封面
市场调查报告书
商品编码
1690025

虚拟实境市场规模、份额及成长分析(按产品、设备类型、技术、应用和地区)-2025 年至 2032 年产业预测

Virtual Reality Market Size, Share, and Growth Analysis, By Offering (Hardware, Software), By Device Type (Head-Mounted Displays, Gesture-Tracking Devices), By Technology, By Application, By Region - Industry Forecast 2025-2032

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

预计到 2023 年全球虚拟实境市场规模将达到 153 亿美元,从 2024 年的 188.2 亿美元成长到 2032 年的 985.9 亿美元,预测期内(2025-2032 年)的复合年增长率为 23.0%。

受技术的快速进步以及娱乐和游戏领域日益普及的推动,虚拟实境市场正在经历显着增长。增强的沉浸感、卓越的图形以及先进的硬体和运动控制器的发展吸引了比以往更多的消费者。然而,高品质 VR 软体和硬体的高初始成本对其在企业和个人中的广泛应用构成了挑战。此外,视野有限、晕动病和低解析度等问题也会对使用者体验产生负面影响。儘管存在这些障碍,但机会仍然很多,特别是随着消费者应用的不断增长和医疗保健行业的广泛应用。随着市场逐渐成熟,克服现有的障碍对于 VR 的采用和创新至关重要。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 二次资料和一次资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态与展望

  • 市场概览
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024年)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 技术分析
  • 案例研究
  • 客户和购买标准分析
  • 贸易分析
  • 专利分析

虚拟实境市场规模(按类型及复合年增长率)(2025-2032)

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

虚拟实境市场规模(按设备类型和复合年增长率)(2025-2032)

  • 市场概览
  • 头戴式显示器
  • 手势追踪设备
    • 资料手套
    • 其他手势追踪设备
  • 投影机和显示墙

虚拟实境市场规模(依技术划分)及复合年增长率(2025-2032)

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

虚拟实境市场规模(依应用划分)及复合年增长率(2025-2032)

  • 市场概览
  • 消费者
    • 游戏和娱乐
    • 运动的
  • 商业的
    • 零售与电子商务
    • 教育和培训
    • 旅行和旅游
    • 广告
  • 公司(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
    • 医疗训练与教育
  • 航太和国防
  • 其他用途
    • 房地产(建筑/建筑设计)
    • 地理空间挖掘

虚拟实境市场规模(按地区)及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 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
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前五大公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024年)
  • 主要企业简介
    • 公司详情
    • 产品系列分析
    • 公司分部份额分析
    • 收益与前一年同期比较对比(2022-2024 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)
  • Transfr(United States)
  • Vicarious Surgical(United States)
  • Sandbox VR(United States)
  • Dreamscape(United States)
  • Meta(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)

结论和建议

简介目录
Product Code: SQMIG45J2070

Global Virtual Reality Market size was valued at USD 15.3 billion in 2023 and is poised to grow from USD 18.82 billion in 2024 to USD 98.59 billion by 2032, growing at a CAGR of 23.0% during the forecast period (2025-2032).

The virtual reality market is experiencing significant growth, fueled by rapid technological advancements and heightened adoption within the entertainment and gaming sectors. Enhanced realism, superior graphics, and the development of advanced hardware and motion controllers are attracting consumers more than ever. However, high initial costs for quality VR software and hardware pose challenges for broader adoption among businesses and individuals. Additionally, concerns such as limited field of view, motion sickness, and low resolution can negatively impact the user experience. Despite these hurdles, opportunities abound, particularly with expanding consumer applications and increased utilization in the healthcare industry. As the market matures, overcoming existing barriers will be crucial for widespread VR acceptance and innovation.

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 Segments Analysis

Global Virtual Reality Market is segmented by Offering, Device Type, Technology, Application and region. Based on Offering, the market is segmented into Hardware and Software. Based on Device Type, the market is segmented into Head-Mounted Displays, Gesture-Tracking Devices and Projectors & Display Walls. Based on Technology, the market is segmented into Non-Immersive Technology and Semi-Immersive and Fully Immersive Technology. Based on Application, the market is segmented into Consumers, Commercial, Enterprises (Manufacturing), Healthcare, Aerospace & Defense and Other Applications. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Virtual Reality Market

The global virtual reality market is significantly driven by its increasing application in various sectors such as training, education, architecture, and real estate. As organizations recognize the immersive potential of virtual reality to enhance learning experiences and provide realistic simulations, its adoption is rapidly expanding. In the education sector, VR is revolutionizing traditional teaching methods by allowing students to engage with content in a more interactive manner. Meanwhile, in architecture and real estate, VR enables clients to visualize projects and spaces before they are built, thereby streamlining decision-making processes. This rising trend showcases the transformative impact of virtual reality across multiple industries.

Restraints in the Global Virtual Reality Market

One of the significant challenges facing the Global Virtual Reality market is the high cost associated with vegan products. These premium-priced offerings can hinder widespread adoption and accessibility, limiting their appeal to a broader consumer base. As consumers increasingly seek environmentally friendly and ethical alternatives, the financial barrier posed by high-priced vegan items can deter potential buyers, impacting overall market growth. Addressing this issue will be crucial for companies looking to expand their reach and foster inclusivity within the market. By finding ways to reduce costs without compromising quality, businesses can attract a larger audience and enhance their competitive edge.

Market Trends of the Global Virtual Reality Market

The Global Virtual Reality market is increasingly driven by the rise of social virtual reality experiences, which have garnered significant attention in recent years. As users seek greater connectivity, these platforms allow individuals to interact in shared virtual spaces, transcending geographical barriers. With advancements in VR software and hardware, the potential for more immersive and realistic social interactions is set to expand significantly. This trend indicates a shift towards enhanced community-building in virtual environments, making social VR a prominent focus for developers and investors alike, as it aligns with the growing demand for innovative communication solutions in a digitally connected world.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

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

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technology Analysis
  • Case Studies
  • Customer And Buying Criteria Analysis
  • Trade Analysis
  • Patent Analysis

Global Virtual Reality Market Size by Offering & CAGR (2025-2032)

  • 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

Global Virtual Reality Market Size by Device Type & CAGR (2025-2032)

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

Global Virtual Reality Market Size by Technology & CAGR (2025-2032)

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

Global Virtual Reality Market Size by Application & CAGR (2025-2032)

  • 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

Global Virtual Reality Market Size & CAGR (2025-2032)

  • North America (Offering, Device Type, Technology, Application)
    • US
    • Canada
  • Europe (Offering, Device Type, Technology, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Offering, Device Type, Technology, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Offering, Device Type, Technology, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Offering, Device Type, Technology, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

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
  • 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
  • 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

Conclusion & Recommendations