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市场调查报告书
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1824214

全球虚拟实境市场预测(2025-2030)

Virtual Reality Market - Forecasts from 2025 to 2030

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 146 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

虚拟实境市场规模:

全球虚拟实境市场预计将从 2025 年的 201.42 亿美元成长到 2030 年的 523.04 亿美元,复合年增长率为 21.03%。

虚拟实境 (VR) 市场正经历强劲成长,这得益于其在国防领域的应用不断扩大、头戴式显示器 (HMD) 在娱乐和游戏中的广泛应用,以及显示器和硬体组件成本的下降。大型科技公司日益增长的兴趣以及 HMD 的日益普及,正在推动 VR 在各行各业的普及率。除了游戏和娱乐等传统领域外,其他产业也在探索 VR 应用,进一步推动了市场需求。然而,显示延迟、高能耗以及长时间使用 VR 带来的健康问题等挑战,持续阻碍市场扩张。

市场驱动因素

虚拟实境在国防领域

随着虚拟实境 (VR) 市场日益融入全球国防领域,预计将实现显着成长。 VR 正在透过为战术和装备维护训练提供沉浸式、可扩展的解决方案,彻底改变军事训练。世界各国政府和军队都在大力投资 VR,以增强其训练计画。例如,驻扎在北卡罗来纳州布拉格堡的美国为准备新任务的军官开发了一套逼真的 VR 训练计划。挪威正在试验将 VR 应用于士兵的坦克车操作训练。 Tecknorove Systems Pvt Ltd. 等公司正在进一步推动这一趋势,提供专为军事训练量身定制的 VR 应用程序,以提高人员的战备状态和作战效率。这些发展证实了国防领域是 VR 市场成长的关键驱动力。

虚拟实境在教育上的应用

教育产业也是VR市场扩张的主要动力,这得益于对身临其境型学习体验的需求。 360VR等科技利用高品质设备捕捉真实环境,使学生能够在课堂上体验令人难忘的互动内容。 VR的便利性使教师能够监控和控制体验,进而提升教学成果。虽然2022年后的具体发展空间有限,但VR在体验式学习中的应用日益广泛,正在推动市场发展。对身临其境型环境的关注支持创新教学方法和学生参与度,使教育成为关键的成长领域。

游戏中的虚拟现实

游戏产业仍然是VR市场成长的关键,这得益于人们对3D体验、即时互动和创新内容日益增长的需求。 VR透过为玩家提供引人入胜的身临其境型环境来增强游戏体验。SONY的PS VR与PS5主机结合,提供了先进的VR游戏体验。随着消费者对高品质互动内容的需求持续成长,这些进步凸显了游戏产业在加速VR普及方面所扮演的角色。

市场展望

VR市场预计将快速扩张,国防、教育和游戏将成为主要成长引擎。北美等拥有强大技术生态系统的地区预计将凭藉巨额投资和广泛应用引领VR市场。 VR硬体价格实惠,加上领先企业的创新,正使VR解决方案更加普及,并推动其在传统和新兴领域的市场渗透。然而,解决延迟和健康问题等技术挑战对于维持长期成长至关重要。

主要进展

虽然2022年后的具体发展有限,但布拉格堡和挪威等国防训练计画的持续进步凸显了VR在军事应用中日益重要的角色。在游戏领域,SONY的PS VR持续突破极限,为PS5用户带来沉浸式体验。像Tecknorove Systems这样的公司正在增强VR在国防训练中的扩充性,提供满足不断变化的需求的解决方案。这些趋势反映出市场重视创新和多功能性。

本报告的主要优点

  • 深刻分析:获得涵盖主要和新兴地区的深入市场洞察,重点关注客户群、政府政策和社会经济因素、消费者偏好、行业垂直领域和其他细分领域。
  • 竞争格局:了解主要企业正在采取的策略倡议,并了解正确策略的市场渗透潜力。
  • 市场趋势和驱动因素:探索动态因素和关键市场趋势以及它们将如何影响未来的市场发展。
  • 可行的建议:利用洞察力来制定策略决策,在动态环境中开闢新的业务流和收益。
  • 受众广泛:对于新兴企业、研究机构、顾问、中小企业和大型企业来说都是有益且具成本效益的。

报告的主要用途

产业与市场洞察、商业机会评估、产品需求预测、打入市场策略、地理扩张、资本支出决策、法律规范与影响、新产品开发、竞争影响

调查范围

  • 2022-2024年实际数据及2025-2030年预测数据
  • 成长机会、挑战、供应链前景、法规结构与趋势分析
  • 竞争定位、策略和市场占有率分析
  • 各地区(包括细分市场和国家)的收益成长和预测分析
  • 公司简介(主要包括策略、产品、财务资讯、主要发展动态等)

目录

第一章执行摘要

第二章市场概述

  • 市场概况
  • 市场定义
  • 调查范围
  • 市场区隔

第三章 经营状况

  • 市场驱动因素
  • 市场限制
  • 市场机会
  • 波特五力分析
  • 产业价值链分析
  • 政策法规
  • 策略建议

第四章 技术展望

第五章虚拟实境市场(按组件)

  • 介绍
  • 硬体
  • 软体

第六章虚拟实境市场(按设备)

  • 介绍
  • 头戴式显示器(HMD)
  • 手势控制装置

第七章虚拟实境市场(按终端用户产业)

  • 介绍
  • 航太/国防
  • 卫生保健
  • 製造业
  • 媒体与娱乐
  • 其他的

第 8 章:虚拟实境市场(按地区)

  • 介绍
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他的
  • 欧洲
    • 德国
    • 法国
    • 英国
    • 西班牙
    • 其他的
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 其他的
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 印尼
    • 泰国
    • 其他的

第九章:竞争格局及分析

  • 主要企业和策略分析
  • 市占率分析
  • 併购、协议和合作
  • 竞争对手仪表板

第十章:公司简介

  • Facebook Inc.
  • Sony Corporation
  • HTC Corporation
  • EON Reality Inc.
  • Google LLC
  • Microsoft Corporation
  • Vuzix Corporation
  • GoPro
  • Samsung Electronics Co. Ltd.
  • Talespin Reality Labs Inc

第十一章 附录

  • 货币
  • 先决条件
  • 基准年和预测年时间表
  • 相关人员的主要利益
  • 调查方法
  • 简称

图表一览

表格一览

简介目录
Product Code: KSI061610381

Virtual Reality Market Size:

The Virtual Reality Market is expected to grow from USD 20.142 billion in 2025 to USD 52.304 billion in 2025 to USD 52.304 billion in 2030, at a CAGR of 21.03%.

The virtual reality (VR) market is experiencing robust growth driven by its expanding use in the defense sector, widespread adoption of head-mounted displays (HMDs) in entertainment and gaming, and declining costs of displays and hardware components. The growing interest from major technology companies and the increasing availability of HMDs are enhancing VR adoption rates across diverse industries. Beyond traditional sectors like gaming and entertainment, other industries are exploring VR applications, further boosting demand. However, challenges such as display latency, high energy consumption, and health concerns related to prolonged VR use continue to pose obstacles to market expansion.

Market Growth Drivers

Virtual Reality in Defense

The VR market is poised for significant growth due to its increasing integration into global defense sectors. VR is transforming military training by offering immersive, scalable solutions for tactical and equipment maintenance training. Governments and militaries are investing heavily in VR to enhance training programs. For example, the United States Army at Fort Bragg, North Carolina, has developed a realistic VR training program to prepare officers for novel missions. In Norway, trials are underway to explore VR applications for training soldiers in tank operations. Companies like Tecknorove Systems Pvt Ltd. are advancing this trend by providing bespoke VR applications tailored for military training, improving personnel readiness and operational efficiency. These developments underscore the defense sector's role as a key driver of VR market growth.

Virtual Reality in the Education Sector

The education sector is another significant contributor to VR market expansion, driven by the demand for immersive learning experiences. Technologies like 360VR, which captures real-world environments using high-quality equipment, enable students to engage with memorable, interactive content in classrooms. VR's accessibility allows teachers to monitor and control experiences, enhancing educational outcomes. While specific post-2022 developments are limited, the sector's growing adoption of VR for experiential learning continues to fuel market growth. The focus on creating immersive environments supports innovative teaching methods and student engagement, positioning education as a vital growth area.

Virtual Reality in the Gaming Sector

The gaming industry remains a cornerstone of VR market growth, propelled by rising demand for 3D experiences, real-time interactions, and creative content. VR enhances gaming by offering immersive environments that captivate players. Major companies are driving innovation in this space, with Sony's PS VR, when paired with the PS5 console, delivering advanced VR gaming experiences. These advancements highlight the gaming sector's role in accelerating VR adoption, as consumer demand for high-quality, interactive content continues to grow.

Market Outlook

The VR market is set to expand rapidly, with defense, education, and gaming as primary growth engines. North America and other regions with strong technological ecosystems are expected to lead due to heavy investments and widespread adoption. The affordability of VR hardware, coupled with innovations from major players, is making VR solutions more accessible, driving market penetration across both traditional and emerging sectors. However, addressing technical challenges like latency and health concerns will be critical to sustaining long-term growth.

Key Developments

While specific post-2022 developments are limited, ongoing advancements in defense training programs, such as those at Fort Bragg and in Norway, highlight VR's growing role in military applications. In gaming, Sony's PS VR continues to push boundaries with immersive experiences for PS5 users. Companies like Tecknorove Systems are enhancing VR's scalability for defense training, ensuring tailored solutions meet evolving needs. These trends reflect the market's focus on innovation and application diversity.

Key Benefits of this Report:

  • Insightful Analysis: Gain detailed market insights covering major as well as emerging geographical regions, focusing on customer segments, government policies and socio-economic factors, consumer preferences, industry verticals, and other sub-segments.
  • Competitive Landscape: Understand the strategic maneuvers employed by key players globally to understand possible market penetration with the correct strategy.
  • Market Drivers & Future Trends: Explore the dynamic factors and pivotal market trends and how they will shape future market developments.
  • Actionable Recommendations: Utilize the insights to exercise strategic decisions to uncover new business streams and revenues in a dynamic environment.
  • Caters to a Wide Audience: Beneficial and cost-effective for startups, research institutions, consultants, SMEs, and large enterprises.

What do businesses use our reports for?

Industry and Market Insights, Opportunity Assessment, Product Demand Forecasting, Market Entry Strategy, Geographical Expansion, Capital Investment Decisions, Regulatory Framework & Implications, New Product Development, Competitive Intelligence

Report Coverage:

  • Historical data from 2022 to 2024 & forecast data from 2025 to 2030
  • Growth Opportunities, Challenges, Supply Chain Outlook, Regulatory Framework, and Trend Analysis
  • Competitive Positioning, Strategies, and Market Share Analysis
  • Revenue Growth and Forecast Assessment of segments and regions including countries
  • Company Profiling (Strategies, Products, Financial Information, and Key Developments among others.

Virtual Reality Market Segments:

By Component

  • Hardware
  • Software

By Devices

  • Head-Mounted Displays (HMDs)
  • Gesture Control Devices

By End-User Industry

  • Aerospace & Defense
  • Healthcare
  • Manufacturing
  • Media & Entertainment
  • Others

By Geography

  • North America
  • USA
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Spain
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Others
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Thailand
  • Others

TABLE OF CONTENTS

1. EXECUTIVE SUMMARY

2. MARKET SNAPSHOT

  • 2.1. Market Overview
  • 2.2. Market Definition
  • 2.3. Scope of the Study
  • 2.4. Market Segmentation

3. BUSINESS LANDSCAPE

  • 3.1. Market Drivers
  • 3.2. Market Restraints
  • 3.3. Market Opportunities
  • 3.4. Porter's Five Forces Analysis
  • 3.5. Industry Value Chain Analysis
  • 3.6. Policies and Regulations
  • 3.7. Strategic Recommendations

4. TECHNOLOGICAL OUTLOOK

5. VIRTUAL REALITY MARKET BY COMPONENT

  • 5.1. Introduction
  • 5.2. Hardware
  • 5.3. Software

6. VIRTUAL REALITY MARKET BY DEVICES

  • 6.1. Introduction
  • 6.2. Head-Mounted Displays (HMDs)
  • 6.3. Gesture Control Devices

7. VIRTUAL REALITY MARKET BY END-USER INDUSTRY

  • 7.1. Introduction
  • 7.2. Aerospace & Defense
  • 7.3. Healthcare
  • 7.4. Manufacturing
  • 7.5. Media & Entertainment
  • 7.6. Others

8. VIRTUAL REALITY MARKET BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. USA
    • 8.2.2. Canada
    • 8.2.3. Mexico
  • 8.3. South America
    • 8.3.1. Brazil
    • 8.3.2. Argentina
    • 8.3.3. Others
  • 8.4. Europe
    • 8.4.1. Germany
    • 8.4.2. France
    • 8.4.3. United Kingdom
    • 8.4.4. Spain
    • 8.4.5. Others
  • 8.5. Middle East and Africa
    • 8.5.1. Saudi Arabia
    • 8.5.2. UAE
    • 8.5.3. Others
  • 8.6. Asia Pacific
    • 8.6.1. China
    • 8.6.2. India
    • 8.6.3. Japan
    • 8.6.4. South Korea
    • 8.6.5. Indonesia
    • 8.6.6. Thailand
    • 8.6.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Market Share Analysis
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 9.4. Competitive Dashboard

10. COMPANY PROFILES

  • 10.1. Facebook Inc.
  • 10.2. Sony Corporation
  • 10.3. HTC Corporation
  • 10.4. EON Reality Inc.
  • 10.5. Google LLC
  • 10.6. Microsoft Corporation
  • 10.7. Vuzix Corporation
  • 10.8. GoPro
  • 10.9. Samsung Electronics Co. Ltd.
  • 10.10. Talespin Reality Labs Inc

11. APPENDIX

  • 11.1. Currency
  • 11.2. Assumptions
  • 11.3. Base and Forecast Years Timeline
  • 11.4. Key benefits for the stakeholders
  • 11.5. Research Methodology
  • 11.6. Abbreviations

LIST OF FIGURES

LIST OF TABLES