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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

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10个工作天内

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简介目录

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。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第 4 章 市场 - 宏观经济情境 宏观经济情境包括利率、通货膨胀、地缘政治、贸易战和关税,以及 COVID-19 疫情和復苏对市场的影响。

第五章 全球成长分析与策略分析框架

  • 全球虚拟实境软体:PESTEL 分析(政治、社会、科技、环境、法律因素、驱动因素与限制因素)
  • 终端用户产业分析
  • 全球虚拟实境软体市场:成长率分析
  • 全球虚拟实境软体市场表现:规模与成长,2019-2024年
  • 全球虚拟实境软体市场预测:规模与成长,2024-2029年,2034年
  • 全球虚拟实境软体:潜在市场规模 (TAM)

第六章 市场细分

  • 全球虚拟实境软体市场按类型、效能和预测划分,2019-2024年、2024-2029年、2034年
  • 3D建模软体
  • 客製化360° VR软体
  • 即时模拟软体
  • 全球虚拟实境软体市场:依部署、效能和预测划分,2019-2024年、2024-2029年、2034年
  • 本地部署
  • 全球虚拟实境软体市场按应用、效能和预测划分,2019-2024年、2024-2029年、2034年
  • 医疗保健
  • 房地产
  • 石油和天然气
  • 娱乐
  • 产业
  • 其他用途
  • 全球虚拟实境软体市场:依3D建模软体(类型)细分、效能及预测,2019-2024年、2024-2029年、2034年
  • 角色建模工具
  • 环境创建工具
  • 动画软体
  • 全球虚拟实境软体市场:360度客製化VR软体细分(按类型)、效能及预测,2019-2024年、2024-2029年、2034年
  • VR内容创作工具
  • 互动式虚拟实境体验
  • VR 导览和视觉化软体
  • 全球虚拟实境软体市场:即时模拟软体细分(按类型)、效能及预测,2019-2024年、2024-2029年、2034年
  • 训练模拟器
  • VR游戏引擎
  • 互动式培训平台

第七章 区域和国家分析

  • 全球虚拟实境软体市场:按地区、表现和预测划分,2019-2024年、2024-2029年、2034年
  • 全球虚拟实境软体市场:依国家、效能和预测划分,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章:澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章:德国市场

第十八章:法国市场

第十九章:义大利市场

第二十章:西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第三十章:竞争格局与公司概况

  • 虚拟实境软体市场:竞争格局
  • 虚拟实境软体市场:公司概况
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Qualcomm Incorporated Overview, Products and Services, Strategy and Financial Analysis
    • BAE Systems AB Overview, Products and Services, Strategy and Financial Analysis
    • Blippar Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Pixologic Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章:其他领先和创新企业

  • Razer Inc.
  • WorldViz.
  • Unity Technologies
  • Oculus VR LLC
  • EON Reality Inc.
  • Mirra Inc
  • High Fidelity Inc.
  • Virtalis Holdings Limited
  • Unigine Holding Sa rl
  • Starbreeze Studios
  • Smartvizs Private Limited.
  • Axonom Powertrak
  • Istaging Corp.
  • Techviz SAS
  • The LearnPro Group

第32章 全球市场竞争基准化分析与仪錶板

第33章 重大併购

第34章 近期市场趋势

第35章:高潜力市场国家、细分市场与策略

  • 2029年虚拟实境软体市场:提供新机会的国家
  • 2029年虚拟实境软体市场:新兴细分市场带来新机会
  • 虚拟实境软体市场展望 2029:成长策略
    • 基于市场趋势的策略
    • 竞争对手策略

第36章附录

简介目录
Product Code: r27164u

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.

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  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, post-pandemic supply chain realignment, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
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  • Outperform competitors using forecast data and the drivers and trends shaping the market.
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  • All data from the report will also be delivered in an excel dashboard format.

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 market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

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.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: 3D Modelling Software; 360 Degree Custom VR Software; Real Time Simulation Software
  • 2) By Deployment: On-Premise; Cloud
  • 3) By Application: Automotive; Medical; Real Estate; Oil And Gas; Entertainment; Industrial; Other Applications
  • Subsegments:
  • 1) By 3D Modelling Software: Character Modeling Tools; Environment Creation Tools; Animation Software

2) By 360 Degree Custom VR Software; VR Content Creation Tools; Interactive VR Experiences; VR Tours And Visualization Software

  • 3) By Real-Time Simulation Software: Training Simulators; VR Gaming Engines; Interactive Training Platforms
  • Companies Mentioned: 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
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Reality Software Market Characteristics

3. Virtual Reality Software Market Trends And Strategies

4. Virtual Reality Software Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Virtual Reality Software Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Reality Software PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Reality Software Market Growth Rate Analysis
  • 5.4. Global Virtual Reality Software Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Reality Software Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Reality Software Total Addressable Market (TAM)

6. Virtual Reality Software Market Segmentation

  • 6.1. Global Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 3D Modelling Software
  • 360 Degree Custom VR Software
  • Real Time Simulation Software
  • 6.2. Global Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • On-Premise
  • Cloud
  • 6.3. Global Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Automotive
  • Medical
  • Real Estate
  • Oil And Gas
  • Entertainment
  • Industrial
  • Other Applications
  • 6.4. Global Virtual Reality Software Market, Sub-Segmentation Of 3D Modelling Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Character Modeling Tools
  • Environment Creation Tools
  • Animation Software
  • 6.5. Global Virtual Reality Software Market, Sub-Segmentation Of 360 Degree Custom VR Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Content Creation Tools
  • Interactive VR Experiences
  • VR Tours And Visualization Software
  • 6.6. Global Virtual Reality Software Market, Sub-Segmentation Of Real-Time Simulation Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Training Simulators
  • VR Gaming Engines
  • Interactive Training Platforms

7. Virtual Reality Software Market Regional And Country Analysis

  • 7.1. Global Virtual Reality Software Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Reality Software Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Reality Software Market

  • 8.1. Asia-Pacific Virtual Reality Software Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Reality Software Market

  • 9.1. China Virtual Reality Software Market Overview
  • 9.2. China Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Reality Software Market

  • 10.1. India Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Reality Software Market

  • 11.1. Japan Virtual Reality Software Market Overview
  • 11.2. Japan Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Reality Software Market

  • 12.1. Australia Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Reality Software Market

  • 13.1. Indonesia Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Reality Software Market

  • 14.1. South Korea Virtual Reality Software Market Overview
  • 14.2. South Korea Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Reality Software Market

  • 15.1. Western Europe Virtual Reality Software Market Overview
  • 15.2. Western Europe Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Reality Software Market

  • 16.1. UK Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Reality Software Market

  • 17.1. Germany Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Reality Software Market

  • 18.1. France Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Reality Software Market

  • 19.1. Italy Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Reality Software Market

  • 20.1. Spain Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Reality Software Market

  • 21.1. Eastern Europe Virtual Reality Software Market Overview
  • 21.2. Eastern Europe Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Reality Software Market

  • 22.1. Russia Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Reality Software Market

  • 23.1. North America Virtual Reality Software Market Overview
  • 23.2. North America Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Reality Software Market

  • 24.1. USA Virtual Reality Software Market Overview
  • 24.2. USA Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Reality Software Market

  • 25.1. Canada Virtual Reality Software Market Overview
  • 25.2. Canada Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Reality Software Market

  • 26.1. South America Virtual Reality Software Market Overview
  • 26.2. South America Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Reality Software Market

  • 27.1. Brazil Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Reality Software Market

  • 28.1. Middle East Virtual Reality Software Market Overview
  • 28.2. Middle East Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Reality Software Market

  • 29.1. Africa Virtual Reality Software Market Overview
  • 29.2. Africa Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Reality Software Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality Software Market Competitive Landscape
  • 30.2. Virtual Reality Software Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Qualcomm Incorporated Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. BAE Systems AB Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Blippar Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Pixologic Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Reality Software Market Other Major And Innovative Companies

  • 31.1. Razer Inc.
  • 31.2. WorldViz.
  • 31.3. Unity Technologies
  • 31.4. Oculus VR LLC
  • 31.5. EON Reality Inc.
  • 31.6. Mirra Inc
  • 31.7. High Fidelity Inc.
  • 31.8. Virtalis Holdings Limited
  • 31.9. Unigine Holding S.a r.l.
  • 31.10. Starbreeze Studios
  • 31.11. Smartvizs Private Limited.
  • 31.12. Axonom Powertrak
  • 31.13. Istaging Corp.
  • 31.14. Techviz SAS
  • 31.15. The LearnPro Group

32. Global Virtual Reality Software Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality Software Market

34. Recent Developments In The Virtual Reality Software Market

35. Virtual Reality Software Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Reality Software Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Reality Software Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Reality Software Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer