市场调查报告书
商品编码
1500564
全球虚拟实境市场:按技术、产品、设备类型、应用划分 - 预测(2024-2030)Virtual Reality Market by Technology (Nonimmersive Technology, Semi-Immersive & Fully Immersive Technology), Offering (Hardware, Software), Device Type, Application - Global Forecast 2024-2030 |
※ 本网页内容可能与最新版本有所差异。详细情况请与我们联繫。
预计2023年全球虚拟实境市场规模将达237.7亿美元,2024年将达284.5亿美元,复合年增长率为20.17%,到2030年将达到860.6亿美元。
虚拟实境(VR)是指一种身临其境型数位环境,可以模拟真实或想像世界中的实体存在。用户可以使用耳机、手套和身体感测器等各种设备与该环境进行交互,以模仿现实生活互动的方式体验和操纵数位世界。图形处理能力、感测器精度和显示技术的改进正在提高 VR 系统的真实感和反应能力,并日益引起消费者和企业的兴趣。 VR 为医疗保健、军事和航空等行业的培训提供了一个无风险的平台,在这些行业中练习真实场景是危险或不切实际的。电玩游戏和娱乐产业正在大力投资虚拟现实,以提供身临其境的用户体验,并正在推动该产业的成长。 VR 技术与旧有系统整合的复杂性对该技术的普及提出了挑战。延迟和低解析度等效能问题,加上对侵犯隐私和资料安全的担忧,引发了人们对该技术可靠性的担忧。更聪明、适应性更强,将VR与人工智慧、区块链技术、机器学习和物联网相结合,透过加强数位安全来提高用户互动、系统效率和用户隐私,从而可以实现高品质的环境。 VR 还可以透过治疗、手术模拟和患者教育的创新应用来改变患者照护,从而改善治疗结果和培训。
主要市场统计 | |
---|---|
基准年[2023] | 237.7亿美元 |
预测年份 [2024] | 284.5亿美元 |
预测年份 [2030] | 860.6亿美元 |
复合年增长率(%) | 20.17% |
区域洞察
以美国和加拿大为中心的美洲地区,由于大型科技公司的存在以及大规模利用VR技术的游戏和航空业的发展,为VR提供了强大的景观。消费者对 VR 技术的兴趣主要集中在游戏和身临其境型娱乐领域,但也迅速扩展到教育、医疗保健和房地产领域。美洲的特点是技术采用率高和基础设施强大,促进了先进的 VR 发展。欧洲强而有力的法规结构支持 VR 使用中的资料隐私,并对消费者信任产生正面影响。在这些地区,VR 在游戏、汽车製造、虚拟原型製作以及用于治疗和培训的医疗保健领域中很普及。地平线 2020 计画等欧洲研究资金正在进一步推动整个欧洲的创新和采用。在政府对技术基础设施的支援和硬体製造商的区域生态系统的支持下,亚太地区代表了 VR 市场不断发展的前景。製造商和政府机构致力于提高该技术在製造、医疗保健和培训等领域的成本效益和适用性。
FPNV定位矩阵
FPNV 定位矩阵对于评估供应商在虚拟实境市场的定位至关重要。此矩阵提供了对供应商的全面评估,并检验了与业务策略和产品满意度相关的关键指标。这种详细的评估使用户能够根据自己的要求做出明智的决定。根据评估,供应商被分为代表其成功程度的四个像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可以对虚拟实境市场中供应商的当前状态进行深入而详细的评估。对供应商贡献的彻底比较和分析可以更深入地了解每个供应商的绩效以及他们在争夺市场占有率时面临的挑战。这些贡献包括整体收益、客户群和其他重要指标。此外,该分析还提供了对该行业竞争性质的宝贵见解,包括在研究基准年期间观察到的累积、分散主导地位和合併特征等因素。有了这些详细信息,供应商可以做出更明智的决策并製定有效的策略,以在市场竞争中保持领先地位。
策略分析与建议
策略分析对于寻求在全球市场站稳脚跟的组织至关重要。对虚拟实境市场当前地位的全面评估使公司能够做出符合其长期愿望的明智决策。此关键评估涉及对组织的资源、能力和整体绩效进行彻底分析,以确定核心优势和需要改进的领域。
[180 Pages Report] The Virtual Reality Market size was estimated at USD 23.77 billion in 2023 and expected to reach USD 28.45 billion in 2024, at a CAGR 20.17% to reach USD 86.06 billion by 2030.
Virtual Reality (VR) refers to immersive digital environments that are capable of simulating physical presence in real or imagined worlds. Users interact with this environment using various devices such as headsets, gloves, and body sensors, which allow them to experience and manipulate the digital world in a way that mimics real-life interaction. Enhancements in graphical processing power, sensor accuracy, and display technology improve the realism and responsiveness of VR systems, which drives consumer and business interest. VR provides a risk-free platform for training in industries such as healthcare, military, and aviation, where practicing real-world scenarios can be either dangerous or impractical. The video gaming and entertainment industry heavily invests in VR to provide immersive user experiences, driving growth in this sector. Complexities in integrating VR technology with legacy systems present challenges for the widespread adoption of the technology. Performance issues such as delays and low resolution coupled with issues related to privacy breaches and data security raise concerns related to the reliability of the technology. Combining VR with artificial intelligence, Blockchain technology, machine learning, and the Internet of Things could lead to smarter, more adaptive environments that enhance user interaction and system efficiency and also improve user privacy by reinforcing digital security. VR can also transform patient care through innovative applications in therapy, surgery simulation, and patient education, enhancing both outcomes and training.
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 23.77 billion |
Estimated Year [2024] | USD 28.45 billion |
Forecast Year [2030] | USD 86.06 billion |
CAGR (%) | 20.17% |
Regional Insights
The Americas region, particularly the U.S. and Canada, provides a robust landscape for VR, owing to the presence of large technological corporations and a developed gaming and aviation industry that utilizes VR technology on a large scale. Consumer interest in VR technologies is primarily geared toward gaming and immersive entertainment but is rapidly expanding into education, healthcare, and real estate. The Americas region is characterized by a high rate of technological adoption and a robust infrastructure, which facilitates advanced VR developments. The EU's strong regulatory framework supports data privacy in VR usage, impacting consumer confidence positively. In these regions, VR is popular in gaming, automotive manufacturing, virtual prototyping, and healthcare for treatment and training purposes. EU funding for research, such as the Horizon 2020 program, further fuels innovation and adoption across the bloc. The APAC region presents an evolving landscape for the VR market, backed by government support for technology infrastructure and a local ecosystem of hardware manufacturers. Manufacturers and government entities are placing an emphasis on improving the cost-effectiveness and applicability of the technology in sectors such as manufacturing, healthcare, and training.
Market Insights
The market dynamics represent an ever-changing landscape of the Virtual Reality Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Virtual Reality Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Virtual Reality Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
Strategic Expansion of Sandbox VR with Apparel Group Into Middle Eastern Markets
Sandbox VR, recognized for its virtual reality experiences, has entered into a significant franchise agreement with Apparel Group. This partnership will see the launch of 25 Sandbox VR locations across the Middle East, leveraging Apparel Group's robust presence in the fashion and lifestyle retail sector that encompasses over 85 brands and 2,200 stores in 14 countries. This collaboration aligns with Sandbox VR's reputation for delivering high-quality, immersive virtual reality experiences on a global scale. [Published On: 2024-05-08]
5thScape: Pioneering Advancement of VR/AR Ecosystems in Entertainment and Education
5thScape is poised to elevate the realms of virtual reality by launching a new game. The venture is set to transform the entertainment and education industries, launching with its initial game, 'MMA Cage Conquest.' The project aims to serve as a portal to new virtual experiences, aiming to enhance user engagement and learning through immersive technologies. [Published On: 2024-05-07]
Pioneering Partnership Brings RaceRoom Racing Simulations to Global VR Arcades
Immersive Tech Inc. announced a collaboration with RaceRoom Entertainment AG to extend RaceRoom's racing simulations through SynthesisVR. This alliance will enhance VR experiences across Synthesis VR's network of 450 global VR arcades, integrating over 400 VR game titles from the industry's expansive marketplace. This integration aims to improve out-of-home VR entertainment, combining SynthesisVR's extensive reach with RaceRoom's immersive racing content. [Published On: 2024-01-30]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Virtual Reality Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Apple Inc., ASUSTeK COMPUTER INC., CyberGlove Systems, Inc., Dell Technologies, Inc., EON Reality, Inc., Firsthand Technology Inc., FOVE, Inc., Google LLC, HTC Global Services, Lenovo Group Limited, LG Electronics Inc., Merge Labs, Inc., Meta Platforms, Inc., Microsoft Corporation, MindMaze Holding SA, Nintendo Co., Ltd., NVIDIA Corporation, Penumbra, Inc., Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Sandbox VR, Inc., Sony Corporation, SpaceVR, Inc., Ultraleap Limited, Unity Technologies, Varjo Technologies Oy, and Vuzix Corporation.
Market Segmentation & Coverage