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市场调查报告书
商品编码
1629804

身临其境型虚拟实境:市场占有率分析、产业趋势、成长预测(2025-2030)

Immersive Virtual Reality - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

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

身临其境型虚拟实境市场预计在预测期内复合年增长率为 21.5%

沉浸式虚拟实境-市场-IMG1

主要亮点

  • 身临其境型虚拟实境的引入有望成为教育产业的未来。虚拟实境让您可以毫无风险地练习现实世界中发生的事件。 VR 有助于降低与培训相关的成本和风险,因此该技术正在各个行业中采用。
  • 云端技术也为身临其境型虚拟实境供应商带来了扩充性。随着 VR 中产生更多资料,云端服务将在虚拟伺服器上储存应用程式、资料和内存,并按需传输它们。预计这也将促进身临其境型虚拟实境领域的创新,并提供无缝的服务更新周期。
  • 此外,VR 还影响了医疗保健领域,因为它有助于为外科医生创建虚拟环境。即时训练涉及昂贵的工具、设备或危险的条件。此类技术的采用预计将拓宽整个医疗保健产业的视野,进而推动市场发展。
  • 然而,虚拟实境设备的高成本阻碍了市场在预估期间内的成长。
  • COVID-19 危机影响了多家身临其境型虚拟实境科技公司。由于居家令,虚拟实境游戏中心在疫情爆发的最初几个月就关闭了。相反,消费者 VR 市场的采用率显着增加。在停摆期间,大多数人投资了身临其境型虚拟实境游戏,目的是开发游戏技术的新领域。

身临其境型虚拟实境市场趋势

头戴式显示器(HMD)预计将占据很大份额

  • 头戴式显示器是一种辅助显示器,使用者可以轻鬆地将其固定在头上,透过主热视觉提供即时影像。 HMD 专为使用者需要免持情境察觉的情况而设计。专为虚拟实境设计的头戴式显示器通常比 AR 或 MR 耳机更大。 HMD 可以安装在户外头盔上,也可以透过头带戴在头上。
  • 此外,虚拟实境的需求在改善使用者的游戏体验方面发挥着重要作用。因此,HMD 市场受到 PC 游戏、主机和智慧型手机等应用程式对 VR HMD 的高需求所推动。推动市场发展的另一个因素是主要供应商提供可与更多产品配合使用的软体。
  • HMD不仅应用于虚拟实境游戏,也应用于军事、医疗、工程等多种场合。例如,智慧眼镜和扩增实境技术公司 Vuzix 宣布与 L3 Harris Technologies 合作,为军用头戴式系统创建基于波导管的光学引擎。
  • 身临其境型技术已普及,360度影片已成为当前市场场景中的一股新兴趋势。 360度影片为用户提供影片的全视角。观看者还可以手动点击影片并直接与串流的不同方面进行交互,而不仅仅是观看。透过 360 度内容,观众可以透过戴上VR头戴装置并观看 360 度影片的各个方向来获得亲身体验。预计该市场研究将在预测期内呈指数级增长。
  • 此外,娱乐产业目前正在充分利用身临其境型虚拟实境头戴装置。随着技术创新、研究和开发的不断进行,它有潜力在未来几年在娱乐业蓬勃发展。
  • 例如,去年 2 月,SONY宣布为其热门游戏机 PlayStation 5 推出一款新的虚拟实境 (VR) 耳机。该耳机包括带有眼动追踪的振动回馈和 110 度视野的有机发光二极体萤幕,解析度为 2000x2040 4K HDR,每眼影格速率为 90/120Hz。该耳机还配备了控制器,可为身临其境型游戏提供触觉回馈。

北美占主要份额

  • 由于身临其境型虚拟实境玩家和新兴新兴企业的存在,北美占据了主要份额,为市场成长创造了巨大的机会。北美也是采用创新的先驱,这使其比其他地区更具优势。
  • 此外,身临其境型虚拟实境技术也越来越多地应用于国防、军事和执法环境。透过模拟真实的车辆、士兵和战斗环境,我们可以提供多种场景的训练模拟。这些技术还可以提供即时资讯和情境察觉,提升军人做出快速、明智决策的能力。
  • 美国的军费开支是全世界最高的。在去年3月发布的今年预算提案中,拜登政府要求国防支出为8,133亿美元。对军事装备增强的投资正在推动该地区对身临其境型虚拟实境的需求。
  • 使用者可以使用虚拟实境来弥合教育工作者和学生之间的差距。使用虚拟实境的远距学习系统将教育工作者和学生聚集在同一个房间,使他们能够以数位方式表达自己。去年4月,为学校和教育机构提供扩增实境和虚拟实境(AR/VR)内容的VictoryXR宣布在美国推出10个「Metaversities」。为了提供学生元宇宙中的学习选择,多家教育机构正计划部署数位双胞胎校园。此外,每位学生还将收到一个 Quest 2 VR头戴装置,以便在课堂上使用。

身临其境型虚拟实境产业概况

身临其境型虚拟实境市场本质上具有适度的竞争性。此外,旨在提高身临其境型虚拟环境的品质、效能和有效性的研发工作预计将在未来几年推动市场需求并加剧主要供应商之间的竞争。主要供应商包括 EON Reality、Carl Zeiss AG、Archos 和SONY。最近的趋势包括:

2022 年 10 月,微软宣布与 Meta 合作,将该公司最受欢迎的生产力和协作应用程式引入新款 Quest Pro VR头戴装置。在佩戴 Quest 2 和 Quest Pro 耳机时,用户可以在 Meta 的 VR「工作室」中存取 Windows 365 应用程式。您也可以在 VR 中加入 Microsoft Teams 会议。

2022 年 5 月,PrecisionOS 宣布与西门子 Healthineers 合作,提供身临其境型虚拟实境 (VR) 培训。此模组可协助外科医生和技术人员练习使用西门子 Health Inears 的行动 3D C 臂 Cios Spin 进行术中品管和手术工作流程指导。多用户P2P培训课程允许外科医生和技术人员共用他们对虚拟患者的手术技术知识。这使得协作变得更加容易。

其他好处:

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

目录

第一章简介

  • 研究成果
  • 研究场所
  • 调查范围

第二章调查方法

第三章执行摘要

第四章市场动态

  • 市场概况
  • 市场促进与市场约束因素介绍
  • 市场驱动因素
    • 使用虚拟实境进行航太和国防领域的训练和模拟
    • HMD在游戏娱乐领域的普及
  • 市场限制因素
    • 产品成本高
  • 产业价值链分析
  • 产业吸引力-波特五力分析
    • 新进入者的威胁
    • 买家/消费者的议价能力
    • 供应商的议价能力
    • 替代品的威胁
    • 竞争公司之间敌对关係的强度

第五章市场区隔

  • 按设备
    • 手势追踪装置
    • 头戴式显示器
  • 按最终用户产业
    • 娱乐与游戏
    • 航太/国防
    • 卫生保健
    • 教育
    • 其他最终用户产业
  • 按地区
    • 北美洲
    • 欧洲
    • 亚太地区
    • 世界其他地区

第六章 竞争状况

  • 公司简介
    • Carl Zeiss AG
    • Avegant Corporation
    • HTC Corporation
    • Archos
    • Panasonic Corporation
    • Magic Leap
    • Sony Corporation
    • Samsung Electronics Co., Ltd.
    • Google LLC
    • Microsoft Corporation
    • Oculus(Facebook, Inc.)
    • Eon Reality
    • CyberGlove Systems
    • Leap Motion(Ultrahaptics)
    • Sixense Enterprises Inc.

第七章 市场机会及未来趋势

第八章投资分析

简介目录
Product Code: 57190

The Immersive Virtual Reality Market is expected to register a CAGR of 21.5% during the forecast period.

Immersive Virtual Reality - Market - IMG1

Key Highlights

  • The implementation of immersive virtual reality is expected to be the future of the education industry. Virtual reality enables the risk-free practice of events that occur in the real world. VR has been instrumental in reducing the cost and risks associated with training, and thus, it has led to the adoption of technology across different industries.
  • Cloud technologies are also promising scalability to immersive VR vendors. As VR-generated data increases, cloud services will store apps, data, and memory on virtual servers and stream them on demand. This is also expected to drive innovation in immersive VR and service updates in an uninterrupted cycle.
  • Moreover, VR has also influenced the healthcare sector because it helped create a virtual environment for the surgeon. Real-time training involves expensive tools and equipment or hazardous conditions. The adoption of such technology is expected to expand horizons for the healthcare industry as a whole, which in turn will boost the market.
  • But virtual reality devices are more expensive, which is stopping the market from growing during the time frame that was predicted.
  • The COVID-19 crisis impacted several immersive VR tech companies. VR gaming centers were closed due to stay-at-home orders during the initial months of the pandemic. On the contrary, the consumer VR market witnessed a significant increase in adoption. During the lockdown, most people invested in immersive VR gaming as they aimed to explore new frontiers in gaming technology.

Immersive Virtual Reality Market Trends

Head Mounted Displays is Expected to Have Significant Share

  • A head-mounted display is a secondary display that can be easily worn on the head by the user to get live video from the primary thermal sight. HMDs are designed specifically for situations where the user requires hands-free situational awareness. Head-mounted displays designed for virtual reality are typically larger than their AR or MR headsets. HMD can be installed on an outdoor helmet or worn on the head with a head strap.
  • Further, the demand for virtual reality plays a vital role in enhancing the user's gaming experience. Thus, the HMD market is driven by the high demand for VR HMDs in applications such as PC games, consoles, and smartphones. The market is also driven by the key vendors putting out more products and software that work together.
  • HMDs are not only used in virtual reality gaming; they've also been utilized in military, medical, and engineering contexts, among various others. For example, Vuzix, a smart glasses and augmented reality technology company, announced a partnership with L3 Harris Technologies to make a waveguide-based optics engine for military head-mounted systems.
  • Immersive technologies are becoming widely popular, and 360-degree videos are a raging emerging trend in the current market scenario. Three hundred sixty-degree videos give users a full panoramic view of the video. Viewers can further click manually through the video and directly interact with different aspects of the stream instead of just watching it. 360-degree content allows viewers to wear a VR headset and look around a 360-degree video in all directions to get a real-life experience. This market study is anticipated to expand exponentially over the forecast period.
  • Moreover, the entertainment field is currently making the best possible use of immersive virtual reality's HMD. With increasing innovation, research, and development, it has the potential to thrive in the entertainment industry for many more years to come.
  • For instance, in February last year, Sony unveiled its new virtual reality (VR) headset for the smash-hit game console PlayStation 5. The headset includes vibrating feedback with eye-tracking and a 110-degree field of view with a 4K HDR resolution of 2000x2040 per eye using an OLED screen with a frame rate of 90/120 Hz. The headset also includes controllers, which provide haptic feedback for immersive gaming.

North America Occupies Major Share

  • North America occupies the major share due to the presence of immersive virtual reality players and budding start-ups, which creates a huge opportunity for the market to grow. It has also been a pioneer in adopting innovations, which gives North America an edge over other regions.
  • Moreover, there is an increasing potential for immersive VR technology to be used in defense, military, and law enforcement contexts. It helps provide training simulations that can be used to prepare personnel for various scenarios by simulating actual vehicles, soldiers, and combat environments. These technologies can also provide information and situational awareness in real-time, enhancing the ability of personnel to make quick and informed decisions.
  • The United States has the highest military expenditure in the world. In the budget proposal for the current fiscal year, as released in March last year, the Biden administration sought USD 813.3 billion for national defense. Such investments in enhancing military types of equipment are boosting the demand for immersive VR in the region.
  • Users can use virtual reality to bridge the gap between educators and students. Distance learning systems that use virtual reality can bring educators and students together in the same room with digital representations of themselves. In April last year, VictoryXR, a provider of augmented and virtual reality (AR/VR) content for schools and educational institutions, announced ten "Metaversities" would be launching in the United States, with several educational institutions planning to roll out digital twin campuses in order to provide learning options for students in the metaverse. In addition, each student will receive a Quest 2 VR headset for use during their course.

Immersive Virtual Reality Industry Overview

The immersive virtual reality market is moderately competitive in nature. Furthermore, research and development initiatives aimed at improving immersive virtual environments' quality, performance, and effectiveness are projected to propel market demand in the years to come, increasing the competition among the key vendors. Some of the key vendors are EON Reality, Carl Zeiss AG, Archos, Sony Corporation, etc. Some recent developments are:

In October 2022, Microsoft announced its partnership with Meta to bring its most popular productivity and collaboration apps to the new Quest Pro VR headset. While wearing the Quest 2 and Quest Pro headsets, users will be able to access their Windows 365 apps within Meta's VR "workrooms." They'll also be able to participate in Microsoft Teams meetings in VR.

In May 2022, PrecisionOS announced its partnership with Siemens Healthineers to offer immersive virtual reality (VR) training. The module helps surgeons and technicians practice using Siemens Healthineers' mobile 3D C-arm Cios Spin for intraoperative quality control and surgical workflow guidance. Multi-user, peer-to-peer training sessions would let surgeons and technicians share their knowledge of surgical procedures on a virtual patient. This would make it easier for them to work together.

Additional Benefits:

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

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Deliverables
  • 1.2 Study Assumptions
  • 1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Introduction to Market Drivers and Restraints
  • 4.3 Market Drivers
    • 4.3.1 Use of Virtual Reality in Aerospace & Defense for Training and Simulation
    • 4.3.2 Penetration of HMDs in Gaming and Entertainment Sector
  • 4.4 Market Restraints
    • 4.4.1 High Product Cost
  • 4.5 Industry Value Chain Analysis
  • 4.6 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers/Consumers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Intensity of Competitive Rivalry

5 MARKET SEGMENTATION

  • 5.1 By Device
    • 5.1.1 Gesture Tracking Devices
    • 5.1.2 Head Mounted Displays
  • 5.2 By End-user Industry
    • 5.2.1 Entertainment & Gaming
    • 5.2.2 Aerospace & Defense
    • 5.2.3 Healthcare
    • 5.2.4 Education
    • 5.2.5 Other End-user Industries
  • 5.3 Geography
    • 5.3.1 North America
    • 5.3.2 Europe
    • 5.3.3 Asia-Pacific
    • 5.3.4 Rest of World

6 COMPETITIVE LANDSCAPE

  • 6.1 Company Profiles
    • 6.1.1 Carl Zeiss AG
    • 6.1.2 Avegant Corporation
    • 6.1.3 HTC Corporation
    • 6.1.4 Archos
    • 6.1.5 Panasonic Corporation
    • 6.1.6 Magic Leap
    • 6.1.7 Sony Corporation
    • 6.1.8 Samsung Electronics Co., Ltd.
    • 6.1.9 Google LLC
    • 6.1.10 Microsoft Corporation
    • 6.1.11 Oculus ( Facebook, Inc.)
    • 6.1.12 Eon Reality
    • 6.1.13 CyberGlove Systems
    • 6.1.14 Leap Motion (Ultrahaptics)
    • 6.1.15 Sixense Enterprises Inc.

7 MARKET OPPORTUNITIES AND FUTURE TRENDS

8 INVESTMENT ANALYSIS