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市場調查報告書
商品編碼
1536791

虛擬實境(VR):市場佔有率分析、產業趨勢/統計、成長預測(2024-2029)

Virtual Reality (VR) - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2024 - 2029)

出版日期: | 出版商: Mordor Intelligence | 英文 153 Pages | 商品交期: 2-3個工作天內

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簡介目錄

預計2024年全球虛擬實境(VR)市場規模將達到228.1億美元,2024年至2029年複合年成長率為42.05%,2029年將達到1319.3億美元。

虛擬實境(VR)市場

虛擬實境(VR)主要利用技術來創建模擬環境。與傳統的使用者介面不同,VR 將使用者帶入體驗之中。這意味著用戶可以與 3D 世界進行身臨其境的交互,而不是看著眼前的顯示器螢幕。這項技術透過模擬盡可能多的感官來改變世界:視覺、觸覺、聽覺,甚至嗅覺。

主要亮點

  • 學校利用 VR 技術最常見的原因之一是讓學生進行虛擬實地考察。實地考察是教育機構的歷史悠久的傳統。實地考察使教師能夠在身臨其境型的環境中教育學生,並提供在課堂上難以實現的體驗式學習機會。然而,對一些學生來說,實地考察可能會造成經濟困難。對於行動不便的學生來說也可能很困難。
  • 隨著遠端工作和虛擬協作的興起,對能夠在虛擬空間中進行互動和協作的 VR 軟體的需求不斷成長。 VR 會議平台、虛擬活動空間和協作設計工具可讓使用者在沉浸式虛擬環境中進行協作,無論其實體位置為何。它也用於各種行業,包括醫療保健、醫療培訓、手術模擬、疼痛管理、暴露療法和復健。醫療保健領域對 VR 軟體的需求正在推動其廣泛採用,因為它具有改善患者治療效果、加強醫學教育和降低醫療保健成本的潛力。
  • 虛擬實境 (VR) 正在成為一項革命性技術,對各個最終用戶產業產生重大影響。該技術正在持續發展,導致使用案例顯著擴展。
  • 通常使用可追蹤頭部和眼睛運動的耳機來存取 VR。還有一些系統使用其他周邊設備(例如手套)來模擬其他感覺。這項技術具有巨大的潛力,可以透過改變人們學習、玩耍、工作和娛樂的方式來擴展人類知識。它在各個最終用戶領域的採用率正在增加。

虛擬實境(VR)市場趨勢

遊戲是成長最快的最終用戶產業

  • 全球AR/VR遊戲玩家的快速成長正在擴大市場範圍。據人工智慧、機器學習、巨量資料分析和 AR/VR 解決方案提供商 NewGenApps 稱,到 2025 年,全球 AR/VR 遊戲用戶數量將增至 2.16 億。
  • 此外,電玩需求的不斷成長為供應商提供VR頭戴裝置創造了機會。根據娛樂零售商協會的數據,2022 年英國消費者在電玩遊戲上的支出約為 46.6 億英鎊(58.3 億美元),比前一年成長 2.3%。此外,2023 年 9 月進行的一項調查發現,大量 Steam 用戶表示他們使用VR頭戴裝置,其中超過 41% 使用 Oculus Quest 2 VR頭戴裝置。
  • 夥伴關係、協作和併購等策略性舉措為主要市場參與者提供了擴大市場佔有率的絕佳機會。例如,2023 年 10 月,總部位於艾哈默德巴德的領先數位轉型和遊戲開發公司 Yudiz Solutions 宣布與領先通訊業者沃達豐印度(Vi) 合作推出一款VR 戰鬥射擊遊戲,並將在2023 年印度移動大會上展示該遊戲他展示了他的能力。 VR戰鬥射擊遊戲將由5G技術提供支持,用戶可以期待在虛擬實境中獲得響應式和互動式的低延遲體驗。
  • 2022 年 10 月,Microsoft 和 Meta 合作提供虛擬實境 (VR) 體驗。此次合作旨在將 Teams 和其他微軟生產力工具引入VR頭戴裝置,讓 Meta 成為其宏大的元宇宙計畫的合作夥伴。微軟和 Meta 正在探索將 Xbox 雲端遊戲服務引入商店的方法,以便玩家可以透過 Meta Quest 系統在智慧型手機、平板電腦、電腦、智慧型電視或任何連接裝置上玩高品質的 Xbox 遊戲。
  • 遊戲產業認知到VR的市場潛力。隨著 VR 技術變得越來越容易取得且負擔得起,對 VR 遊戲體驗的需求也不斷增加。遊戲開發人員和發行商將 VR 視為接觸新受眾並創造令人興奮的沉浸式體驗的機會,從而在擁擠的市場中脫穎而出。

