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市场调查报告书
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1441594

虚拟实境 (VR) - 市场占有率分析、产业趋势与统计、成长预测(2024 年 - 2029 年)

Virtual Reality (VR) - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2024 - 2029)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3个工作天内

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简介目录

虚拟实境市场规模预计到 2024 年为 676.6 亿美元,预计到 2029 年将达到 2043.5 亿美元,在预测期内(2024-2029 年)CAGR为 24.74%。

虚拟实境 (VR) - 市场

虚拟实境包括使用电脑技术,本质上是创建人工环境。与传统的使用者介面不同,VR 将使用者置于一种体验之中。用户无需观看面前的萤幕,而是可以沉浸在 3D 世界中并进行互动。透过模拟尽可能多的感官,如听觉、视觉、触觉,甚至嗅觉,科技已经在全世界发生了变化。

主要亮点

  • 在多个教育领域,教师越来越多地转向虚拟实境技术,以提供卓越的教育标准。例如,在小学阶段,VR在教育领域的引入使学生沉浸在VR技术世界中。该技术还为学生提供了更直观、更有趣的课程,并且可以以更低的成本提供。
  • 过去几年,虚拟实境技术在游戏产业中占有了一席之地。 VR 塑造了新一代游戏,为玩家提供身临其境的第一人称视角体验。在过去的几年里,Oculus 和 HTC 等开发商致力于让虚拟实境变得更容易获得、更便宜。在此之前,Oculus 推出了 Oculus Quest,一款独立的无线虚拟实境耳机。
  • 此外,人工智慧技术在 VR 应用中的日益普及也增强了虚拟角色的智能,从而提供了丰富的沉浸式环境。谷歌的机器学习工具为任何独立耳机添加了 6DoF 控制器追踪功能。同时,Facebook的DeepFocus框架使用AI在VR中创建焦点效果,LG使用AI来最大限度地减少VR用户的晕动病。中国科技领军企业百度和腾讯也致力于将人工智慧和虚拟实境融入行动解决方案和电玩游戏中。
  • 新兴经济体的游戏开发商不断努力增强游戏玩家的体验,为不同的游戏机/平台(例如PlayStation、Xbox 和Windows PC)启动和重写程式码,将其合併到独立产品中并透过云端平台提供给游戏玩家。
  • 为了以超低延迟运行游戏,该平台需要良好的互联网速度,而根据当前的网路基础设施,这在全球范围内仍然缺乏。 5G正处于测试阶段。与目前的情况相比,网路覆盖范围的增强将使串流媒体变得更快,在当前情况下,拥有大量玩家沉积的新兴经济体无法获得必要的速度或定价过高。
  • 透过融合虚拟实境、扩增实境、混合实境和脑机介面创建的集体虚拟共享空间(称为元宇宙)的快速发展将为使用者创造互动式和沈浸式体验。微软和英伟达等领先公司已经宣布他们将新的重点放在虚拟宇宙领域。
  • COVID-19 危机影响了多家 VR 科技公司。在大流行的最初几个月里,由于居家令,虚拟实境游戏中心关闭。例如,Sandbox 在北美和亚洲经营 10 个 VR 中心,允许客户群进入虚拟世界。除了 Sandbox 之外,包括 The Void、Zero Latency、Dreamscape 和 Spaces 在内的多家 VR 中心和街机营运商在疫情期间被迫关闭其零售店,并在疫情爆发后面临重大的财务和后勤挑战。

虚拟实境 (VR) 市场趋势

游戏领域占据最大市场份额

  • 全球 VR 和 AR 游戏玩家快速成长,市场视野不断扩大。根据机器学习、人工智慧、大数据分析和 AR/VR 解决方案提供商 NewGenApps 的数据,到 2025 年,VR 和 AR 游戏的全球用户群预计将增至 2.16 亿,价值将达到 116 亿美元。
  • 此外,消费者在 VR 通话和 VR 游戏等情境使用中的舒适度提高,也是 VR 技术在游戏领域前景乐观的因素之一。
  • 根据娱乐软体协会公布的数据,近 2.27 亿美国人每週玩电子游戏,其中三分之二的成年人和四分之三的 18 岁以下儿童。大约 55% 的男性和 45% 的女性玩电子游戏,玩电子游戏的玩家平均年龄为 31 岁。
  • 2022 年 2 月,索尼推出了适用于 PlayStation 5 的 VR2 和 VR2 Sense 控制器,为用户提供更高层次的虚拟实境体验,让玩家能够以高度的感官体验逃离游戏世界。 VR2 增加了高视觉保真度和增强的追踪器。
  • 2021 年 7 月,Virtex 宣布计划推出虚拟实境体育场“Virtex Stadium”,球迷可以在球场中央与朋友一起观看比赛。此次推出符合电子竞技的日益普及以及 VR 消费性设备的价格和性能不断提高的趋势。根据 VentureBeat 统计,2021 年全球电竞观众规模为 4.74 亿,预计到 2024 年将达到 5.772 亿。

