![]() |
市場調查報告書
商品編碼
1500564
全球虛擬實境市場:按技術、產品、設備類型、應用分類 - 預測(2024-2030)Virtual Reality Market by Technology (Nonimmersive Technology, Semi-Immersive & Fully Immersive Technology), Offering (Hardware, Software), Device Type, Application - Global Forecast 2024-2030 |
※ 本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。
預計2023年全球虛擬實境市場規模將達237.7億美元,2024年將達284.5億美元,複合年成長率為20.17%,到2030年將達到860.6億美元。
虛擬實境(VR)是指一種身臨其境型數位環境,可以模擬真實或想像世界中的實體存在。用戶可以使用耳機、手套和身體感測器等各種設備與該環境進行交互,以模仿現實生活互動的方式體驗和操縱數位世界。圖形處理能力、感測器精度和顯示技術的改進正在提高 VR 系統的真實感和反應能力,並日益引起消費者和企業的興趣。 VR 為醫療保健、軍事和航空等行業的培訓提供了一個無風險的平台,在這些行業中練習真實場景是危險或不切實際的。電玩遊戲和娛樂產業正在大力投資虛擬實境,以提供身臨其境的用戶體驗,並正在推動該產業的成長。 VR 技術與舊有系統整合的複雜性對該技術的普及提出了挑戰。延遲和低解析度等效能問題,加上對侵犯隱私和資料安全的擔憂,引發了人們對該技術可靠性的擔憂。更聰明、適應性更強,將VR與人工智慧、區塊鏈技術、機器學習和物聯網相結合,透過加強數位安全來提高用戶互動、系統效率和用戶隱私,從而可以實現高品質的環境。 VR 還可以透過治療、手術模擬和患者教育的創新應用來改變患者照護,從而改善治療結果和培訓。
主要市場統計 | |
---|---|
基準年[2023] | 237.7億美元 |
預測年份 [2024] | 284.5億美元 |
預測年份 [2030] | 860.6億美元 |
複合年成長率(%) | 20.17% |
區域洞察
以美國和加拿大為中心的美洲地區,由於大型科技公司的存在以及大規模利用VR技術的遊戲和航空業的發展,為VR提供了強大的景觀。消費者對 VR 技術的興趣主要集中在遊戲和身臨其境型娛樂領域,但也迅速擴展到教育、醫療保健和房地產領域。美洲的特點是技術採用率高和基礎設施強大,促進了先進的 VR 發展。歐洲強而有力的法規結構支持 VR 使用中的資料隱私,並對消費者信任產生正面影響。在這些地區,VR 在遊戲、汽車製造、虛擬原型製作以及用於治療和培訓的醫療保健領域中很普及。地平線 2020 計畫等歐洲研究資金正在進一步推動整個歐洲的創新和採用。在政府對技術基礎設施的支援和硬體製造商的區域生態系統的支持下,亞太地區代表了 VR 市場不斷發展的前景。製造商和政府機構致力於提高該技術在製造、醫療保健和培訓等領域的成本效益和適用性。
FPNV定位矩陣
FPNV 定位矩陣對於評估供應商在虛擬實境市場的定位至關重要。此矩陣提供了對供應商的全面評估,並檢驗了與業務策略和產品滿意度相關的關鍵指標。這種詳細的評估使用戶能夠根據自己的要求做出明智的決定。根據評估,供應商被分為代表其成功程度的四個像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可以對虛擬實境市場中供應商的當前狀態進行深入而詳細的評估。對供應商貢獻的徹底比較和分析可以更深入地了解每個供應商的績效以及他們在爭奪市場佔有率時面臨的挑戰。這些貢獻包括整體收益、客戶群和其他重要指標。此外,該分析還提供了對該行業競爭性質的寶貴見解,包括在研究基準年期間觀察到的累積、分散主導地位和合併特徵等因素。有了這些詳細資訊,供應商可以做出更明智的決策並製定有效的策略,以在市場競爭中保持領先地位。
策略分析與建議
策略分析對於尋求在全球市場站穩腳跟的組織至關重要。對虛擬實境市場當前地位的全面評估使公司能夠做出符合其長期願望的明智決策。此關鍵評估涉及對組織的資源、能力和整體績效進行徹底分析,以確定核心優勢和需要改進的領域。
[180 Pages Report] The Virtual Reality Market size was estimated at USD 23.77 billion in 2023 and expected to reach USD 28.45 billion in 2024, at a CAGR 20.17% to reach USD 86.06 billion by 2030.
Virtual Reality (VR) refers to immersive digital environments that are capable of simulating physical presence in real or imagined worlds. Users interact with this environment using various devices such as headsets, gloves, and body sensors, which allow them to experience and manipulate the digital world in a way that mimics real-life interaction. Enhancements in graphical processing power, sensor accuracy, and display technology improve the realism and responsiveness of VR systems, which drives consumer and business interest. VR provides a risk-free platform for training in industries such as healthcare, military, and aviation, where practicing real-world scenarios can be either dangerous or impractical. The video gaming and entertainment industry heavily invests in VR to provide immersive user experiences, driving growth in this sector. Complexities in integrating VR technology with legacy systems present challenges for the widespread adoption of the technology. Performance issues such as delays and low resolution coupled with issues related to privacy breaches and data security raise concerns related to the reliability of the technology. Combining VR with artificial intelligence, Blockchain technology, machine learning, and the Internet of Things could lead to smarter, more adaptive environments that enhance user interaction and system efficiency and also improve user privacy by reinforcing digital security. VR can also transform patient care through innovative applications in therapy, surgery simulation, and patient education, enhancing both outcomes and training.
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 23.77 billion |
Estimated Year [2024] | USD 28.45 billion |
Forecast Year [2030] | USD 86.06 billion |
CAGR (%) | 20.17% |
Regional Insights
The Americas region, particularly the U.S. and Canada, provides a robust landscape for VR, owing to the presence of large technological corporations and a developed gaming and aviation industry that utilizes VR technology on a large scale. Consumer interest in VR technologies is primarily geared toward gaming and immersive entertainment but is rapidly expanding into education, healthcare, and real estate. The Americas region is characterized by a high rate of technological adoption and a robust infrastructure, which facilitates advanced VR developments. The EU's strong regulatory framework supports data privacy in VR usage, impacting consumer confidence positively. In these regions, VR is popular in gaming, automotive manufacturing, virtual prototyping, and healthcare for treatment and training purposes. EU funding for research, such as the Horizon 2020 program, further fuels innovation and adoption across the bloc. The APAC region presents an evolving landscape for the VR market, backed by government support for technology infrastructure and a local ecosystem of hardware manufacturers. Manufacturers and government entities are placing an emphasis on improving the cost-effectiveness and applicability of the technology in sectors such as manufacturing, healthcare, and training.
Market Insights
The market dynamics represent an ever-changing landscape of the Virtual Reality Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Virtual Reality Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Virtual Reality Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
Strategic Expansion of Sandbox VR with Apparel Group Into Middle Eastern Markets
Sandbox VR, recognized for its virtual reality experiences, has entered into a significant franchise agreement with Apparel Group. This partnership will see the launch of 25 Sandbox VR locations across the Middle East, leveraging Apparel Group's robust presence in the fashion and lifestyle retail sector that encompasses over 85 brands and 2,200 stores in 14 countries. This collaboration aligns with Sandbox VR's reputation for delivering high-quality, immersive virtual reality experiences on a global scale. [Published On: 2024-05-08]
5thScape: Pioneering Advancement of VR/AR Ecosystems in Entertainment and Education
5thScape is poised to elevate the realms of virtual reality by launching a new game. The venture is set to transform the entertainment and education industries, launching with its initial game, 'MMA Cage Conquest.' The project aims to serve as a portal to new virtual experiences, aiming to enhance user engagement and learning through immersive technologies. [Published On: 2024-05-07]
Pioneering Partnership Brings RaceRoom Racing Simulations to Global VR Arcades
Immersive Tech Inc. announced a collaboration with RaceRoom Entertainment AG to extend RaceRoom's racing simulations through SynthesisVR. This alliance will enhance VR experiences across Synthesis VR's network of 450 global VR arcades, integrating over 400 VR game titles from the industry's expansive marketplace. This integration aims to improve out-of-home VR entertainment, combining SynthesisVR's extensive reach with RaceRoom's immersive racing content. [Published On: 2024-01-30]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Virtual Reality Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Apple Inc., ASUSTeK COMPUTER INC., CyberGlove Systems, Inc., Dell Technologies, Inc., EON Reality, Inc., Firsthand Technology Inc., FOVE, Inc., Google LLC, HTC Global Services, Lenovo Group Limited, LG Electronics Inc., Merge Labs, Inc., Meta Platforms, Inc., Microsoft Corporation, MindMaze Holding SA, Nintendo Co., Ltd., NVIDIA Corporation, Penumbra, Inc., Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Sandbox VR, Inc., Sony Corporation, SpaceVR, Inc., Ultraleap Limited, Unity Technologies, Varjo Technologies Oy, and Vuzix Corporation.
Market Segmentation & Coverage