封面
市场调查报告书
商品编码
1533608

虚拟实境市场规模、份额和成长分析:按组件、按设备、按技术、按应用、按地区 - 行业预测,2024-2031 年

Virtual Reality Market Size, Share, Growth Analysis, By Component, By Device, By Technology, By Application, By Region - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 270 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2022年全球虚拟实境市场规模将为157.5亿美元,从2023年的191.5亿美元成长到2031年的915.4亿美元,并在预测期内持续成长(2024-2024年),预计复合年增长率为21.6 % 2031)。

虚拟实境 (VR) 正在成为全球市场上成长最快的创新领域之一,这主要是由技术进步和消费者采用率不断提高所推动的。去年,扩增实境(AR)和VR设备的全球出货量总计986万台,预计到2022年将增加至1,419万台。这种需求的激增证实了VR技术正在各个领域获得主流接受。 VR 产业正在向游戏以外的领域扩展,其应用扩展到医疗保健、教育、汽车和广告等领域,预计到 2023年终,用户群将达到 1.71 亿。财富 500 强公司越来越多地采用 VR 技术,其中 52% 目前正在试用,这凸显了该技术在改善业务运营和客户体验方面的潜力。儘管 VR 用户有所增加,但挑战仍然存在,例如晕动病,影响了约 58% 的用户。然而,VR 硬体和软体的不断进步旨在解决这些问题并提高使用者的舒适度和满意度。随着VR技术的日益普及,消费者的认知度也不断提高,目前超过50%的美国人口熟悉VR设备。预计 VR 市场将为全球经济做出重大贡献,到 2030 年,虚拟和扩增实境的价值预计将超过 1.9 兆美元。市场涉及游戏、医疗、广告、汽车、房地产等多个领域,VR游戏成长显着。例如,索尼的PS VR全球销售量已超过500万台,反映出人们对VR游戏的高度兴趣。

目录

介绍

  • 研究目的
  • 定义
  • 市场范围

调查方法

  • 资讯采购
  • 次要/一级资讯来源
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 市场概况展望
  • 供需趋势分析
  • 按细分市场的机会分析

市场动态及展望

  • 市场动态
    • 促进因素
    • 机会
    • 抑制因素
    • 任务
  • 波特的分析

主要市场考察

  • 技术分析
  • 价格分析
  • 价值链分析
  • 市场生态系统
  • Start-Ups分析
  • 专利分析
  • 监管环境
  • 客户和购买标准分析
  • 创新矩阵
  • 重点投资分析
  • 关键成功因素
  • 市场魅力指数
  • 竞争程度

虚拟实境市场:按组成部分

  • 市场概况
  • 硬体
    • 感应器
    • 加速计
    • 陀螺仪
    • 磁力计
    • 接近感测器
    • 半导体零件
    • 控制器处理器
    • 积体电路
    • 显示投影仪
    • 位置追踪器
    • 相机
    • 其他组件
  • 软体
    • SDKS
    • 云端基础的服务

虚拟实境市场:依装置分类

  • 市场概况
  • 头戴式显示器
  • 手势追踪装置
    • 资料手套
    • 其他手势追踪设备
  • 投影显示墙

虚拟实境市场:依技术分类

  • 市场概况
  • 非身临其境型技术
  • 半身临其境型与全身临其境型技术

虚拟实境市场:依应用分类

  • 市场概况
  • 消费者
    • 游戏/娱乐
    • 运动的
  • 商业的
    • 零售/电子商务
    • 教育/培训
    • 旅游/旅游
    • 广告
  • 企业(製造业)
  • 卫生保健
    • 外科手术
    • 患者照护管理
    • 健身管理
    • 药局管理
    • 医疗训练/教育
  • 航太/国防
  • 其他用途
    • 房地产(架构/建筑设计)
    • 地理空间挖掘

虚拟实境市场规模:按地区

  • 市场概况
  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 中东和非洲 (MEA)
    • 海湾合作委员会国家
    • 南非
    • 其他中东/非洲地区

竞争格局

  • 前5名企业对比
  • 主要企业市场定位(2023年)
  • 主要市场参与者所采取的策略
  • 近期市集活动
  • 主要企业市场占有率(2023年)

主要企业简介

  • Apple(United States)
  • Microsoft(United States)
  • Samsung Electronics(South Korea)
  • Unity(United States)
  • General Motors(United States)
  • Qualcomm(United States)
  • Matterport(United States)
  • Transfr(United States)
  • Vicarious Surgical(United States)
  • Sandbox VR(United States)
  • Dreamscape(United States)
  • Meta(United States)
  • Talespin(United States)
  • Applied VR(United States)
  • Wevr(United States)
  • LiveLike(United States)
  • Subvrsive(United States)
  • Virtuix Omni(United States)
  • Bigscreen(United States)
  • Framestore(United Kingdom)
  • Meow Wolf(United States)
  • WorldViz(United States)
  • ImmersiveTouch(Canada)
简介目录
Product Code: SQMIG45J2070

Global Virtual Reality Market size was valued at USD 15.75 billion in 2022 and is poised to grow from USD 19.15 billion in 2023 to USD 91.54 billion by 2031, growing at a CAGR of 21.6% during the forecast period (2024-2031).

Virtual reality (VR) is emerging as one of the most rapidly growing and innovative sectors in the global market, driven primarily by technological advancements and increasing consumer adoption. In the past year, global shipments of augmented reality (AR) and VR devices totaled 9.86 million units, with projections indicating a rise to 14.19 million units in 2022. This surge in demand underscores the growing mainstream acceptance of VR technology across various sectors. The VR industry is expanding due to a rising user base, expected to reach 171 million by the end of 2023, as applications extend beyond gaming into fields such as healthcare, education, automotive, and advertising. Fortune 500 companies are increasingly adopting VR technologies, with 52% currently testing or implementing them, highlighting the technology's potential to enhance business operations and customer experiences. Despite the growing number of VR users, challenges such as motion sickness, affecting around 58% of users, remain. However, ongoing advancements in VR hardware and software aim to address these issues, enhancing user comfort and satisfaction. As VR technology becomes more prevalent, consumer awareness is also rising, with over 50% of the U.S. population now familiar with VR devices. The VR market is projected to contribute significantly to the global economy, with virtual and augmented reality expected to add over $1.9 trillion by 2030. The market spans various sectors, including gaming, healthcare, advertising, automotive, and real estate, with VR gaming experiencing substantial growth. For instance, Sony's PS VR has achieved over 5 million sales worldwide, reflecting the booming interest in VR gaming.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Reality market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Virtual Reality Market Segmental Analysis

Virtual reality market is segmented by Component, Device, Technology, Application, and Region. Based on Component, the market can be segmented into Hardware (Sensors [Accelerometers, Gyroscopes, Magnetometers, Proximity Sensors], Semiconductor Components [Controllers & Processors, Integrated Circuits] Display & Projectors, Position Trackers, Cameras, Other Components), Software (Sdks, Cloud-based Services). Based on Device, the market is segmented into Head-mounted Displays, Gesture-tracking Devices (Data Gloves, Other Gesture-tracking Devices), Projectors & Display Walls. Based on Technology, the market is segmented into Non-immersive Technology, Semi-immersive And Fully Immersive Technology. Based on Application, the market is segmented into Consumers (Gaming & Entertainment, Sports), Commercial (Retail & Ecommerce, Education & Training, Travel & Tourism, Advertising), Enterprises (Manufacturing), Healthcare (Surgery, Patient Care Management, Fitness Management, Pharmacy Management, Medical Training & Education), Aerospace & Defense, Other Applications (Automotive, Real Estate (Architecture & Building Design), Geospatial Mining. Based on Region, the market is segmented into North America, Europe, Asia-Pacific, Middle East and Africa, and Latin America.

Drivers of the Global Virtual Reality Market

Virtual reality (VR) is becoming a transformative force in healthcare, particularly in surgical medicine. By leveraging VR, surgeons can access a virtual or partially 3D representation of the patient's view during endoscopic procedures, enhancing precision and visualization. Developers are creating specialized VR applications for healthcare that can track physical positions and present static or 3D models, thereby supporting surgical and diagnostic processes. Tools like Unity, a robust software engine, are instrumental in developing these VR projects, enabling the creation of effective and immersive medical applications. The integration of VR and augmented reality in healthcare is gaining momentum due to its diverse applications. These technologies are used for training medical professionals, improving fitness regimens, managing pharmaceutical practices, and assisting medical students with complex learning experiences. Additionally, VR supports post-hospital care by offering patients continued guidance and support. The widespread adoption of VR in these areas is expected to drive further acceptance and innovation in the field, reflecting the growing impact of virtual reality on improving healthcare outcomes.

Restraints in the Global Virtual Reality Market

A significant challenge impacting the growth of virtual reality (VR) technology is the high cost associated with VR equipment and content development. Advanced VR headsets, designed to deliver immersive experiences, are often expensive and are accessible only to a limited number of consumers who can afford them. Additionally, creating high-quality VR content requires specialized skills and resources, which contributes to its high production costs. This financial barrier restricts the affordability of VR experiences for many potential users, slowing the widespread adoption and acceptance of VR technology in the market.

Market Trends of the Global Virtual Reality Market

The transition to VR-based educational experiences represents a profound shift in academic and vocational training. In 2024, VR technology has made significant advancements, offering transformative possibilities across various fields. One of the most impressive aspects of VR in education is its ability to transcend the limitations of traditional classrooms. With VR, students can embark on virtual journeys through historical eras, explore distant planets, or delve into the microscopic world-all from within their classrooms. This immersive approach not only captures students' attention but also enhances their understanding and retention of complex concepts. For example, historical events can be reimagined as interactive experiences where learners witness significant moments unfold before their eyes. Geography classes can take virtual field trips to remote locations, allowing students to explore different ecosystems and environmental phenomena in an engaging, hands-on manner. In science education, VR provides a platform for conducting virtual experiments, visualizing molecular structures in three dimensions, and observing physical phenomena in a realistic setting. This interactive method fosters curiosity and exploration while allowing students to experiment in a safe, controlled environment, free from the limitations and risks associated with real-world resources.

Table of Contents

Introduction

  • Objectives of the Study
  • Definitions
  • Market Scope

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Market Overview Outlook
  • Supply Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • Start-up Analysis
  • Patent Analysis
  • Regulatory Landscape
  • Customer & Buying Criteria Analysis
  • Innovation Matrix
  • Top Investment Analysis
  • Key Success Factor
  • Market Attractive Index
  • Degree of Competition

Virtual Reality Market by Component

  • Market Overview
  • Hardware
    • Sensors
    • Accelerometers
    • Gyroscopes
    • Magnetometers
    • Proximity sensors
    • Semiconductor Components
    • Controllers & processors
    • Integrated circuits
    • Display & Projectors
    • Position Trackers
    • Cameras
    • Other Components
  • Software
    • SDKS
    • Cloud-Based Services

Virtual Reality Market by Device

  • Market Overview
  • Head-Mounted Displays
  • Gesture-Tracking Devices
    • Data Gloves
    • Other Gesture-Tracking Devices
  • Projectors & Display Walls

Virtual Reality Market by Technology

  • Market Overview
  • Non-Immersive Technology
  • Semi-Immersive and Fully Immersive Technology

Virtual Reality Market by Application

  • Market Overview
  • Consumers
    • Gaming & Entertainment
    • Sports
  • Commercial
    • Retail & Ecommerce
    • Education & Training
    • Travel & Tourism
    • Advertising
  • Enterprises (Manufacturing)
  • Healthcare
    • Surgery
    • Patient Care Management
    • Fitness Management
    • Pharmacy Management
    • Medical Training & Education
  • Aerospace & Defense
  • Other Applications
    • Automotive
    • Real Estate (Architecture & Building Design)
    • Geospatial Mining

Virtual Reality Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2023

Key Company Profiles

  • Apple (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • General Motors (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Qualcomm (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Matterport (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Transfr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicarious Surgical (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sandbox VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dreamscape (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Talespin (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Applied VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wevr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LiveLike (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Subvrsive (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtuix Omni (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bigscreen (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Framestore (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meow Wolf (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WorldViz (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ImmersiveTouch (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments