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市场调查报告书
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1881620

虚拟实境消费市场-全球产业规模、份额、趋势、机会和预测,按组件、技术、刺激方式、地区和竞争格局划分,2020-2030年预测

Virtual Reality Consumer Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Component, By Technology, By Stimulations, By Region, By Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 180 Pages | 商品交期: 2-3个工作天内

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简介目录

2024年全球虚拟实境消费市场规模为111亿美元,预计到2030年将以25%的复合年增长率成长至423.4亿美元。面向消费市场的虚拟实境(VR)技术能够让使用者沉浸在电脑生成的虚拟环境中,通常透过专用的头戴式显示器来模拟真实或奇幻的场景。该市场的成长主要得益于技术的不断进步,包括显示解析度和追踪系统的提升,以及硬体价格的日益亲民。

市场概览
预测期 2026-2030
2024年市场规模 111亿美元
2030年市场规模 423.4亿美元
2025-2030年复合年增长率 25%
成长最快的细分市场 服务
最大的市场 北美洲

主要市场驱动因素

主要市场挑战

主要市场趋势

目录

第一章:产品概述

第二章:研究方法

第三章:执行概要

第四章:客户之声

第五章:全球虚拟实境消费市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按组件(硬体、服务、软体)
    • 依技术分类(3D音讯、3D深度感测器、4K和8K视讯、电脑视觉)
    • 透过刺激(手势控制、手部追踪、光学追踪)
    • 按地区
    • 按公司(2024 年)
  • 市场地图

第六章:北美虚拟实境消费市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第七章:欧洲虚拟实境消费市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区虚拟实境消费市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东与非洲虚拟实境消费市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第十章:南美洲虚拟实境消费市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章:市场动态

  • 司机
  • 挑战

第十二章:市场趋势与发展

  • 併购(如有)
  • 产品发布(如有)
  • 最新进展

第十三章:全球虚拟实境消费市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商议价能力
  • 顾客的力量
  • 替代产品的威胁

第十五章:竞争格局

  • Sony Corporation
  • HTC Corporation
  • Samsung Electronics Co., Ltd.
  • Google LLC
  • Microsoft Corporation
  • Lenovo Group Limited
  • Immersive Pte. ltd.
  • Valve Corporation
  • HP Inc.
  • Meta Platforms, Inc.

第十六章:策略建议

第17章调查会社について・免责事项

简介目录
Product Code: 21548

The Global Virtual Reality Consumer Market, valued at USD 11.10 Billion in 2024, is projected to experience a CAGR of 25% to reach USD 42.34 Billion by 2030. Virtual reality (VR) for the consumer market encompasses technologies that immerse users in artificial, computer-generated environments, typically experienced through specialized head-mounted displays to simulate realistic or fantastical surroundings. This market's growth is primarily driven by continuous technological advancements, including improved display resolutions and tracking systems, alongside the increasing affordability of hardware.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 11.10 Billion
Market Size 2030USD 42.34 Billion
CAGR 2025-203025%
Fastest Growing SegmentServices
Largest MarketNorth America

Key Market Drivers

Continuous technological advancements and an expanding ecosystem of engaging content are primary catalysts for the global virtual reality consumer market. Hardware improvements significantly enhance immersion and user comfort, addressing prior limitations. For example, according to Road to VR, in January 2024, Qualcomm announced its Snapdragon XR2+ Gen 2 chip, offering a 15% increase in GPU frequency and a 2% increase in CPU frequency over its predecessor, enabling higher resolution and more complex experiences. Such processing power advancements foster realistic graphics and smoother performance.

Key Market Challenges

The relatively high cost of virtual reality equipment presents a significant impediment to the broader expansion of the Global Virtual Reality Consumer Market. This elevated price point for headsets and associated accessories limits mass consumer adoption, restricting market penetration largely to early enthusiasts with higher disposable incomes. For the average consumer, the investment required to acquire VR hardware remains substantial, often competing with other significant household expenditures or lower-cost entertainment options.

Key Market Trends

The mainstream adoption of standalone VR headsets is fundamentally altering market accessibility and consumer expectations. These self-contained devices eliminate the need for powerful, tethered PCs, drastically lowering the barrier to entry and enhancing user convenience. This form factor drives broader appeal by offering an immediate, unencumbered immersive experience. For instance, Meta, a key player, reported that its Reality Labs division generated USD 1.08 billion in revenue during the fourth quarter of 2024, reflecting strong sales primarily driven by its standalone Quest headsets. This financial performance underscores the significant consumer demand and purchasing activity for these accessible VR solutions, expanding the active user base.

Key Market Players

  • Sony Corporation
  • HTC Corporation
  • Samsung Electronics Co., Ltd.
  • Google LLC
  • Microsoft Corporation
  • Lenovo Group Limited
  • Immersive Pte. ltd.
  • Valve Corporation
  • HP Inc.
  • Meta Platforms, Inc.

Report Scope:

In this report, the Global Virtual Reality Consumer Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Virtual Reality Consumer Market, By Component:

  • Hardware
  • Services
  • Software

Virtual Reality Consumer Market, By Technology:

  • 3D Audio
  • 3D Depth Sensors
  • 4K & 8KVideo
  • Computer Vision

Virtual Reality Consumer Market, By Stimulations:

  • Gesture Control
  • Hand Tracking
  • Optical Tracking

Virtual Reality Consumer Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies presents in the Global Virtual Reality Consumer Market.

Available Customizations:

Global Virtual Reality Consumer Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Virtual Reality Consumer Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Component (Hardware, Services, Software)
    • 5.2.2. By Technology (3D Audio, 3D Depth Sensors, 4K & 8KVideo, Computer Vision)
    • 5.2.3. By Stimulations (Gesture Control, Hand Tracking, Optical Tracking)
    • 5.2.4. By Region
    • 5.2.5. By Company (2024)
  • 5.3. Market Map

6. North America Virtual Reality Consumer Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Component
    • 6.2.2. By Technology
    • 6.2.3. By Stimulations
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Virtual Reality Consumer Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Component
        • 6.3.1.2.2. By Technology
        • 6.3.1.2.3. By Stimulations
    • 6.3.2. Canada Virtual Reality Consumer Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Component
        • 6.3.2.2.2. By Technology
        • 6.3.2.2.3. By Stimulations
    • 6.3.3. Mexico Virtual Reality Consumer Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Component
        • 6.3.3.2.2. By Technology
        • 6.3.3.2.3. By Stimulations

7. Europe Virtual Reality Consumer Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Component
    • 7.2.2. By Technology
    • 7.2.3. By Stimulations
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Virtual Reality Consumer Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Component
        • 7.3.1.2.2. By Technology
        • 7.3.1.2.3. By Stimulations
    • 7.3.2. France Virtual Reality Consumer Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Component
        • 7.3.2.2.2. By Technology
        • 7.3.2.2.3. By Stimulations
    • 7.3.3. United Kingdom Virtual Reality Consumer Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Component
        • 7.3.3.2.2. By Technology
        • 7.3.3.2.3. By Stimulations
    • 7.3.4. Italy Virtual Reality Consumer Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Component
        • 7.3.4.2.2. By Technology
        • 7.3.4.2.3. By Stimulations
    • 7.3.5. Spain Virtual Reality Consumer Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Component
        • 7.3.5.2.2. By Technology
        • 7.3.5.2.3. By Stimulations

8. Asia Pacific Virtual Reality Consumer Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Component
    • 8.2.2. By Technology
    • 8.2.3. By Stimulations
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Virtual Reality Consumer Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Component
        • 8.3.1.2.2. By Technology
        • 8.3.1.2.3. By Stimulations
    • 8.3.2. India Virtual Reality Consumer Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Component
        • 8.3.2.2.2. By Technology
        • 8.3.2.2.3. By Stimulations
    • 8.3.3. Japan Virtual Reality Consumer Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Component
        • 8.3.3.2.2. By Technology
        • 8.3.3.2.3. By Stimulations
    • 8.3.4. South Korea Virtual Reality Consumer Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Component
        • 8.3.4.2.2. By Technology
        • 8.3.4.2.3. By Stimulations
    • 8.3.5. Australia Virtual Reality Consumer Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Component
        • 8.3.5.2.2. By Technology
        • 8.3.5.2.3. By Stimulations

9. Middle East & Africa Virtual Reality Consumer Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Component
    • 9.2.2. By Technology
    • 9.2.3. By Stimulations
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Virtual Reality Consumer Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Component
        • 9.3.1.2.2. By Technology
        • 9.3.1.2.3. By Stimulations
    • 9.3.2. UAE Virtual Reality Consumer Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Component
        • 9.3.2.2.2. By Technology
        • 9.3.2.2.3. By Stimulations
    • 9.3.3. South Africa Virtual Reality Consumer Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Component
        • 9.3.3.2.2. By Technology
        • 9.3.3.2.3. By Stimulations

10. South America Virtual Reality Consumer Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Component
    • 10.2.2. By Technology
    • 10.2.3. By Stimulations
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Virtual Reality Consumer Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Component
        • 10.3.1.2.2. By Technology
        • 10.3.1.2.3. By Stimulations
    • 10.3.2. Colombia Virtual Reality Consumer Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Component
        • 10.3.2.2.2. By Technology
        • 10.3.2.2.3. By Stimulations
    • 10.3.3. Argentina Virtual Reality Consumer Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Component
        • 10.3.3.2.2. By Technology
        • 10.3.3.2.3. By Stimulations

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Virtual Reality Consumer Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Sony Corporation
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. HTC Corporation
  • 15.3. Samsung Electronics Co., Ltd.
  • 15.4. Google LLC
  • 15.5. Microsoft Corporation
  • 15.6. Lenovo Group Limited
  • 15.7. Immersive Pte. ltd.
  • 15.8. Valve Corporation
  • 15.9. HP Inc.
  • 15.10. Meta Platforms, Inc.

16. Strategic Recommendations

17. About Us & Disclaimer