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市场调查报告书
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1843981
2025年全球虚拟实境软体市场报告Virtual Reality Software Global Market Report 2025 |
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近年来,虚拟实境软体市场呈指数级成长,从2024年的163.2亿美元成长到2025年的207.5亿美元,复合年增长率达27.1%。这一成长主要归功于游戏和娱乐、企业培训和模拟、医疗保健和医学应用、建筑和设计视觉化、教育以及数位学习等领域的应用。
预计未来几年虚拟实境软体市场将呈指数级成长,到2029年市场规模将达到485.9亿美元,复合年增长率(CAGR)为23.7%。预测期内的成长主要归功于远端协作与通讯、垂直应用领域的拓展、社交虚拟实境体验的兴起、扩增实境(AR)技术的融合以及消费者对产品互动的接受度。预测期内的关键趋势包括医疗保健应用场景的扩展、价格更亲民的硬体选择、内容创作、创新浪潮、对提升用户体验的重视以及政府和军方的采用。
虚拟实境(VR)是指透过软体人工生成的环境,其呈现方式能够说服使用者将其感知并接受为真实环境。
虚拟实境软体的主要类别包括三维建模软体、360度客製化虚拟实境软体和即时模拟软体。三维建模软体用于产生物理物件的虚拟3D模型。这些软体应用可透过本地部署和云端部署模式实现,并服务于汽车、医疗、房地产、石油天然气、娱乐、工业等众多产业。
美国在2025年春季突然提高关税及其引发的贸易摩擦,对资讯科技产业,特别是硬体製造、资料基础设施和软体部署领域,产生了重大影响。进口半导体、电路基板和网路设备的关税上涨,推高了高科技公司、云端服务供应商和资料中心的生产和营运成本。在全球范围内采购笔记型电脑、伺服器和消费电子产品的公司面临更长的前置作业时间和价格压力。同时,对专用软体征收的关税以及主要国际市场的报復性措施,正在扰乱全球IT供应链,并降低海外对美国製造技术的需求。为了应对这些挑战,该产业正在加大对国内晶片生产的投资,扩大供应商网络,并利用人工智慧驱动的自动化技术来增强韧性,更有效地控製成本。
这份虚拟实境软体市场研究报告是商业研究公司最新报告系列的一部分,提供虚拟实境软体市场统计数据,例如全球市场规模、区域份额、竞争对手及其市场份额、详细的市场细分、市场趋势以及虚拟实境软体产业的商机。本虚拟实境软体市场研究报告对该行业的现状和未来发展趋势进行了详细分析,为您提供所需的一切观点。
未来五年23.7%的成长率预测较我们先前的预测略微下调了0.2%。这一下调主要归因于美国与其他国家之间的关税影响。影响中介软体平台、即时引擎和视觉化套件的关税壁垒可能会扰乱美国虚拟实境公司的软体创新週期。此外,由于相互关税措施以及贸易紧张局势和限制升级对全球经济和贸易造成的负面影响,这种影响也将更加广泛。
游戏产业的成长是虚拟实境(VR)软体市场发展的关键驱动力。 VR游戏提供更具沉浸感和互动性的体验,相比传统媒体更具优势。疫情期间,许多人转向VR游戏来缓解无聊和焦虑。例如,一款名为「新冠密室逃脱」(COVID Escape Room)的平价VR游戏应运而生,旨在让孩子们在虚拟环境中学习现实世界的技能和概念。透过这款游戏,孩子不仅可以学习有效的洗手和打喷嚏礼仪来预防新冠病毒感染,还能以有趣的方式理解保持社交距离的重要性。根据美国游戏协会预测,到2023年5月,消费者对游戏和娱乐的需求预计将推动商业游戏收入在2022年达到创纪录的600亿美元,年增14%。因此,蓬勃发展的游戏产业正在推动虚拟实境软体市场的成长。
预计未来几年,机器人手术的日益普及将推动虚拟实境(VR)软体市场的成长。机器人手术是一种微创手术,它利用机器人系统辅助完成手术。 VR软体在提升手术训练和规划、为外科医生提供即时辅助、改善病患教育、资料视觉化以及提高机器人手术的整体效率和精准度方面发挥关键作用。例如,美国国立卫生研究院(NIH)于2023年7月报告称,截至2023年初,美国已使用Intuitive Surgical公司的达文西机器人进行了超过1100万例机器人手术,全球已安装超过7500台达文西机器人。因此,机器人手术数量的不断增长是推动虚拟实境软体市场扩张的关键因素。
将虚拟实境(VR)技术透过行动应用融入医疗保健领域,已成为虚拟实境软体市场的一大关键趋势。基于VR的行动应用能够辅助治疗多种疾病,并解决诸多健康问题。此外,这些VR应用在教育领域也大有裨益,不仅惠及学生,也惠及其他相关人员。例如,2022年9月,美国医疗保健公司Novant Health推出了针对管理阶层和临床团队成员的VR领导力培训。这项身临其境型虚拟实境领导力培训采用语音启动技术,其灵感源自「Talking Taboo」(禁忌话题讨论),旨在帮助领导者与团队有效沟通,处理敏感问题。它提供了一个真实的场景,让参与者练习如何在职场中进行棘手的对话,同时消除无意识偏见。
虚拟实境软体市场的主要企业正日益寻求伙伴关係机会,以交流知识和专业技能,从而获得竞争优势。例如,2021年,ArborXR和Matts Digital宣布建立合作伙伴关係,旨在为欧洲及其他地区大规模提供无缝的扩增实境解决方案。同样,2022年7月,总部位于台湾的消费性电子产品製造商HTC Corporation与总部位于德国的虚拟实境解决方案供应商VRdirect GmbH达成合作。此次合作旨在将B2B元宇宙拓展至各个垂直领域,HTC的VIVE Business应用商店现已提供适用于HTC Vive Focus 3的VRdirect软体。
2022年4月,美国电动武器製造商Axon Enterprises收购了Casting 45,具体金额未揭露。此次收购增强了Axon提供创新沉浸式虚拟实境培训模组的能力,提升了其公共培训产品,并拓展了其在全球新兴市场的业务。 Casting 45是一家总部位于美国的虚拟实境培训公司,专注于为大型企业开发身临其境型培训模组,与Axon的目标完美契合。
虚拟实境软体市场的主要营运公司包括:微软公司、高通公司、BAE系统公司、Blippar公司、Pixologic公司、雷蛇公司、WorldViz、Unity Technologies、Oculus VR LLC、EON Reality公司、Mirra公司、High Fidelity公司、Virtalis Holdings Limited、Unigine Holding Sairir、Starbreeze、Isviing Limited、Falvial、tiryal SAS、The LearnPro Group、Wild Technology Inc、Imaginate Technologies、Briovr、Cupix Inc、Metaio Gmbh、High Tech Computer Corporation、Viar、Phenomatics Virtual Reality Software、Engineering Systems International Group、Arcadia Augmented Reality、NVIDIA Corporation SONY Technology、Valineering Systems Inc.、Arcadia Augmented Reality、NVIDtric Corporation、Auto Technology、Valpha Technology、Auto.
2024年,亚太地区是全球虚拟实境软体市场最大的区域。北美地区位居第二。这份虚拟实境软体市场报告涵盖亚太地区、西欧、中东欧、北美、南美以及中东和非洲。
虚拟实境软体市场报告涵盖的国家包括澳洲、巴西、中国、法国、德国、印度、印尼、日本、俄罗斯、韩国、英国、美国、加拿大、义大利和西班牙。
虚拟实境软体市场涵盖了为航太与国防、游戏、娱乐、旅游、诊断和外科手术等各个领域提供虚拟实境软体的营业单位所产生的收入。虚拟实境(VR)为人们呈现由软体产生的虚拟环境,使人们沉浸其中,彷佛置身于真实世界。该市场的价值为出厂价,即製造商或生产商向其他营业单位(包括下游製造商、批发商、经销商和零售商)或直接向最终客户销售的商品价值。该市场中的商品价值也包括製造商提供的相关服务。仅包含营业单位间交易或销售给最终消费者的商品和服务。
Virtual reality (VR) is an artificially generated environment through software, presented to users in a manner that convinces them to perceive and accept it as a real environment.
The primary categories of virtual reality software include 3D modeling software, 360-degree custom VR software, and real-time simulation software. 3D modeling software is employed to generate a virtual three-dimensional representation of a physical object. These software applications are implemented through on-premise and cloud modes, catering to diverse sectors such as automotive, medical, real estate, oil and gas, entertainment, industrial, and other applications.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.
The virtual reality software market research report is one of a series of new reports from The Business Research Company that provides virtual reality software market statistics, including virtual reality software industry global market size, regional shares, competitors with a virtual reality software market share, detailed virtual reality software market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality software industry. This virtual reality software market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The virtual reality software market size has grown exponentially in recent years. It will grow from $16.32 billion in 2024 to $20.75 billion in 2025 at a compound annual growth rate (CAGR) of 27.1%. The growth in the historic period can be attributed to gaming and entertainment adoption, enterprise training and simulation, healthcare and medical applications, architectural and design visualization, education, and e-learning initiatives.
The virtual reality software market size is expected to see exponential growth in the next few years. It will grow to $48.59 billion in 2029 at a compound annual growth rate (CAGR) of 23.7%. The growth in the forecast period can be attributed to remote collaboration and communication, expanding applications in industry verticals, the rise of social VR experiences, integration with augmented reality (AR), and consumer adoption for product interaction. Major trends in the forecast period include healthcare applications expansion, affordable hardware options, content creation, innovation surge, focus on user experience improvement, and government and military applications utilization.
The forecast of 23.7% growth over the next five years reflects a slight reduction of 0.2% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariff barriers affecting middleware platforms, real-time engines, and visualization toolkits could disrupt software innovation cycles for VR companies based in the US. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The growth of the gaming industry is a significant driver of the virtual reality (VR) software market. VR-powered games offer advantages over traditional media, as they provide a more immersive and engaging experience. During the pandemic, many individuals turned to VR games to alleviate boredom and anxiety. For example, an affordable VR game called COVID Escape Room was created to help children learn real-world skills and concepts within a virtual setting. Through this game, children not only learn effective handwashing and sneeze etiquette to prevent COVID-19 infection but also grasp the importance of social distancing in an enjoyable way. According to the American Gaming Association, in May 2023, consumer demand for gaming entertainment resulted in record-breaking commercial gaming revenue of $60 billion in 2022, reflecting a 14 percent increase from the previous year. Therefore, the expanding gaming industry is propelling the growth of the virtual reality software market.
The increasing prevalence of robotic surgeries is anticipated to drive the growth of the virtual reality (VR) software market in the coming years. Robotic surgery, a form of minimally invasive surgical procedure, utilizes robotic systems to assist in operations. VR software plays a crucial role in enhancing surgical training, planning, and providing real-time assistance to surgeons. It also improves patient education, data visualization, and the overall efficiency and precision of robotic surgeries. For instance, in July 2023, the National Institutes of Health (NIH), a U.S.-based government agency, reported that by early 2023, over 11 million robotic surgeries had been performed globally using Intuitive Surgical's Da Vinci robots, with more than 7,500 units installed worldwide. Therefore, the growing number of robotic surgeries is a key factor driving the expansion of the virtual reality software market.
The incorporation of virtual reality (VR) into healthcare via mobile apps stands out as a significant trend in the virtual reality software market. VR-based mobile applications facilitate the treatment of various diseases, addressing numerous health issues. Additionally, these VR apps serve educational purposes, extending beyond students to include other interested stakeholders. As an illustration, in September 2022, Novant Health, a US-based healthcare company, introduced VR training for its administrative and clinical team members in leadership. This immersive virtual reality leadership training, featuring voice activation, helps leaders navigate sensitive issues with their teams, drawing inspiration from 'Talking Taboo.' It provides a realistic environment for practicing challenging workplace discussions while tackling unconscious bias.
Leading companies in the virtual reality software market are increasingly exploring partnership opportunities to exchange knowledge and expertise, aiming to gain a competitive edge. For instance, in 2021, ArborXR and Matts Digital announced a partnership to deliver seamless extended reality solutions at scale in Europe and beyond. Similarly, in July 2022, HTC Corporation, a Taiwan-based consumer electronics manufacturer, collaborated with VRdirect GmbH, a Germany-based virtual reality solution provider. This partnership aims to open up the B2B metaverse to various business types, with HTC's VIVE Business AppStore now offering VRdirect software for the HTC Vive Focus 3.
In April 2022, Axon Enterprise, Inc., a US-based manufacturer of electrical weapons, acquired Foundry 45 for an undisclosed amount. This acquisition has strengthened Axon's capabilities in delivering innovative, immersive virtual reality training modules, enhancing its public safety training offerings, and expanding its global reach in growth markets. Foundry 45, a US-based virtual reality training company specializing in developing immersive training modules for large enterprises, aligns seamlessly with Axon's objectives.
Major companies operating in the virtual reality software market include Microsoft Corporation, Qualcomm Incorporated, BAE Systems AB, Blippar Inc., Pixologic Inc., Razer Inc., WorldViz., Unity Technologies, Oculus VR LLC, EON Reality Inc., Mirra Inc, High Fidelity Inc., Virtalis Holdings Limited, Unigine Holding S.a r.l., Starbreeze Studios, Smartvizs Private Limited., Axonom Powertrak, Istaging Corp., Techviz SAS, The LearnPro Group, Wild Technology Inc, Imaginate Technologies., Briovr, Cupix Inc., Metaio Gmbh, High Tech Computer Corporation, Viar, Phenomatics Virtual Reality Software, Engineering Systems International. Group, Arcadia Augmented Reality, NVIDIA Corporation, Sony Interactive Entertainment, Valve Corporation, Autodesk Inc., Parametric Technology Corporation, Dassault Systemes S.A., Alphabet Inc., Samsung Electronics Co. Ltd
Asia-Pacific was the largest region in the virtual reality software market in 2024. North America was the second largest region in the global virtual reality software market analysis. The regions covered in the virtual reality software market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the virtual reality software market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain
The virtual reality software market includes revenues earned by entities by offering virtual reality software that are used in different sectors such as aerospace, defense, gaming, entertainment, tourism, diagnostics and surgeries. Virtual reality (VR) is an artificial environment generated with software and displayed to people so that the user suspends convictions and accepts them as real environments. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Virtual Reality Software Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on virtual reality software market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for virtual reality software ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The virtual reality software market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
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