北美占有重要的市场份额

  • 北美是虚拟实境市场的主要地区之一。它也是采用创新的先驱,这使北美比其他地区更具优势。
  • 此外,该地区拥有最多的专注于为各行业带来创新 VR 技术的新创公司。据 Tracxn Technologies 称,美国约有 951 家虚拟实境新创公司。其中包括 Orbbec、JauntVR、Dreamscape 和 Sandbox VR。 Dreamscape 正在创造一种基于位置的沉浸式虚拟实境娱乐。
  • Tracxn Technologies 的目标是在洛杉矶开设一家VR 多厅影院,该影院将使用不受束缚的VR 耳机,这意味着参与者将佩戴由装在定制背包中的电脑驱动的VR 耳机,这将使他们能够在空间中自由移动并与真实和虚拟物件以及彼此之间。
  • 该地区的投资者正在积极寻求投资该地区的各种 VR 技术新创公司。例如,GFR基金已投资了17家北美基于VR技术的新创公司。预计此类投资将继续,并预计将在预测期内推动市场成长。
  • 该地区的各个研究中心和学者也一直在努力探索虚拟实境技术的潜力。例如,爱荷华州立大学的虚拟实境应用中心(VRAC)是一个专注于人类与科技交叉的跨学科研究中心。南加州大学创意科技研究所的医疗虚拟实境小组致力于研究和推进 VR 模拟技术在临床上的应用。

虚拟实境 (VR) 产业概览

全球虚拟实境市场的企业竞争力不断增强。该市场由 Oculus、Google、三星、索尼、HTC 和联想等主要参与者组成。就市场份额而言,这些重要参与者目前占据市场主导地位。然而,随着技术创新的不断增加,许多公司正在透过获得新合约和开拓新市场来扩大其市场份额。

  • 2022 年 3 月 - 金融科技解决方案公司 Liquid Avtar Technologies Inc 推出了首个专为虚拟宇宙创建的忠诚度计划和支付卡。该卡是一张实体卡,由 OptimizeFT 的 Engage360 支付卡和数位银行解决方案平台提供支持,该平台在美国上市。
  • 2021 年 10 月 - Capcom 广受好评的 VR 版《生化危机 4》将在 Oculus Quest 2 上独家推出。Capcom 与 Oculus Studios 和 Armature Studiovto 合作,推出了只有 VR 才能提供的沉浸式第一人称视角。无论是站立还是坐着,玩家都将享受多种舒适选择。支援传送和房间规模的移动意味着您可以按照自己的方式探索游戏世界。

额外的好处:

  • Excel 格式的市场估算 (ME) 表
  • 3 个月的分析师支持

目录

第 1 章:简介

  • 研究假设和市场定义
  • 研究范围

第 2 章:研究方法

第 3 章:执行摘要

第 4 章:市场洞察

  • 市场概况
  • 产业吸引力-波特五力分析
    • 供应商的议价能力
    • 消费者的议价能力
    • 新进入者的威胁
    • 替代产品的威胁
    • 竞争激烈程度
  • 技术简介
  • COVID-19 对市场的影响

第 5 章:市场动态

  • 市场驱动因素
    • VR在商业应用的采用率不断提高
    • 各个最终用户群对 VR 设定进行培训的需求不断增加
  • 市场限制
    • 长期使用 VR 耳机的健康风险

第 6 章:市场细分

  • 透过头显
    • 系留头显
    • 独立头显
    • 无萤幕检视器
  • 按最终用户产业
    • 赌博
    • 媒体和娱乐
    • 零售
    • 卫生保健
    • 军事与国防
    • 房地产
    • 教育
  • 按地理
    • 北美洲
    • 亚太地区
    • 欧洲
    • 拉丁美洲
    • 中东和非洲

第 7 章:竞争格局

  • 公司简介
    • Oculus VR LLC
    • Sony Corporation
    • Samsung Electronics Co. Ltd
    • Lenovo Group Ltd
    • Pico Interactive Inc.
    • StarVRCorporation
    • FOVE Inc.
    • Unity Technologies Inc.
    • Unreal Engine (Epic Games Inc.)
    • DPVR (Lexiang Technology Co. Ltd)
    • Autodesk Inc.
    • Eon Reality Inc.
    • 3D Systems Corporation
    • Dassault Systemes SE
    • HTC Vive (HTC Corporation)

第 8 章:投资分析

第 9 章:市场的未来

简介目录
Product Code: 46409

The Virtual Reality Market size is estimated at USD 67.66 billion in 2024, and is expected to reach USD 204.35 billion by 2029, growing at a CAGR of 24.74% during the forecast period (2024-2029).

Virtual Reality (VR) - Market

Virtual reality includes using computer technology, essentially to create an artificial environment. Dissimilar to the traditional user interface, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and can interact with the 3D world. With the simulation of as many senses as possible, such as hearing, vision, touch, and even smell, technology has transformed worldwide.

Key Highlights

  • Across several educational fields, teachers have been increasingly switching to virtual reality technology to provide a superior standard of education. For example, on a primary level, the introduction of VR in the education sector enabled the students to be submerged in the VR tech world. The technology also gives students a more visual and interesting lesson, which can be provided at lower costs.
  • Virtual reality technology carved its space within the gaming industry in the past few years. VR has shaped a new gaming generation that gives the players immersive, first-person perspective experiences. In the past few years, developers such as Oculus and HTC worked toward making virtual reality more accessible and affordable. Previously, Oculus launched its Oculus Quest, a standalone wireless virtual reality headset.
  • Moreover, the growing pervasiveness of AI technology across VR applications also enhances virtual characters' intelligence, thereby delivering a rich, immersive environment. Google's machine learning tools add 6DoF controller-tracking capabilities to any standalone headset. At the same time, Facebook's DeepFocus framework uses AI to create focus effects in VR, and LG uses AI to minimize motion sickness among VR users. The Chinese tech leaders Baidu and Tencent are also working on integrating AI and VR into mobile solutions and video games.
  • Game developers across emerging economies continually strive to enhance gamers' experience by launching and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, incorporated into a standalone product and provided to gamers through a cloud platform.
  • To run a game with notably ultra-low latency, the platform requires a good internet speed, which is still lacking worldwide as per the current network infrastructure. 5G is in the testing phase. Such enhancements in the network coverage will enable streaming to become faster compared to the current situation, where emerging economies with colossal gamer deposition do not have access to the necessary speed or are priced at premiums.
  • A quick development of the collective virtual shared space, known as the metaverse, created by converging virtual reality, augmented reality, mixed reality, and brain-computer interface, will create an interactive and immersive experience for the users. Leading companies like Microsoft and Nvidia have already announced their new focus on the metaverse space.
  • The COVID-19 crisis impacted several VR tech companies. VR gaming centers were closed due to stay-at-home orders during the initial months of the pandemic. For instance, Sandbox was operating 10 VR centers in North America and Asia, allowing groups of customers to enter virtual worlds. Apart from Sandbox, several VR centers and arcade operators, including The Void, Zero Latency, Dreamscape, and Spaces, were forced to shut down their retail locations amid the pandemic and face significant financial and logistical challenges post the brunt of the pandemic.

Virtual Reality (VR) Market Trends

Gaming Segment Accounted for the Largest Market Share

  • There has been a rapid growth in VR and AR gamers worldwide, expanding the market horizon. According to NewGenApps, a provider of Machine Learning, Artificial Intelligence, Big Data Analytics, and AR/VR solutions, the global user base of VR and AR games is expected to increase to 216 million users and will be worth USD 11.6 billion by 2025.
  • Furthermore, the increased comfort levels of consumers in situational uses, such as VR calls and VR gaming, are among the factors which suggest a positive outlook for VR technology in gaming.
  • As per the figures released by the Entertainment Software Association, nearly 227 million American people play video games weekly, including two-thirds of adults and three-fourths of kids below 18 years of age. About 55% of males and 45% of females play video games, and the average age of players playing a video game is 31 years.
  • In Feb 2022, Sony came up with VR2 and VR2 Sense Controllers for the PlayStation 5 to give users a next-level virtual reality experience allowing players to escape into the gaming world with a high range of sensations. VR2 adds a high visual fidelity and enhanced trackers.
  • In July 2021, Virtex announced that it plans to launch a virtual reality stadium, 'Virtex Stadium,' which lets the fans watch the game with their friends from the center of the field. The launch is in line with the growing popularity of e-sports and the growing affordability and performance of VR consumer devices. According to VentureBeat, the eSports audience globally accounted for 474 million in 2021 and is expected to reach 577.2 million by 2024.

North America Holds Significant Market Share

  • North America is one of the prominent regions for the virtual reality market. It has also been a pioneer in adopting innovations, which provides North America with an edge over other regions.
  • Further, the region has the highest number of startups focusing on bringing innovative VR technologies for various industries. According to Tracxn Technologies, there are approximately 951 Virtual Reality startups in the United States. A few of them include Orbbec, JauntVR, Dreamscape, and Sandbox VR. Dreamscape is creating a location-based immersive virtual reality entertainment.
  • Tracxn Technologies aims to open a VR multiplex in Los Angeles which will use untethered VR headsets, which means that participants will be wearing VR headsets powered by a computer carried around in a custom backpack, which will allow them to move freely through space and interact with real and virtual objects as well as with each other.
  • The investors in this region are actively looking to invest in diverse VR technology startups working in the region. For instance, the GFR Fund has invested in 17 North American startup companies based on VR technology. Such investments are expected to continue and are estimated to drive market growth in the forecast period.
  • Various research centers and academics in the region have also been working to explore the potential of virtual reality technology. For instance, Iowa State University's Virtual Reality Applications Center (VRAC) is an interdisciplinary research center focused on the intersection of humans and technology. The Medical Virtual Reality group at the University of Southern California Institute for Creative Technologies is dedicated to studying and advancing the uses of VR simulation technology for clinical purposes.

Virtual Reality (VR) Industry Overview

The global virtual reality market is witnessing a rise in competitiveness among companies. The market consists of major players, such as Oculus, Google, Samsung, Sony, HTC, and Lenovo. In terms of market share, these significant players currently dominate the market. However, with increasing technology innovations, many companies are increasing their market presence by securing new contracts and tapping new markets.

  • Mar 2022 - Liquid Avtar Technologies Inc, a fintech solutions company, has launched the first-ever loyalty program and payment card specially created for the metaverse. The card is a physical card powered by OptimizeFT's Engage360 payment card and digital banking solutions platform, available in the United States.
  • Oct 2021 - Capcom's critically-acclaimed Resident Evil 4 is launching for VR, exclusively on Oculus Quest 2 Capcom partnered with Oculus Studios and Armature Studiovto to launch an immersive first-person perspective only VR can deliver. Standing or seated, players will enjoy plenty of comfort options. Support for teleportation and room-scale movement means you can explore the game's world your way.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Technology Snapshot
  • 4.4 Impact of COVID-19 on the Market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Adoption of VR in Commercial Application
    • 5.1.2 Increasing Demand for VR Setup for Training across Various End-user Segments
  • 5.2 Market Restraints
    • 5.2.1 Health Risks from Using VR Headsets in the Long Run

6 MARKET SEGMENTATION

  • 6.1 By HMD
    • 6.1.1 Tethered HMD
    • 6.1.2 Standalone HMD
    • 6.1.3 Screenless Viewer
  • 6.2 By End-user Industry
    • 6.2.1 Gaming
    • 6.2.2 Media and Entertainment
    • 6.2.3 Retail
    • 6.2.4 Healthcare
    • 6.2.5 Military and Defense
    • 6.2.6 Real Estate
    • 6.2.7 Education
  • 6.3 By Geography
    • 6.3.1 North America
    • 6.3.2 Asia Pacific
    • 6.3.3 Europe
    • 6.3.4 Latin America
    • 6.3.5 Middle East and Africa

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Oculus VR LLC
    • 7.1.2 Sony Corporation
    • 7.1.3 Samsung Electronics Co. Ltd
    • 7.1.4 Lenovo Group Ltd
    • 7.1.5 Pico Interactive Inc.
    • 7.1.6 StarVRCorporation
    • 7.1.7 FOVE Inc.
    • 7.1.8 Unity Technologies Inc.
    • 7.1.9 Unreal Engine (Epic Games Inc.)
    • 7.1.10 DPVR (Lexiang Technology Co. Ltd)
    • 7.1.11 Autodesk Inc.
    • 7.1.12 Eon Reality Inc.
    • 7.1.13 3D Systems Corporation
    • 7.1.14 Dassault Systemes SE
    • 7.1.15 HTC Vive (HTC Corporation)

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET