engineering, and construction (AEC) application for enhanced product design, prototyping, and visualization, improving efficiency and reducing costs, is bolstering the growth of the market. Apart from this, the rising adoption of virtual reality in corporate offices for remote and virtual meetings is contributing to the growth of the market. Furthermore, the increasing demand for virtual reality in the travel and tourism industry to allow virtual tours of hotels, resorts, or tourist attractions is supporting the growth of the market.
Rising demand in the gaming and entertainment industry
There is a rise in the demand for virtual reality in the gaming and entertainment industry as it provides a highly immersive and interactive experience that goes beyond traditional platforms. It allows players to be fully immersed in a virtual world, where they can physically move, interact with objects, and engage with virtual characters, which assists in enhancing the gaming experience. Apart from this, in the entertainment sector, virtual reality allows users to explore virtual worlds, attend virtual events, and have interactive and personalized entertainment encounters. Moreover, it provides virtual theme park attractions, immersive storytelling, and virtual reality-based movies and concerts that offer unique and interactive entertainment experiences to individuals.
Increasing applications in medical and healthcare training
There is a rise in the adoption of virtual reality in the healthcare industry for various training purposes. It benefits surgeons in improving their skills, precision techniques, and enhancing patient safety. It is widely used in surgical simulations that allow surgeons to practice complex procedures in a realistic and risk-free environment. Virtual reality is also utilized for pain management and therapeutic purposes as immersive experiences assist in distracting patients from pain or discomfort during medical procedures and reduce the need for sedation or medication. Moreover, it is used in mental health treatment programs to provide exposure therapy for phobias, anxiety disorders, and post-traumatic stress disorder (PTSD).
Technological innovations in virtual reality
The introduction of virtual reality hardware and software is significantly improving the immersive experience for users. High-resolution displays, faster processors, and more advanced graphics capabilities provide more realistic and visually appealing virtual environments. In addition, the development of standalone virtual reality headsets, which do not require a separate computer or console offer enhanced convenience and are more accessible to users. Besides this, the integration of other technologies with virtual reality, such as haptic feedback devices and motion tracking systems, to enhance the level of immersion and interactivity is positively influencing the market, whereas haptic feedback devices provide tactile sensations that allow users to feel and touch virtual objects and motion tracking systems accurately capture the movements of users and enable natural and intuitive interactions within the virtual environment.
IMARC Group provides an analysis of the key trends in each segment of the global virtual reality market report, along with forecasts at the global, regional and country levels from 2024-2032. Our report has categorized the market based on device type, technology, component and application.
Head-Mounted Display
Gesture-Tracking Device
Projectors and Display Wall
Head-mounted display represents the largest market segment
The report has provided a detailed breakup and analysis of the market based on the device type. This includes head-mounted display, gesture-tracking device, and projectors and display wall. According to the report, head-mounted display represented the largest segment.
A head-mounted display is a device worn on the head that immerses the user in a virtual reality environment. It comprises a headset with built-in displays, lenses, and sensors to track head movements. In addition, the rising adoption of head-mounted displays, as they provide the visual and auditory stimuli necessary for an immersive experience, is contributing to the growth of the market. Apart from this, the increasing demand for head-mounted displays, as they assist in creating a stereoscopic three-dimensional (3D) effect that enhances customer experience, is bolstering the growth of the market.
Semi and Fully Immersive
Non-Immersive
Semi and fully immersive account for the majority of the market share
The report has provided a detailed breakup and analysis of the market based on the technology. This includes semi and fully immersive and non-immersive. According to the report, semi and fully immersive represented the largest segment.
Semi-immersive provides a partial experience to individuals in a digital environment. It involves the use of a computer screen or projection system to display virtual content. Users may interact with the virtual environment using input devices, such as controllers or keyboards. On the other hand, fully immersive offers a full experience to users in a virtual world. It utilizes head-mounted displays that provide a wide field of view, high-resolution visuals, and stereoscopic 3D effects. Additionally, spatial audio systems further enhance the immersive experience by providing sound from different directions.
Hardware
Software
Hardware dominates the market share
The report has provided a detailed breakup and analysis of the market based on the component. This includes hardware and software. According to the report, hardware represented the largest segment.
Hardware refers to the physical devices and equipment required to enable virtual reality experiences. Hardware comprises various components, such as input devices, processing units, head-mounted displays, audio systems, and tracking systems, that work together to create an immersive and interactive environment. In addition, these components allow users to manipulate virtual objects, navigate through virtual spaces, and provide tactile sensations for a more immersive experience. In line with this, they enhance the overall experience by delivering audio from different directions and ensuring a realistic experience.
Aerospace and Defense
Consumer
Commercial
Enterprise
Healthcare
Others
Commercial holds the biggest market share
The report has provided a detailed breakup and analysis of the market based on the application. This includes aerospace and defense, consumer, commercial, enterprise, healthcare, and others. According to the report, commercial represented the largest segment.
Commercial applications refer to the use of technology for business purposes, such as training and stimulation, architecture and real estate, e-commerce, marketing and advertising, and conference meetings. In addition, the rising adoption of virtual reality to improve customer engagement, enhance training, and cost saving is contributing to the growth of the market. Apart from this, the rising utilization of training programs that allow trainees to practice real-life scenarios in a safe and controlled environment, enhancing learning outcomes and reducing training costs, is strengthening the growth of the market.
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
North America exhibits a clear dominance, accounting for the largest virtual reality market share
The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America accounted for the largest market share.
North America held the biggest market share due to the strong presence of software developers and virtual reality hardware manufacturers. In line with this, the rising adoption of virtual reality devices among the young population is contributing to the growth of the market in North America. Apart from this, the increasing demand for virtual reality in the gaming industry is bolstering the growth of the market. Furthermore, the rising number of professional players is propelling the growth of the market in the region.
Key players in the industry are increasingly focusing on improving hardware components of virtual reality, such as head-mounted displays, controllers, and tracking systems. In addition, they are investing in research and development (R&D) activities to enhance the visual quality, field of view, comfort, and ease of use of virtual reality devices. Apart from this, major manufacturers are advancing display technology, resolution, refresh rates, and reducing the weight and form factor of head-mounted displays, which is positively influencing the market. In line with this, companies are collaborating with content creators, software developers, entertainment companies, educational institutions, and studios to produce high-quality and engaging virtual reality experiences.
CyberGlove Systems Inc.
Eon Reality Inc.
Google LLC (Alphabet Inc.)
HTC Corporation
Microsoft Corporation
Oculus VR LLC (Facebook Inc.)
Samsung Electronics Co. Ltd.
Sixense Enterprises Inc.
Sony Corporation
StarVR Corp (Acer Inc.)
Ultraleap Ltd.
Unity Software Inc.
In February 2022, HTC VIVE and Holoride partnered to deploy extended reality (XR) technology in VIVE Flow, a compact and lightweight immersive glasses device, to offer users an imaginative world filled with content around every turn, including both VR and traditional 2D content, from the backseat of a car.
In 2021, Oculus partnered with Zoom, a video conferencing company to enable virtual reality meetings in the near future and provide a virtual workroom environment and whiteboards for more comfortable and interactive meeting sessions.
In 2022, Microsoft and Meta have partnered to deliver immersive experiences in VR. This collaboration will bring Teams and Microsoft's other productive tools to VR headset.