市场调查报告书
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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 |
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。
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.