市场调查报告书
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1438172
2030年VR娱乐和互动产品市场预测:按产品类型、应用和地区分類的全球分析Virtual Reality Entertainment and Interactive Products Market Forecasts to 2030 - Global Analysis By Product Type, Application and By Geography |
根据 Stratistics MRC 的数据,全球 VR 娱乐和互动产品市场在预测期内将以 25.9% 的复合年增长率成长。
VR娱乐和互动产品市场是指致力于创建、开发和分销用于娱乐和互动目的的虚拟实境体验和产品的行业。 VR 娱乐通常使用耳机和其他互动设备将使用者带入电脑生成的世界,创造一种真实感和沈浸感。该市场的公司专注于提供吸引用户的尖端VR解决方案,在各个领域提供多样化的娱乐选择和互动体验。
根据欧盟委员会发布的报告,预计到2020年欧洲VR和AR产业产值将增加至380亿美元。
与游戏产业融合
随着VR技术的不断进步,游戏体验达到了前所未有的沉浸感,吸引了许多用户。高品质VR游戏的开发,加上相容的游戏周边设备,正在创造VR和游戏之间的协同关係,促进两个产业的发展。此外,游戏玩家也被 VR 提供的无与伦比的沉浸感和互动性所吸引。因为您可以步入虚拟世界,以您以前从未想像过的方式沉浸在您最喜欢的游戏中。
初始成本高
VR 硬件,包括先进的耳机、动作控制器和强大的计算系统,通常价格昂贵,从而让一些潜在消费者望而却步。财务障碍阻碍了普及,尤其是那些精打细算、不愿投资昂贵 VR 设备的消费者。然而,这种限制不仅阻碍了VR娱乐和互动产品市场的直接成长,也影响了该产业接触更广泛受众的能力。
内容创作增加
多元化且不断扩大的内容创作者生态系统,包括游戏开发者、电影製作人、教育工作者和各种创造性专业人士,正在积极为 VR 体验的丰富性做出贡献。这些创作者在探索身临其境型技术所提供的可能性时,正在创作各种引人入胜、引人入胜的 VR 内容。此外,这种涌入不仅满足了消费者对新颖、互动式数位体验不断增长的需求,而且还确保了 VR 应用在游戏、教育、虚拟旅游和模拟等领域的不断发展。
隐私问题
VR 应用程式通常会收集和处理敏感的个人资料,例如使用者动作、互动,有时还会收集生物辨识资讯。这引起了消费者对虚拟环境中个人资料可能被滥用或不当处理的担忧。随着 VR 体验变得更加身临其境和个人化,强有力的隐私措施的需求变得至关重要。感知到的隐私风险可能会阻止使用者充分利用 VR 技术,从而限制普及。
封锁期间对远端协作和虚拟体验的需求不断增加,推动了虚拟会议、活动和培训专案采用 VR。随着越来越多的人待在家中寻找创新的娱乐方式,VR 游戏和身临其境型体验变得越来越流行。然而,该行业面临一些挑战,例如供应链中断影响了 VR 硬体生产,经济不确定性影响了消费者在昂贵的 VR 设备上的支出。疫情也可能扰乱内容製作流程并推迟 VR 游戏和体验的发布。
预计硬体领域将在预测期内成为最大的领域
在整个预测期内,硬体领域占据了市场的最大份额。 VR 硬体(包括耳机、控制器和运动追踪设备)的技术进步非常显着,为使用者提供了越来越身临其境和复杂的体验。此外,更强大、更有效率的处理器、更高解析度的显示器以及增强的追踪能力的发展显着提高了VR硬体的整体品质。
预计医疗保健领域的 VR 领域在预测期内将呈现最高的复合年增长率
预计医疗保健领域的 VR 领域将在预测期内保持盈利成长。 VR 技术越来越多地应用于医疗保健领域,用于治疗目的、医疗培训和患者照护。在治疗应用中,VR 可用于疼痛管理、减轻焦虑和心理健康介入。 VR 的沉浸式特性使患者能够融入虚拟环境,从而分散注意力、进行教育并增强他们的整体幸福感。此外,VR 已成为医疗训练中的重要工具,为手术过程和诊断场景提供真实的模拟。
该地区精通技术的人口和浓厚的游戏文化,加上该地区精通技术的人口和浓厚的游戏文化,正在推动对身临其境型娱乐体验的需求,特别是在游戏领域,其中欧洲地区在本季度占据最大的市场占有率预测期。欧洲国家处于采用先进技术的前沿,这种热情延伸到了游戏、教育和企业解决方案中的 VR 应用。此外,积极的政府倡议和对高科技领域的投资正在支持该地区虚拟实境新兴企业和公司的发展。
预计北美地区在预测期内将呈现良好的成长动能。内容创作者、开发人员和领先公司之间的策略合作进一步推动了该地区的成长,并确保了高品质 VR 内容的稳定流动。监管机构已经认识到 VR 技术在游戏、医疗保健和教育等各个行业的潜力,并正在实施政策以支持其发展。此外,监管支援可确保消费者安全和资料隐私,并在使用者之间建立信任。例如,美国政府拨款用于研究和开发包括VR在内的新兴技术。
According to Stratistics MRC, the Global Virtual Reality (VR) Entertainment and Interactive Products Market is growing at a CAGR of 25.9% during the forecast period. The Virtual Reality (VR) Entertainment and Interactive Products Market refers to the industry dedicated to creating, developing, and distributing virtual reality experiences and products for entertainment and interactive purposes. VR entertainment typically involves the use of headsets and other interactive devices to transport users into computer-generated worlds, providing a heightened sense of presence and engagement. Companies within this market focus on delivering cutting-edge virtual reality solutions that captivate users, offering a diverse array of entertainment options and interactive experiences across various sectors.
According to the report published by the European Commission, the European virtual and augmented reality (AR) industry is expected to increase its production value to USD 38 billion by 2020.
Gaming industry integration
With continuous advancements in VR technology, gaming experiences have reached unprecedented levels of immersion, attracting a substantial user base. The development of high-quality VR games, coupled with compatible gaming peripherals, has created a synergistic relationship between VR and gaming, elevating both industries. Furthermore, gamers are drawn to the unparalleled sense of presence and interactivity offered by VR, as it allows them to step into virtual worlds and engage with their favorite titles in ways previously unimaginable.
High initial costs
VR hardware, including advanced headsets, motion controllers, and powerful computing systems, often comes with a substantial price tag, deterring a portion of potential consumers. The financial barrier inhibits widespread adoption, particularly among budget-conscious consumers who may be reluctant to invest in expensive VR equipment. However, this limitation not only hampers the immediate growth of the VR Entertainment and Interactive Products market but also impacts the industry's ability to reach a broader audience.
Increasing content creation
A diverse and expanding ecosystem of content creators, including game developers, filmmakers, educators, and various creative professionals, is actively contributing to the richness of VR experiences. As these creators explore the possibilities offered by immersive technologies, they produce a broad array of compelling and engaging VR content. Moreover, this influx not only caters to the rising consumer demand for novel and interactive digital experiences but also ensures the continual evolution of VR applications across diverse sectors, such as gaming, education, virtual tourism, and simulations.
Privacy concerns
VR applications often collect and process sensitive personal data, including user movements, interactions, and sometimes even biometric information. This raises apprehensions among consumers regarding the potential misuse or mishandling of their private data within virtual environments. As VR experiences become more immersive and personalized, the need for robust privacy measures becomes paramount. Users may be hesitant to fully engage with VR technology if they perceive a risk to their privacy, limiting widespread adoption.
The increased demand for remote collaboration and virtual experiences during lockdowns propelled the adoption of VR for virtual meetings, events, and training programs. As people sought novel forms of entertainment while staying at home, VR gaming and immersive experiences gained popularity. However, the industry faced challenges such as supply chain disruptions, impacting the production of VR hardware, and economic uncertainties affecting consumer spending on high-cost VR equipment. The pandemic also disrupted content creation pipelines, potentially delaying the release of VR games and experiences.
The hardware segment is expected to be the largest during the forecast period
Hardware segment commanded the largest share of the market throughout the extrapolated period. Technological advancements in VR hardware, including headsets, controllers, and motion-tracking devices, have reached remarkable heights, offering users increasingly immersive and sophisticated experiences. Moreover, the development of more powerful and efficient processors, higher-resolution displays, and enhanced tracking capabilities has significantly elevated the overall quality of VR hardware.
The VR in healthcare segment is expected to have the highest CAGR during the forecast period
VR in healthcare segment is projected to hold profitable growth over the domination time frame. VR technology is increasingly utilized in healthcare for therapeutic purposes, medical training, and patient care. In therapeutic applications, VR is employed for pain management, anxiety reduction, and mental health interventions. The immersive nature of VR enables patients to engage in virtual environments that can distract, educate, enhance overall well-being. Moreover, VR has become an invaluable tool in medical training, offering realistic simulations for surgical procedures and diagnostic scenarios.
Due to the region's tech-savvy population, coupled with a robust gaming culture, has fostered a growing demand for immersive entertainment experiences, particularly in the gaming sector, Europe region is dominating the largest market share over the projection period. European countries have been at the forefront of adopting advanced technologies, and this enthusiasm extends to VR applications for gaming, education, and enterprise solutions. Moreover, favorable government initiatives and investments in the tech sector have propelled the growth of VR startups and enterprises in the region.
North America region is projected to witness lucrative growth during the forecast period. Strategic collaborations between content creators, developers, and major corporations further propel the regional growth, ensuring a steady stream of high-quality VR content. Regulatory bodies have recognized the potential of VR technologies in various industries, from gaming to healthcare and education, and have implemented policies that support their development. Additionally, regulatory support ensures consumer safety and data privacy, building trust among users. The U.S. government, for instance, has allocated funds for research and development in emerging technologies, including VR.
Key players in the market
Some of the key players in Virtual Reality (VR) Entertainment and Interactive Products market include EON Reality Inc, Google LLC, HTC Corporation, Lenovo, Microsoft Corporation, NVIDIA Corporation, Qualcomm Technologies, Inc, Samsung Electronics Co., Ltd, Seiko Epson Corporation, Sixense Entertainment, Sony Corporation and Vuzix Corporation.
In June 2023, Highlight Tech Corp. (HTC) Announces Entry into US Market to Address Rapid Semiconductor Fab Growth. The move is driven by an increase in market demand in the U.S. due to new fab development and expansion as part of the CHIPS Act. HTC-America will enable HTC to provide faster time to market and to better serve its growing client base in the U.S.
In March 2022, Google acquires MicroLED startup Raxium to aid AR headset ambitions. Google LLC has big ambitions in the augmented reality business, it reports that it has just paid $1 billion to acquire a startup called Raxium.