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市场调查报告书
商品编码
1536791

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

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

出版日期: | 出版商: Mordor Intelligence | 英文 153 Pages | 商品交期: 2-3个工作天内

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简介目录

预计2024年全球虚拟实境(VR)市场规模将达到228.1亿美元,2024年至2029年复合年增长率为42.05%,2029年将达到1319.3亿美元。

虚拟实境(VR)市场

虚拟实境(VR)主要利用技术来创建模拟环境。与传统的使用者介面不同,VR 将使用者带入体验之中。这意味着用户可以与 3D 世界进行身临其境的交互,而不是看着眼前的显示器萤幕。这项技术透过模拟尽可能多的感官来改变世界:视觉、触觉、听觉,甚至嗅觉。

主要亮点

  • 学校利用 VR 技术最常见的原因之一是让学生进行虚拟实地考察。实地考察是教育机构的历史悠久的传统。实地考察使教师能够在身临其境型的环境中教育学生,并提供在课堂上难以实现的体验式学习机会。然而,对一些学生来说,实地考察可能会造成经济困难。对于行动不便的学生来说也可能很困难。
  • 随着远端工作和虚拟协作的兴起,对能够在虚拟空间中进行互动和协作的 VR 软体的需求不断增长。 VR 会议平台、虚拟活动空间和协作设计工具可让使用者在沉浸式虚拟环境中进行协作,无论其实体位置为何。它也用于各种行业,包括医疗保健、医疗培训、手术模拟、疼痛管理、暴露疗法和復健。医疗保健领域对 VR 软体的需求正在推动其广泛采用,因为它具有改善患者治疗效果、加强医学教育和降低医疗保健成本的潜力。
  • 虚拟实境 (VR) 正在成为一项革命性技术,对各个最终用户产业产生重大影响。该技术正在持续发展,导致使用案例显着扩展。
  • 通常使用可追踪头部和眼睛运动的耳机来存取 VR。还有一些系统使用其他周边设备(例如手套)来模拟其他感觉。这项技术具有巨大的潜力,可以透过改变人们学习、玩耍、工作和娱乐的方式来扩展人类知识。它在各个最终用户领域的采用率正在增加。

虚拟实境(VR)市场趋势

游戏是成长最快的最终用户产业

  • 全球AR/VR游戏玩家的快速成长正在扩大市场范围。据人工智慧、机器学习、巨量资料分析和 AR/VR 解决方案提供商 NewGenApps 称,到 2025 年,全球 AR/VR 游戏用户数量将增至 2.16 亿。
  • 此外,电玩需求的不断增长为供应商提供VR头戴装置创造了机会。根据娱乐零售商协会的数据,2022 年英国消费者在电玩游戏上的支出约为 46.6 亿英镑(58.3 亿美元),比前一年增长 2.3%。此外,2023 年 9 月进行的一项调查发现,大量 Steam 用户表示他们使用VR头戴装置,其中超过 41% 使用 Oculus Quest 2 VR头戴装置。
  • 伙伴关係、协作和併购等策略性倡议为主要市场参与者提供了扩大市场份额的绝佳机会。例如,2023 年 10 月,总部位于艾哈默德巴德的领先数位转型和游戏开发公司 Yudiz Solutions 宣布与领先通讯业者沃达丰印度(Vi) 合作推出一款VR 战斗射击游戏,并将在2023 年印度移动大会上展示该游戏他展示了他的能力。 VR战斗射击游戏将由5G技术提供支持,用户可以期待在虚拟实境中获得响应式和互动式的低延迟体验。
  • 2022 年 10 月,Microsoft 和 Meta 合作提供虚拟实境 (VR) 体验。此次合作旨在将 Teams 和其他微软生产力工具引入VR头戴装置,让 Meta 成为其宏大的元宇宙计画的合作伙伴。微软和 Meta 正在探索将 Xbox 云端游戏服务引入商店的方法,以便玩家可以透过 Meta Quest 系统在智慧型手机、平板电脑、电脑、智慧型电视或任何连接装置上玩高品质的 Xbox 游戏。
  • 游戏产业认识到VR的市场潜力。随着 VR 技术变得越来越容易取得且负担得起,对 VR 游戏体验的需求也不断增加。游戏开发人员和发行商将 VR 视为接触新受众并创造令人兴奋的沉浸式体验的机会,从而在拥挤的市场中脱颖而出。

北美占最大市场占有率

  • 北美对 VR 的需求正在快速增长,这主要是由于各个领域的个人都参与了该技术。这种需求的成长是由 VR 技术的各种应用推动的,从娱乐和游戏到教育、医疗保健和企业解决方案。
  • 技术进步使 VR 设备更易于使用和用户友好,进一步推动了对 VR 的需求。 VR头戴装置的经济性和性能的提高使其在北美得到广泛采用,从技术爱好者到寻求新颖且引人入胜的体验的休閒用户。因此,许多公司正在推出新产品以增加市场占有率。
  • 此外,随着虚拟实境变得越来越容易使用,政府探索创新方法的潜力巨大。因此,美国政府正在利用虚拟实境作为多个领域的宝贵工具。例如,2023 年 9 月,美国食品药物管理局宣布,一些通常仅在医生办公室和医院提供的临床服务可以使用 VR 在家中或其他非临床环境中向患者提供。
  • 此外,从最终用户产业来看,教育产业预计在预测期内将出现强劲成长。北美各地的教育机构正在将虚拟实境纳入他们的课程中,为学生提供实践、体验式学习的机会。虚拟实地考察、模拟和互动课程增强了学习体验,使复杂的概念更容易理解,并促进对各种学科的更深入的理解。
  • 这些因素都显示VR的需求正在增加。随着虚拟实境的发展和变得越来越熟悉,各个行业可能会塑造个人和行业与数位时代互动的方式。 VR 在北美的采用轨迹表明,未来身临其境型体验将成为日常生活中不可或缺的一部分。因此,上述因素预计将推动未来待研究市场的成长。

虚拟实境 (VR) 产业概览

虚拟实境 (VR) 市场较为分散。随着 VR 公司专注于透过游戏、娱乐、培训、行销等方式接触更广泛的公众,公司之间的竞争日益加剧。由于这是一个不断发展的行业,竞争公司之间存在高度敌意。预计未来竞争将会加剧。主要参与者包括 Oculus VR LLC、联想集团有限公司、三星电子、索尼公司、Pico Interactive Inc. 等。

  • 2024 年 1 月,Qualcomm Technologies 宣布与 RayNeo 和应用材料公司建立策略合作伙伴关係,共同开发下一代市场领先的 AR 眼镜并将其推向市场。此次合作预计将汇集业界领先技术供应商的专业知识,重新定义 AR 眼镜的未来。 RayNeo的AR眼镜利用高通公司的Snapdragon AR1 Gen1平台和应用材料公司的轻量级全彩波导管,为消费类AR产品创建了全面的软硬体生态系统。
  • 2023 年 11 月,Pico 宣布推出 PICO 4,这是下一代一体式VR头戴装置,旨在透过结合舒适性和性能,让每个人都能接触到虚拟实境。 PICO 4基于Snapdragon XR2平台,具有超轻机身、薄饼光学元件、4K显示器和直觉的使用者介面。

其他好处

  • Excel 格式的市场预测 (ME) 表
  • 3 个月分析师支持

目录

第一章简介

  • 研究假设和市场定义
  • 调查范围

第二章调查方法

第三章执行摘要

第四章市场洞察

  • 市场概况
  • 产业吸引力-波特五力分析
    • 供应商的议价能力
    • 买方议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争公司之间敌对关係的强度
  • 产业价值链分析
  • 影响市场的宏观经济因素评估

第五章市场动态

  • 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
  • 市场挑战/限制
    • 长期使用VR头戴装置的健康风险
    • 晕机症的影响

第六章 市场细分

  • 按类型
    • 硬体
      • 系留头显
      • 独立头显
      • 无萤幕观看器
    • 软体
  • 按最终用户产业
    • 游戏
    • 媒体娱乐
    • 零售
    • 卫生保健
    • 军事/国防
    • 房地产
    • 教育
  • 按地区
    • 北美洲
    • 欧洲
    • 亚洲
    • 澳洲/纽西兰
    • 拉丁美洲
    • 中东/非洲

第七章 竞争格局

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

第八章投资分析

第9章 市场的未来

简介目录
Product Code: 46409

The Virtual Reality Market size is estimated at USD 22.81 billion in 2024, and is expected to reach USD 131.93 billion by 2029, growing at a CAGR of 42.05% during the forecast period (2024-2029).

Virtual Reality (VR) - Market

Virtual reality primarily uses technology to create a simulated environment. Unlike the traditional user interface, VR places the user inside an experience, which means that instead of viewing a monitor 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 vision, touch, hearing, and even smell, the technology has been transformed across the world.

Key Highlights

  • One of the most popular reasons schools are taking advantage of VR technology is its ability to let students take field trips virtually. Field trips are a time-honored tradition for educational institutions. They allow teachers to educate their students in immersive environments and provide hands-on learning opportunities that would otherwise be difficult to achieve within the classroom. However, field trips can be financially prohibitive for some students. They can also be challenging for students with mobility limitations.
  • With the rise of remote work and virtual collaboration, a growing demand for VR software enables users to interact and collaborate in virtual spaces. VR meeting platforms, virtual event spaces, and collaborative design tools allow users to work together in immersive virtual environments regardless of physical location. It is also used in various industries, including healthcare, for medical training, surgical simulations, pain management, exposure therapy, and rehabilitation. The demand for VR software in healthcare is driven by its potential to improve patient outcomes, enhance medical education, and reduce healthcare costs, driving its adoption.
  • Virtual reality is emerging as a revolutionary technology that can notably impact various end-user industries. The technology is witnessing continuous growth, leading to significant expansion in the number of use cases.
  • VR is usually accessed using a headset that tracks the movement of the head and eye. Some systems also use other peripherals (e.g., gloves) to simulate additional senses. This technology has immense potential to expand human knowledge by changing how people learn, play, work, and entertain themselves. Its adoption has been increasing across various end-user verticals.

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Virtual Reality (VR) Market Trends

Gaming to be the Fastest Growing End-user Industry

  • Rapid growth in AR and VR gamers worldwide has expanded the market's horizon. According to NewGenApps, a provider of artificial intelligence, machine learning, big data analytics, and AR/VR solutions, the global user base of AR and VR games will increase to 216 million users by 2025.
  • Moreover, the increasing demand for video games creates an opportunity for vendors to offer VR headsets. According to the Entertainment Retailers Association, in 2022, British consumers spent approximately GBP 4.66 billion (USD 5.83 billion) on video games, a 2.3% increase from the previous year. Furthermore, in a survey conducted in September 2023, a significant number of Steam users stated that they use VR headsets, and over 41% of them use Oculus Quest 2 VR headsets.
  • Strategic initiatives like partnerships, collaborations, and mergers and acquisitions give major market players a significant chance to expand their market presence. For instance, in October 2023, Yudiz Solutions, a leading digital transformation and game development company based in Ahmedabad, showcased its capabilities at the India Mobile Congress 2023 by unveiling a VR combat shooting game in partnership with leading telecom operator Vodafone India (Vi). 5G technology is used to power VR combat shooting games, and users can expect a low latency experience that allows them to be responsive and interactively immersed in virtual reality.
  • In October 2022, Microsoft and Meta partnered to provide virtual reality experiences. This collaboration aims to bring Teams' and Microsoft's other productive tools to VR headsets, and Meta will get a partner in its grand metaverse plan. Microsoft and Meta are exploring ways to bring the Xbox Cloud gaming service to the store so gamers can play high-quality XBOX games on smartphones, tablets, computers, smart TVs, or any connected device through a Meta Quest system.
  • The gaming industry recognizes the market potential of VR. As the technology becomes more accessible and affordable, the demand for VR gaming experiences is increasing. Game developers and publishers see VR as an opportunity to reach new audiences and create exciting, immersive experiences that stand out in a crowded market.

North America Holds Largest Market Share

  • The demand for VR in North America has experienced rapid growth owing to the significant shift in individuals across various sectors engaging with technology. This increasing demand is fueled by the various applications of VR technology, from entertainment and gaming to education, healthcare, enterprise solutions, and others.
  • The demand for VR is further propelled by technological advancements, making VR devices more accessible and user-friendly. The affordability and improved performance of VR headsets have contributed to broader adoption across North America, from tech enthusiasts to casual users seeking novel and engaging experiences. Hence, many companies are launching new products to increase their market share.
  • Also, as VR becomes more accessible and easier to use, it offers a lot of great possibilities for the government to explore innovative approaches. Hence, the US government uses VR as a valuable tool across multiple sectors. For instance, in September 2023, the US Food and Drug Administration announced that VR could deliver some clinical services, normally delivered only in clinics and hospitals, to patients in their homes or other non-clinical settings.
  • Moreover, by the end-user industry, the education sector is expected to grow significantly during the forecast period. North American educational institutions are integrating VR into their curricula to provide students with hands-on, experiential learning opportunities. Virtual field trips, simulations, and interactive lessons enhance the learning experience, making complex concepts more accessible and fostering a deeper understanding of various subjects.
  • These factors indicate the growing demand for VR. As VR evolves and becomes more accessible, various industries will shape how individuals and industries interact with the digital era. The trajectory of VR adoption in North America suggests a future where immersive experiences become an integral part of everyday life. Hence, the above-mentioned factors will boost the growth of the market studied in the future.

Virtual Reality (VR) Industry Overview

The virtual reality market is fragmented in nature. It is witnessing a rise in competitiveness among companies as VR companies are focused on accessibility to larger masses through gaming, entertainment, training, marketing, etc. The competitive rivalry is high in this industry, owing to the growing industry. Competition is expected to increase in the future. Some major players include Oculus VR LLC, Lenovo Group Ltd, Samsung Electronics Co. Ltd, Sony Corporation, and Pico Interactive Inc.

  • In January 2024, Qualcomm Technologies announced strategic collaborations with RayNeo and Applied Materials to develop and bring the next generation of market-leading AR glasses to market. This collaboration is expected to bring together the expertise of industry-leading technology providers to redefine the future of AR glasses. RayNeo's AR glasses will utilize Qualcomm's Snapdragon AR1 Gen1 platform and Applied Materials' lightweight full-color waveguides to create a comprehensive software and hardware ecosystem for consumer-grade AR products.
  • In November 2023, Pico announced the launch of PICO 4, a next-generation, all-in-one VR headset designed to make virtual reality accessible to everyone by combining comfort and performance. PICO 4 is based on the Snapdragon XR2 platform and features an ultra-light body, pancake optics, a 4K display, and an intuitive user interface.

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 Buyers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Industry Value Chain Analysis
  • 4.4 Assessment of Macroeconomic Factors 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 Challenges/restraints
    • 5.2.1 Health Risks From Using VR Headsets in the Longer Run
    • 5.2.2 Impact of Cybersickness

6 MARKET SEGMENTATION

  • 6.1 By Type
    • 6.1.1 Hardware
      • 6.1.1.1 Tethered HMD
      • 6.1.1.2 Standalone HMD
      • 6.1.1.3 Screenless Viewer
    • 6.1.2 Software
  • 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 Europe
    • 6.3.3 Asia
    • 6.3.4 Australia and New Zealand
    • 6.3.5 Latin America
    • 6.3.6 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 Qualcomm Technologies Inc.
    • 7.1.7 FOVE Inc.
    • 7.1.8 Unity Technologies Inc.
    • 7.1.9 Unreal Engine (Epic Games Inc.)
    • 7.1.10 Apple Inc
    • 7.1.11 DPVR (Lexiang Technology Co. Ltd)
    • 7.1.12 Autodesk Inc.
    • 7.1.13 Eon Reality Inc.
    • 7.1.14 3D Systems Corporation
    • 7.1.15 Dassault Systemes SE
    • 7.1.16 HTC Vive (HTC Corporation)

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET