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市場調查報告書
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1571430

身臨其境型虛擬實境市場規模、佔有率、趨勢分析報告:按組件、按技術、按設備、按最終用途、按地區、按細分市場、預測,2024-2030 年

Immersive Virtual Reality Market Size, Share & Trends Analysis Report By Component (Hardware, Software), By Technology, By Device (Head Mounted Display, Gesture Tracking Device), By End-use, By Region, And Segment Forecasts, 2024 - 2030

出版日期: | 出版商: Grand View Research | 英文 100 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

身臨其境型虛擬實境市場成長與趨勢:

Grand View Research, Inc.最新報告顯示,到2030年,全球身臨其境型虛擬實境市場規模預計將達到772億美元,2024年至2030年複合年成長率為26.6%。

隨著越來越多的消費設備進入市場,該行業預計將在未來五年內經歷顯著成長。 2013 年,隨著 Oculus Rift 開發套件的推出,身臨其境型VR頭戴裝置成為人們關注的焦點。該設備被廣泛認為啟動了消費者 VR 領域並在消費者中引起了興奮和興奮。過去兩年,業界見證了多款消費性VR頭戴裝置的出現,包括 VRTX One、Durovis Dive、Homido 和低成本的 Google Cardboard,這些都有助於普及這項技術。

目前,只有部分身臨其境型VR頭戴裝置已經商業化,預計2015年至2016年將發布多個消費版本,包括Oculus Rift、HTC Vive、Sony PlayStation VR和FOVE I am。 GTD 和其他運動追蹤周邊設備作為 HMD 配件也獲得了廣泛的認可。虛擬實境 PDW 在技術和解析度方面不斷發展。為消費者開發和提供 CAVE 系統和 VR 房間預計將增加對 PDW 的需求。

科技的發展帶來了大量具有各種功能的 VR 解決方案,讓使用者體驗到最身臨其境的體驗。讓 VR 體驗更加真實是市場滲透和採用的關鍵驅動力。大多數可用的解決方案僅限於頭部追蹤,這為開發提高用戶沉浸感和真實感的新技術留下了巨大的機會。

VR設備由於其人體工學和重量的原因可能會給某些用戶帶來不便。笨重的設備會讓使用者在長時間使用時感到疲勞和不舒服。模擬暈眩是設計 VR 體驗時需要克服的最大障礙之一。主要相關人員正在積極關注這個問題,並以靈敏度和使用者舒適度作為首要任務,以非常精確的方式解決這個問題。

身臨其境型虛擬實境市場報告亮點

  • 硬體產業佔據市場主導地位,2023 年市場佔有率為 48.4%。這是由於虛擬實境 (VR) 設備的技術進步,以及 VR 硬體效能、圖形和顯示方面的改進。
  • 半沉浸式和全身臨其境型細分市場佔據主導地位,到 2023 年將佔據 83.2% 的佔有率。這是由於該領域的可及性增加和技術進步。
  • 2023年,頭戴式顯示器領域以62.1%的市佔率佔據市場主導地位。這是由於 PC 遊戲、主機和智慧型手機等應用程式對頭戴式顯示器的高需求,這正在啟動 HMD 市場。
  • 2023 年,遊戲產業以 32.1% 的佔有率主導市場。這是由於公司增加了對新 VR 產品的投資。市場不斷發展,遊戲社群也不斷尋求更真實、更有吸引力的體驗。
  • 2023年,北美佔據身臨其境型虛擬實境市場42.4%的佔有率。這是由於該地區軟體和硬體行業存在主要市場參與者。

目錄

第1章調查方法與範圍

第 2 章執行摘要

第 3 章身臨其境型虛擬實境市場變數、趨勢、範圍

  • 市場介紹/系統展望
  • 市場規模及成長前景
  • 市場動態
    • 市場促進因素分析
    • 市場限制因素分析
  • 身臨其境型虛擬實境市場變數市場分析工具
    • 波特的分析
    • PESTEL分析

第 4 章身臨其境型虛擬實境市場:成分估計與趨勢分析

  • 細分儀表板
  • 身臨其境型虛擬實境市場:2023 年與 2030 年組件變化分析
  • 硬體
  • 軟體
  • 服務

第5章身臨其境型虛擬實境市場:技術評估與趨勢分析

  • 細分儀表板
  • 身臨其境型虛擬實境市場:2023 年與 2030 年技術變革分析
  • 非身臨其境型
  • 半身臨其境型與全身臨其境型

第6章身臨其境型虛擬實境市場:設備估算與趨勢分析

  • 細分儀表板
  • 身臨其境型虛擬實境市場:2023 年與 2030 年設備變化分析
  • 頭戴式顯示器
  • 手勢追蹤裝置
  • 投影機和顯示牆

第7章身臨其境型虛擬實境市場:最終用途估計與趨勢分析

  • 細分儀表板
  • 身臨其境型虛擬實境市場:2023 年和 2030 年最終用途變化分析
  • 航太/國防
  • 製造業
  • 教育
  • 媒體與娛樂
  • 遊戲
  • 衛生保健
  • 零售/電子商務
  • 其他

第8章身臨其境型虛擬實境市場:區域估計與趨勢分析

  • 2023 年及 2030 年身臨其境型虛擬實境市場佔有率(按地區)
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 英國
    • 德國
    • 法國
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
  • 拉丁美洲
    • 巴西
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第9章 競爭格局

  • 主要市場參與企業的最新趨勢和影響分析
  • 公司分類
  • 企業熱力圖分析
  • 公司簡介
    • Microsoft Corporation.
    • HTC Corporation
    • Google LLC
    • Magic Leap
    • Meta
    • Samsung Electronics Co., Ltd.
    • Sony Corporation
    • Unity Technologies
    • Autodesk, Inc.
    • EON Reality, Inc.
簡介目錄
Product Code: 978-1-68038-675-2

Immersive Virtual Reality Market Growth & Trends:

The global immersive virtual reality market size is anticipated to reach USD 77.2 billion by 2030, registering to grow at a CAGR of 26.6% from 2024 to 2030, according to a new report by Grand View Research, Inc. The industry is expected to witness profound growth over the next five years, as more consumer devices hit the market. Immersive VR headsets came into prominence during 2013 with the arrival of the Oculus Rift Developer Kit. The device is widely credited with giving the consumer VR space a kick start and creating anticipation & hype among consumers. Over the past two years, the industry has witnessed the arrival of several consumer version VR headsets such as the VRTX One, Durovis Dive, Homido, and the low-cost Google Cardboard, thereby popularizing the technology.

Presently, immersive VR headsets are only partly commercialized and several consumer versions are anticipated to be launched in 2015-2016, including the Oculus Rift, HTC Vive, Sony PlayStation VR, and FOVE. GTDs and other motion tracking peripherals have also gained significant acceptance as an accessory to the HMD. Virtual reality PDWs have evolved in technology and resolution. The development and provision of CAVE systems and VR rooms for consumers are expected to boost demand for PDWs.

Technological development triggers a plethora of VR solutions with varied capabilities that allow users to experience the utmost immersion. Making the VR experience more real serves as a key driver towards market penetration and adoption. Most of the available solutions are limited to head tracking leaving tremendous opportunities for the development of new technologies that increase the user's sense of immersion and presence.

VR devices may pose an inconvenience to certain users owing to their ergonomics and weight. Bulky devices offer render users with a sense of fatigue and discomfort after prolonged use. Simulation sickness is one of the greatest hurdles to be overcome while designing VR experiences. Key stakeholders have been focusing on the issue aggressively and tackling it with extreme precision, keeping sensitivity, and user comfort at priority.

Immersive Virtual Reality Market Report Highlights:

  • The hardware segment dominated the market and accounted for a market share of 48.4% in 2023 due to the technological improvements in VR hardware with improved performance, graphics, and display of Virtual Reality (VR) devices.
  • The semi and fully immersive segment dominated the market and accounted for a share of 83.2% in 2023. This is due to the increased accessibility and technological advancements in the segment.
  • The head-mounted display segment dominated the market with a share of 62.1% in 2023. This is due to the high demand for head-mounted displays in applications such as PC games, consoles, and smartphones, which fuels the HMD market.
  • The gaming segment dominated the market with a share of 32.1% in 2023, attributed to the increase in investment by companies in new VR products. The market continually evolves, and the gaming community constantly seeks more realistic and engaging experiences.
  • North America dominated the immersive virtual reality market with a share of 42.4% in the year 2023. It is attributable to the presence of key market players in the software and hardware industry in the region.

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
  • 1.3. Research Methodology
    • 1.3.1. Information Procurement
    • 1.3.2. Information or Data Analysis
    • 1.3.3. Market Formulation & Data Visualization
    • 1.3.4. Data Validation & Publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Immersive Virtual Reality Market Variables, Trends, & Scope

  • 3.1. Market Introduction/Lineage Outlook
  • 3.2. Market Size and Growth Prospects (USD Million)
  • 3.3. Market Dynamics
    • 3.3.1. Market Drivers Analysis
    • 3.3.2. Market Restraints Analysis
  • 3.4. Immersive Virtual Reality Market Variables Market Analysis Tools
    • 3.4.1. Porter's Analysis
      • 3.4.1.1 Bargaining power of the suppliers
      • 3.4.1.2. Bargaining power of the buyers
      • 3.4.1.3. Threats of substitution
      • 3.4.1.4. Threats from new entrants
      • 3.4.1.5. Competitive rivalry
    • 3.4.2. PESTEL Analysis
      • 3.4.2.1. Political landscape
      • 3.4.2.2. Economic and Social landscape
      • 3.4.2.3. Technological landscape
      • 3.4.2.4. Environmental landscape
      • 3.4.2.5. Legal landscape

Chapter 4. Immersive Virtual Reality Market Variables : Component Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Immersive Virtual Reality Market Variables Market: Component Movement Analysis, 2023 & 2030 (USD Million)
  • 4.3. Hardware
    • 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.4. Software
    • 4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.5. Services
    • 4.5.1. Services Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Immersive Virtual Reality Market : Technology Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Immersive Virtual Reality Market : Technology Movement Analysis, 2023 & 2030 (USD Million)
  • 5.3. Non-Immersive
    • 5.3.1. Non-Immersive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Semi & Fully Immersive
    • 5.4.1. Semi & Fully Immersive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Immersive Virtual Reality Market : Device Estimates & Trend Analysis

  • 6.1. Segment Dashboard
  • 6.2. Immersive Virtual Reality Market : Device Movement Analysis, 2023 & 2030 (USD Million)
  • 6.3. Head Mounted Display
    • 6.3.1. Head Mounted Display Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Gesture Tracking Device
    • 6.4.1. Gesture Tracking Device Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Projectors & Display Wall
    • 6.5.1. Projectors & Display Wall Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Immersive Virtual Reality Market : End Use Estimates & Trend Analysis

  • 7.1. Segment Dashboard
  • 7.2. Immersive Virtual Reality Market : End Use Movement Analysis, 2023 & 2030 (USD Million)
  • 7.3. Aerospace & Defence
    • 7.3.1. Aerospace & Defence Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.4. Manufacturing
    • 7.4.1. Manfacturing Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.5. Automotive
    • 7.5.1. Automotive Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.6. Education
    • 7.6.1. Education Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.7. Media & Entertainment
    • 7.7.1. Media & Entertainment Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.8. Gaming
    • 7.8.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.9. Healthcare
    • 7.9.1. Healthcare Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.10. Retail & E-commerce
    • 7.10.1. Retail & E-commerce Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.11. Others
    • 7.11.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 8. Immersive Virtual Reality Market : Regional Estimates & Trend Analysis

  • 8.1. Immersive Virtual Reality Market Share, By Region, 2023 & 2030 (USD Million)
  • 8.2. North America
    • 8.2.1. North America Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.2.2. U.S.
      • 8.2.2.1. U.S. Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.2.3. Canada
      • 8.2.3.1. Canada Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.2.4. Mexico
      • 8.2.4.1. Mexico Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.3. Europe
    • 8.3.1. Europe Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.3.2. UK
      • 8.3.2.1. UK Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.3.3. Germany
      • 8.3.3.1. Germany Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.3.4. France
      • 8.3.4.1. France Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.4. Asia Pacific
    • 8.4.1. Asia Pacific Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.2. China
      • 8.4.2.1. China Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.3. Japan
      • 8.4.3.1. Japan Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.4. India
      • 8.4.4.1. India Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.5. South Korea
      • 8.4.5.1. South Korea Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.6. Australia
      • 8.4.6.1. Australia Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.5. Latin America
    • 8.5.1. Latin America Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.5.2. Brazil
      • 8.5.2.1. Brazil Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.6. Middle East and Africa
    • 8.6.1. Middle East and Africa Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.6.2. Saudi Arabia
      • 8.6.2.1. Saudi Arabia Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.6.3. UAE
      • 8.6.3.1. UAE Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.6.4. South Africa
      • 8.6.4.1. South Africa Immersive Virtual Reality Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 9. Competitive Landscape

  • 9.1. Recent Developments & Impact Analysis by Key Market Participants
  • 9.2. Company Categorization
  • 9.3. Company Heat Map Analysis
  • 9.4. Company Profiles
    • 9.4.1. Microsoft Corporation.
      • 9.4.1.1. Participant's Overview
      • 9.4.1.2. Financial Performance
      • 9.4.1.3. Product Benchmarking
      • 9.4.1.4. Recent Developments/ Strategic Initiatives
    • 9.4.2. HTC Corporation
      • 9.4.2.1. Participant's Overview
      • 9.4.2.2. Financial Performance
      • 9.4.2.3. Product Benchmarking
      • 9.4.2.4. Recent Developments/ Strategic Initiatives
    • 9.4.3. Google LLC
      • 9.4.3.1. Participant's Overview
      • 9.4.3.2. Financial Performance
      • 9.4.3.3. Product Benchmarking
      • 9.4.3.4. Recent Developments/ Strategic Initiatives
    • 9.4.4. Magic Leap
      • 9.4.4.1. Participant's Overview
      • 9.4.4.2. Financial Performance
      • 9.4.4.3. Product Benchmarking
      • 9.4.4.4. Recent Developments/ Strategic Initiatives
    • 9.4.5. Meta
      • 9.4.5.1. Participant's Overview
      • 9.4.5.2. Financial Performance
      • 9.4.5.3. Product Benchmarking
      • 9.4.5.4. Recent Developments/ Strategic Initiatives
    • 9.4.6. Samsung Electronics Co., Ltd.
      • 9.4.6.1. Participant's Overview
      • 9.4.6.2. Financial Performance
      • 9.4.6.3. Product Benchmarking
      • 9.4.6.4. Recent Developments/ Strategic Initiatives
    • 9.4.7. Sony Corporation
      • 9.4.7.1. Participant's Overview
      • 9.4.7.2. Financial Performance
      • 9.4.7.3. Product Benchmarking
      • 9.4.7.4. Recent Developments/ Strategic Initiatives
    • 9.4.8. Unity Technologies
      • 9.4.8.1. Participant's Overview
      • 9.4.8.2. Financial Performance
      • 9.4.8.3. Product Benchmarking
      • 9.4.8.4. Recent Developments/ Strategic Initiatives
    • 9.4.9. Autodesk, Inc.
      • 9.4.9.1. Participant's Overview
      • 9.4.9.2. Financial Performance
      • 9.4.9.3. Product Benchmarking
      • 9.4.9.4. Recent Developments/ Strategic Initiatives
    • 9.4.10. EON Reality, Inc.
      • 9.4.10.1. Participant's Overview
      • 9.4.10.2. Financial Performance
      • 9.4.10.3. Product Benchmarking
      • 9.4.10.4. Recent Developments/ Strategic Initiatives