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市场调查报告书
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1461389

虚拟实境市场:现况分析与预测(2023-2030)

Virtual Reality Market: Current Analysis and Forecast (2023-2030)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 135 Pages | 商品交期: 最快1-2个工作天内

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简介目录

全球虚拟实境市场规模预计约为23.83%,预计将以23.83%的速度稳定成长。市场上的主要参与者为手术和治疗应用提供技术先进的虚拟实境 (VR)。例如,2022 年 1 月,Nvidia Corporation与一家云端服务供应商合作提供高品质的 VR 串流服务。此外,使用者可以藉助基于云端的串流媒体从任何地方存取扩增实境、虚拟实境。

根据最终用户类型,市场分为企业虚拟实境和消费者虚拟实境。由于企业虚拟实境类别在电子商务中的渗透率不断提高,因此在预测期内将实现较高的复合年增长率。电子商务公司正在利用 VR 来改善购物体验。VR也广泛应用于行销领域。此外,品牌正在利用虚拟实境来吸引中国、印度和墨西哥等新兴国家的客户。

依产品类型,市场分为软体和硬体。其中,随着企业容纳远端员工并审查业务计划和策略,VR 软体市场将在 2022 年占据主要市场占有率。此外,该细分市场的需求也不断增长,因为它可用于培训、模拟、虚拟工具开发、VR应用、VR游戏开发、学习体验平台、分段现实等。透过这种方式,该软体可以在现场提供更好的控制和性能。

虚拟实境市场依应用分为游戏、手术/治疗、电子学习等。在预测期内,手术和治疗类别将大量采用 VR。这主要是由于针对极端条件的 VR 技术开发的研究和投资增加。它特别用于培训医学生和医生有效地执行复杂的程序和手术。例如,虚拟实境手术平台可以帮助医生识别感兴趣的解剖结构,平台的深度资讯可用于即时增强详细的医学影像。

为了更瞭解虚拟实境产业的市场采用情况,市场分为北美(美国、加拿大、北美其他地区)、欧洲(德国、英国、法国、西班牙、义大利、欧洲其他地区)、亚太地区(中国、日本、印度)、亚太地区其他地区)以及世界其他地区。预计亚太地区在预测期内将以显着的复合年增长率成长。这主要是由于头戴式显示器 (HMD) 和其他与 VR 相关的硬体的分布不断增加。

与VR相关。政府和其他相关机构的积极举措,包括支持 VR 公司的资金和投资,也支持了该地区 VR 技术的采用。此外,广泛应用的扩展以及游戏行业和医疗保健行业的成长预计将进一步支持市场成长。此外,偏远和丘陵地区的不断开发以及头显和其他VR相关硬体的成长进一步加速了该地区VR市场的成长。此外,市场主要参与者继续投资于技术开发和研究。随着市场竞争的加剧,领先企业正专注于透过创新内容为观众提供优质服务,并透过 VR 解决方案探索新领域。

该市场的主要参与者包括Samsung Electronics Co Ltd、Sony Corporation、Microsoft Corp、Qualcomm Incorporated、Vuzix Corporation、HTC Corporation、Eon Reality Inc、NVIDIA Corp、Alphabet Inc、Meta Platforms Inc.。

目录

第一章 市场介绍

  • 市场定义
  • 主要目标
  • 利益相关者
  • 限制

第二章 研究方法或前提条件

  • 调查过程
  • 调查方法
  • 受访者简介

第三章市场总结

第 4 章执行摘要

第五章 COVID-19 对全球虚拟实境市场的影响

第六章2020-2030年全球虚拟实境市场收入

第 7 章市场洞察:依最终用户类型

  • 企业虚拟实境
  • 消费者虚拟实境

第 8 章市场洞察:依产品类型

  • 硬件
  • 软件

第 9 章市场洞察:依应用分类

  • 游戏
  • 手术/治疗
  • 电子学习
  • 其他

第10章市场洞察:依地区

  • 北美
    • 美国
    • 加拿大
    • 北美其他地区
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 亚太其他地区
  • 其他地区

第十一章虚拟实境市场动态

  • 市场驱动力
  • 市场课题
  • 影响分析

第十二章虚拟实境市场机会

第十三章虚拟实境市场趋势

第14章需求/供应分析

  • 需求面分析
  • 供给侧分析

第十五章价值链分析

第16章 竞争场景

  • 波特五力分析
  • 竞争格局

第十七章公司简介

  • Samsung Electronics Co Ltd.
  • Sony Corporation
  • Microsoft Corp
  • Qualcomm Incorporated
  • Vuzix Corporation
  • HTC Corporation
  • Eon Reality Inc.
  • NVIDIA Corp.
  • Alphabet Inc.
  • Meta Platforms Inc.

第18章 免责声明

简介目录
Product Code: UMTI212694

Virtual reality (VR) is changing the way interact with objects and our surroundings. The growing use and adoption of virtual reality in various industries like gaming and hospitality are propelling the global virtual reality market forward. A virtual environment is a 3D computer-generated environment in that a person can explore and interact with the end user, allowing the person to become a part of the near-reality world.

The Virtual reality Market is expected to grow at a steady rate of around 23.83% owing to the increasing number of health institutions and hospitals attributed to the increasing adoption of VR to train doctors and medical students to easily carry out complex procedures and surgeries. Major companies in the market offer Virtual reality (VR) for surgery & treatment applications with technologically advanced features. For instance, in January 2022 Nvidia Corporation collaborated with cloud service suppliers for high-quality VR streaming. Moreover, users can access augmented, virtual, and extended reality from any location with the help of cloud-based streaming.

Based on end-user type, the market is segmented into enterprise virtual reality and consumer virtual reality. Enterprises virtual reality category to witness higher CAGR during the forecast period owing to the growing penetration in e-commerce. VR is being used by e-commerce companies to improve the shopping experience. VR is also being used extensively in marketing. Furthermore, brands are using virtual reality to entice customers in developing countries such as China, India, and Mexico, among others.

On the basis of product type, the market is categorized into software and hardware. Among these, the VR software market to hold a significant share in the market in 2022 owing to the higher adoption from the enterprise sector as enterprises accommodate their remote workforce and revise their business planning and strategies, also the segment is growing in demand as it can be used in training, simulation, developing virtual tools, VR applications, VR game development, learning experience platforms, and segment reality. Thus, Software offers better control capability and performance in the field.

Based on application, the virtual reality market has been classified into gaming, surgery & treatments , e-learning and others. The surgery & treatments category is to witness higher adoption of VR during the forecast period. This is mainly due to the rising research and investments in the development of VR technology for extreme conditions. This is especially used for medical students and to train doctors can effectively carry out complex procedures and surgeries. For instance, a virtual reality surgery platform helps doctors to identify the anatomy of interest and allows them to use the platform's depth information to enhance detailed medical images in real time.

For a better understanding of the market adoption of the virtual reality industry, the market is analyzed based on its worldwide presence in the countries such as North America (United States, Canada, and the Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. Asia Pacific is anticipated to grow at a substantial CAGR during the forecast period. This is mainly due to the increasing distributor of Head-mounted Displays (HMDs) and other hardware related

to VR. Promising initiatives by the government and other related bodies, such as funds and investments to help VR enterprises, are also encouraging the implementation of VR technology in the region. Moreover, the wide expansion of applications along with growth in the gaming industry and healthcare sector is further expected to support the market growth. In addition, the constant development of remote & hilly areas along with growth in HMDs and other hardware related to VR further accelerates the VR market growth in the region. Also, major players in the market continue to invest in developing technology and research. Major players are focusing on offering quality services to their viewers with innovative content and examining new fields with VR solutions as the market becomes more competitive.

Some of the major players operating in the market include Samsung Electronics Co Ltd, Sony Corporation, Microsoft Corp, Qualcomm Incorporated, Vuzix Corporation, HTC Corporation, Eon Reality Inc, NVIDIA Corp, Alphabet Inc, Meta Platforms Inc.

TABLE OF CONTENTS

1MARKET INTRODUCTION

  • 1.1.Market Definitions
  • 1.2.Main Objective
  • 1.3.Stakeholders
  • 1.4.Limitation

2RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1.Research Process of the Virtual Reality Market
  • 2.2.Research Methodology of the Virtual Reality Market
  • 2.3.Respondent Profile

3MARKET SYNOPSIS

4EXECUTIVE SUMMARY

5GLOBAL VIRTUAL REALITY MARKET COVID-19 IMPACT

6GLOBAL VIRTUAL REALITY MARKET REVENUE, 2020-2030F

7MARKET INSIGHTS BY END-USER TYPE

  • 7.1.Enterprises Virtual Reality
  • 7.2.Consumer Virtual Reality

8MARKET INSIGHTS BY PRODUCT TYPE

  • 8.1.Hardware
  • 8.2.Software

9MARKET INSIGHTS BY APPLICATION

  • 9.1.Gaming
  • 9.2.Surgery & Treatments
  • 9.3.E-Learning
  • 9.4.Others

10MARKET INSIGHTS BY REGION

  • 10.1.North America
    • 10.1.1.United States
    • 10.1.2.Canada
    • 10.1.3.Rest of North America
  • 10.2.Europe
    • 10.2.1.Germany
    • 10.2.2.U.K.
    • 10.2.3.France
    • 10.2.4.Italy
    • 10.2.5.Spain
    • 10.2.6.Rest of Europe
  • 10.3.Asia-Pacific
    • 10.3.1.China
    • 10.3.2.Japan
    • 10.3.3.India
    • 10.3.4.Rest of Asia-Pacific
  • 10.4.Rest of World

11VIRTUAL REALITY MARKET DYNAMICS

  • 11.1.Market Drivers
  • 11.2.Market Challenges
  • 11.3.Impact Analysis

12VIRTUAL REALITY MARKET OPPORTUNITIES

13VIRTUAL REALITY MARKET TRENDS

14DEMAND AND SUPPLY-SIDE ANALYSIS

  • 14.1.Demand Side Analysis
  • 14.2.Supply Side Analysis

15VALUE CHAIN ANALYSIS

16COMPETITIVE SCENARIO

  • 16.1Porter's Five Forces Analysis
  • 16.2Competitive Landscape

17COMPANY PROFILED

  • 17.1.Samsung Electronics Co Ltd.
  • 17.2.Sony Corporation
  • 17.3.Microsoft Corp
  • 17.4.Qualcomm Incorporated
  • 17.5.Vuzix Corporation
  • 17.6.HTC Corporation
  • 17.7.Eon Reality Inc.
  • 17.8.NVIDIA Corp.
  • 17.9.Alphabet Inc.
  • 17.10.Meta Platforms Inc.

18DISCLAIMER