北美佔最大市場佔有率

  • 北美對 VR 的需求正在快速成長,這主要是由於各個領域的個人都參與了該技術。這種需求的成長是由 VR 技術的各種應用推動的,從娛樂和遊戲到教育、醫療保健和企業解決方案。
  • 技術進步使 VR 設備更易於使用和方便用戶使用,進一步推動了對 VR 的需求。 VR頭戴裝置的經濟性和性能的提高使其在北美得到廣泛採用,從技術愛好者到尋求新穎且引人入勝的體驗的休閒用戶。因此,許多公司正在推出新產品以增加市場佔有率。
  • 此外,隨著虛擬實境變得越來越容易使用,政府探索創新方法的潛力巨大。因此,美國政府正在利用虛擬實境作為多個領域的寶貴工具。例如,2023 年 9 月,美國食品藥物管理局宣布,一些通常僅在醫生辦公室和醫院提供的臨床服務可以使用 VR 在家中或其他非臨床環境中向患者提供。
  • 此外,從最終用戶產業來看,教育產業預計在預測期內將出現強勁成長。北美各地的教育機構正在將虛擬實境納入他們的課程中,為學生提供實踐、體驗式學習的機會。虛擬實地考察、模擬和互動課程增強了學習體驗,使複雜的概念更容易理解,並促進對各種學科的更深入的理解。
  • 這些因素都顯示VR的需求正在增加。隨著虛擬實境的發展和變得越來越熟悉,各個行業可能會塑造個人和行業與數位時代互動的方式。 VR 在北美的採用軌跡表明,未來身臨其境型體驗將成為日常生活中不可或缺的一部分。因此,上述因素預計將推動未來待研究市場的成長。

虛擬實境 (VR) 產業概覽

虛擬實境 (VR) 市場較為分散。隨著 VR 公司專注於透過遊戲、娛樂、培訓、行銷等方式接觸更廣泛的公眾,公司之間的競爭日益加劇。由於這是一個不斷發展的行業,競爭公司之間存在高度敵意。預計未來競爭將會加劇。主要參與者包括 Oculus VR LLC、聯想Group Limited、三星電子、索尼公司、Pico Interactive Inc. 等。

  • 2024 年 1 月,Qualcomm Technologies 宣布與 RayNeo 和應用材料公司建立策略合作夥伴關係,共同開發下一代市場領先的 AR 眼鏡並將其推向市場。此次合作預計將匯集業界領先技術供應商的專業知識,重新定義 AR 眼鏡的未來。 RayNeo的AR眼鏡利用高通公司的Snapdragon AR1 Gen1平台和應用材料公司的輕量級全彩波導管,為消費類AR產品創建了全面的軟硬體生態系統。
  • 2023 年 11 月,Pico 宣布推出 PICO 4,這是下一代一體式VR頭戴裝置,旨在透過結合舒適性和性能,讓每個人都能接觸到虛擬實境。 PICO 4基於Snapdragon XR2平台,具有超輕機身、薄餅光學元件、4K顯示器和直覺的使用者介面。

其他好處

  • Excel 格式的市場預測 (ME) 表
  • 3 個月分析師支持

目錄

第1章簡介

  • 研究假設和市場定義
  • 調查範圍

第2章調查方法

第3章執行摘要

第4章市場洞察

  • 市場概況
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 買方議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭公司之間敵對關係的強度
  • 產業價值鏈分析
  • 影響市場的宏觀經濟因素評估

第5章市場動態

  • 市場促進因素
    • VR 在商業應用的採用率不斷提高
    • 各個最終用戶群對 VR 設定進行培訓的需求不斷增加
  • 市場挑戰/限制
    • 長期使用VR頭戴裝置的健康風險
    • 暈機症的影響

第6章 市場細分

  • 按類型
    • 硬體
      • 系留頭顯
      • 獨立頭顯
      • 無螢幕觀看器
    • 軟體
  • 按最終用戶產業
    • 遊戲
    • 媒體娛樂
    • 零售
    • 衛生保健
    • 軍事/國防
    • 房地產
    • 教育
  • 按地區
    • 北美洲
    • 歐洲
    • 亞洲
    • 澳洲/紐西蘭
    • 拉丁美洲
    • 中東/非洲

第7章 競爭格局

  • 公司簡介
    • Oculus VR LLC
    • Sony Corporation
    • Samsung Electronics Co. Ltd
    • Lenovo Group Ltd
    • Pico Interactive Inc.
    • Qualcomm Technologies Inc.
    • FOVE Inc.
    • Unity Technologies Inc.
    • Unreal Engine(Epic Games Inc.)
    • Apple Inc
    • DPVR(Lexiang Technology Co. Ltd)
    • Autodesk Inc.
    • Eon Reality Inc.
    • 3D Systems Corporation
    • Dassault Systemes SE
    • HTC Vive(HTC Corporation)

第8章投資分析

第9章 市場的未來

簡介目錄
Product Code: 46409

The Virtual Reality Market size is estimated at USD 22.81 billion in 2024, and is expected to reach USD 131.93 billion by 2029, growing at a CAGR of 42.05% during the forecast period (2024-2029).

Virtual Reality (VR) - Market

Virtual reality primarily uses technology to create a simulated environment. Unlike the traditional user interface, VR places the user inside an experience, which means that instead of viewing a monitor screen in front of them, users are immersed and can interact with the 3D world. With the simulation of as many senses as possible, such as vision, touch, hearing, and even smell, the technology has been transformed across the world.

Key Highlights

  • One of the most popular reasons schools are taking advantage of VR technology is its ability to let students take field trips virtually. Field trips are a time-honored tradition for educational institutions. They allow teachers to educate their students in immersive environments and provide hands-on learning opportunities that would otherwise be difficult to achieve within the classroom. However, field trips can be financially prohibitive for some students. They can also be challenging for students with mobility limitations.
  • With the rise of remote work and virtual collaboration, a growing demand for VR software enables users to interact and collaborate in virtual spaces. VR meeting platforms, virtual event spaces, and collaborative design tools allow users to work together in immersive virtual environments regardless of physical location. It is also used in various industries, including healthcare, for medical training, surgical simulations, pain management, exposure therapy, and rehabilitation. The demand for VR software in healthcare is driven by its potential to improve patient outcomes, enhance medical education, and reduce healthcare costs, driving its adoption.
  • Virtual reality is emerging as a revolutionary technology that can notably impact various end-user industries. The technology is witnessing continuous growth, leading to significant expansion in the number of use cases.
  • VR is usually accessed using a headset that tracks the movement of the head and eye. Some systems also use other peripherals (e.g., gloves) to simulate additional senses. This technology has immense potential to expand human knowledge by changing how people learn, play, work, and entertain themselves. Its adoption has been increasing across various end-user verticals.

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Virtual Reality (VR) Market Trends

Gaming to be the Fastest Growing End-user Industry

  • Rapid growth in AR and VR gamers worldwide has expanded the market's horizon. According to NewGenApps, a provider of artificial intelligence, machine learning, big data analytics, and AR/VR solutions, the global user base of AR and VR games will increase to 216 million users by 2025.
  • Moreover, the increasing demand for video games creates an opportunity for vendors to offer VR headsets. According to the Entertainment Retailers Association, in 2022, British consumers spent approximately GBP 4.66 billion (USD 5.83 billion) on video games, a 2.3% increase from the previous year. Furthermore, in a survey conducted in September 2023, a significant number of Steam users stated that they use VR headsets, and over 41% of them use Oculus Quest 2 VR headsets.
  • Strategic initiatives like partnerships, collaborations, and mergers and acquisitions give major market players a significant chance to expand their market presence. For instance, in October 2023, Yudiz Solutions, a leading digital transformation and game development company based in Ahmedabad, showcased its capabilities at the India Mobile Congress 2023 by unveiling a VR combat shooting game in partnership with leading telecom operator Vodafone India (Vi). 5G technology is used to power VR combat shooting games, and users can expect a low latency experience that allows them to be responsive and interactively immersed in virtual reality.
  • In October 2022, Microsoft and Meta partnered to provide virtual reality experiences. This collaboration aims to bring Teams' and Microsoft's other productive tools to VR headsets, and Meta will get a partner in its grand metaverse plan. Microsoft and Meta are exploring ways to bring the Xbox Cloud gaming service to the store so gamers can play high-quality XBOX games on smartphones, tablets, computers, smart TVs, or any connected device through a Meta Quest system.
  • The gaming industry recognizes the market potential of VR. As the technology becomes more accessible and affordable, the demand for VR gaming experiences is increasing. Game developers and publishers see VR as an opportunity to reach new audiences and create exciting, immersive experiences that stand out in a crowded market.

North America Holds Largest Market Share

  • The demand for VR in North America has experienced rapid growth owing to the significant shift in individuals across various sectors engaging with technology. This increasing demand is fueled by the various applications of VR technology, from entertainment and gaming to education, healthcare, enterprise solutions, and others.
  • The demand for VR is further propelled by technological advancements, making VR devices more accessible and user-friendly. The affordability and improved performance of VR headsets have contributed to broader adoption across North America, from tech enthusiasts to casual users seeking novel and engaging experiences. Hence, many companies are launching new products to increase their market share.
  • Also, as VR becomes more accessible and easier to use, it offers a lot of great possibilities for the government to explore innovative approaches. Hence, the US government uses VR as a valuable tool across multiple sectors. For instance, in September 2023, the US Food and Drug Administration announced that VR could deliver some clinical services, normally delivered only in clinics and hospitals, to patients in their homes or other non-clinical settings.
  • Moreover, by the end-user industry, the education sector is expected to grow significantly during the forecast period. North American educational institutions are integrating VR into their curricula to provide students with hands-on, experiential learning opportunities. Virtual field trips, simulations, and interactive lessons enhance the learning experience, making complex concepts more accessible and fostering a deeper understanding of various subjects.
  • These factors indicate the growing demand for VR. As VR evolves and becomes more accessible, various industries will shape how individuals and industries interact with the digital era. The trajectory of VR adoption in North America suggests a future where immersive experiences become an integral part of everyday life. Hence, the above-mentioned factors will boost the growth of the market studied in the future.

Virtual Reality (VR) Industry Overview

The virtual reality market is fragmented in nature. It is witnessing a rise in competitiveness among companies as VR companies are focused on accessibility to larger masses through gaming, entertainment, training, marketing, etc. The competitive rivalry is high in this industry, owing to the growing industry. Competition is expected to increase in the future. Some major players include Oculus VR LLC, Lenovo Group Ltd, Samsung Electronics Co. Ltd, Sony Corporation, and Pico Interactive Inc.

  • In January 2024, Qualcomm Technologies announced strategic collaborations with RayNeo and Applied Materials to develop and bring the next generation of market-leading AR glasses to market. This collaboration is expected to bring together the expertise of industry-leading technology providers to redefine the future of AR glasses. RayNeo's AR glasses will utilize Qualcomm's Snapdragon AR1 Gen1 platform and Applied Materials' lightweight full-color waveguides to create a comprehensive software and hardware ecosystem for consumer-grade AR products.
  • In November 2023, Pico announced the launch of PICO 4, a next-generation, all-in-one VR headset designed to make virtual reality accessible to everyone by combining comfort and performance. PICO 4 is based on the Snapdragon XR2 platform and features an ultra-light body, pancake optics, a 4K display, and an intuitive user interface.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Industry Value Chain Analysis
  • 4.4 Assessment of Macroeconomic Factors on the Market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Adoption of VR in Commercial Application
    • 5.1.2 Increasing Demand for VR Setup for Training Across Various End-user Segments
  • 5.2 Market Challenges/restraints
    • 5.2.1 Health Risks From Using VR Headsets in the Longer Run
    • 5.2.2 Impact of Cybersickness

6 MARKET SEGMENTATION

  • 6.1 By Type
    • 6.1.1 Hardware
      • 6.1.1.1 Tethered HMD
      • 6.1.1.2 Standalone HMD
      • 6.1.1.3 Screenless Viewer
    • 6.1.2 Software
  • 6.2 By End-user Industry
    • 6.2.1 Gaming
    • 6.2.2 Media and Entertainment
    • 6.2.3 Retail
    • 6.2.4 Healthcare
    • 6.2.5 Military and Defense
    • 6.2.6 Real Estate
    • 6.2.7 Education
  • 6.3 By Geography***
    • 6.3.1 North America
    • 6.3.2 Europe
    • 6.3.3 Asia
    • 6.3.4 Australia and New Zealand
    • 6.3.5 Latin America
    • 6.3.6 Middle East and Africa

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles*
    • 7.1.1 Oculus VR LLC
    • 7.1.2 Sony Corporation
    • 7.1.3 Samsung Electronics Co. Ltd
    • 7.1.4 Lenovo Group Ltd
    • 7.1.5 Pico Interactive Inc.
    • 7.1.6 Qualcomm Technologies Inc.
    • 7.1.7 FOVE Inc.
    • 7.1.8 Unity Technologies Inc.
    • 7.1.9 Unreal Engine (Epic Games Inc.)
    • 7.1.10 Apple Inc
    • 7.1.11 DPVR (Lexiang Technology Co. Ltd)
    • 7.1.12 Autodesk Inc.
    • 7.1.13 Eon Reality Inc.
    • 7.1.14 3D Systems Corporation
    • 7.1.15 Dassault Systemes SE
    • 7.1.16 HTC Vive (HTC Corporation)

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET