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市場調查報告書
商品編碼
1596901

遊戲中的虛擬實境市場規模、佔有率、成長分析(按組件、連接設備、最終用戶、地區)- 產業預測,2024-2031年

Virtual Reality in Gaming Market Size, Share, Growth Analysis, By Component (Hardware, Software), By Connecting Device (Gaming Console, PC/ Desktop), By End User (Commercial Space, Individual), By Region - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 242 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

遊戲虛擬實境的全球市場規模在2022年達到71億美元,預計從2023年的104.1億美元成長到2031年的924.9億美元,預測期間(2024-2031年)預計將以31.4%的年複合成長率成長。

由於與電腦和遊戲機相容的VR周邊設備的快速發展,虛擬實境(VR)市場預計將顯著成長。隨著各公司進入 VR 遊戲領域的興趣激增,對頭戴式顯示器(HMD)、緊身衣、運動追蹤器、手套等穿戴式組件的需求不斷增加,尤其是遊戲愛好者。這些設備將在一些國家/地區開始推出,但早期採用者可能會為更廣泛的接受鋪平道路,就像在 24個國家/地區推出的HTC Vive 一樣。投資者和企業家的興趣日益濃厚,進一步放大了 VR 領域的發展動力。對身臨其境型技術的大量投資標誌著娛樂和運算領域的重大轉變。根據 NASSCOM 報導,過去五年,內容創作工具佔 VR資金籌措總額的43.5%,有助於維持用戶參與度並推動對身臨其境型VR 體驗的需求,這證實了高品質內容製作發揮著重要作用。這一趨勢凸顯了新興市場,該市場不僅承諾豐富和創新的VR 設備,而且還強調吸引人的內容對於增強虛擬實境遊戲及其他領域的整體消費者體驗的重要性。

目錄

介紹

  • 研究目的
  • 調查範圍
  • 定義

調查方法

  • 資訊採購
  • 二手資料和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 依細分市場的機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 抑制因素和挑戰
  • 波特分析與影響
    • 競爭公司之間的敵對關係
    • 替代品的威脅
    • 買方議價能力
    • 新進入者的威脅
    • 供應商的議價能力

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 技術進步
  • 監管環境
  • 價值鏈分析
  • 案例研究分析
  • PESTEL分析
  • Start-Ups分析
  • 市場吸引力指數

遊戲中虛擬實境的市場規模:依組件分類

  • 硬體
  • 軟體

遊戲中虛擬實境的市場規模:依連線設備分類

  • 遊戲機
  • 電腦/桌上型電腦
  • 智慧型手機

遊戲中虛擬實境的市場規模:依最終用戶分類

  • 商業空間
  • 個人

遊戲中虛擬實境的市場規模:依地區分類

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 西班牙
    • 法國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東、非洲

競爭資訊

  • 前5名企業比較
  • 主要企業市場定位(2023年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2023)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 依細分市場分類的佔有率分析
    • 收益與前一年同期比較(2021-2023)

主要企業簡介

  • Meta
  • Google VR
  • Sony Interactive Entertainment LLC
  • Microsoft Corporation
  • HTC Corporation
  • Samsung Electronics Co., Ltd
  • Unity Technologies
  • Crytek GmbH
  • Valve Corporation
  • Epic Games, Inc.
  • NVIDIA Corporation.
  • Sixense Enterprises, Inc.
  • Virtuix Holdings, Inc.
  • Survios, Inc.
  • MindMaze SA
  • WorldViz LLC
  • Starbreeze AB
  • Groove Jones
  • HTC VIVEPORT
  • Varjo Technologies

結論和建議

簡介目錄
Product Code: SQMIG45D2048

Global Virtual Reality in Gaming Market size was valued at USD 7.1 billion in 2022 and is poised to grow from USD 10.41 billion in 2023 to USD 92.49 billion by 2031, growing at a CAGR of 31.4% in the forecast period (2024-2031).

The virtual reality (VR) market is poised for significant growth, driven by the rapid advancements in VR peripherals compatible with computers and gaming consoles. The surge of interest from various companies entering the VR gaming space is likely to fuel demand for wearable components, including Head-Mounted Displays (HMDs), bodysuits, motion trackers, and gloves, particularly among gaming enthusiasts. While the rollout of these devices will begin in select countries, early adopters will pave the way for broader acceptance, as seen with the HTC Vive, which launched in 24 countries. The escalating interest from investors and entrepreneurs further amplifies the momentum within the VR sector, where substantial investments in immersive technology indicate a notable shift in the entertainment and computing landscapes. As reported by NASSCOM, content creation tools have captured a significant 43.5% of total VR funding over the past five years, underscoring the vital role of high-quality content production in sustaining user engagement and driving demand for immersive VR experiences. This trend highlights an emerging market that not only promises a wealth of innovative VR devices but also emphasizes the importance of compelling content to enhance the overall consumer experience in virtual reality gaming and beyond.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Reality In Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Virtual Reality In Gaming Market Segmental Analysis

Global Virtual Reality Market is segmented by component, by Connecting Device, by End User and by Region. Based on component, the market is segmented into Hardware, Software. Based on Connecting Device, the market is segmented into Gaming Console, PC/ Desktop, Smartphone Based on End User, the market is segmented into Commercial Space, Individual. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Driver of the Global Virtual Reality In Gaming Market

The global market for Virtual Reality in Gaming is being significantly driven by advancements in technology and enhanced graphics capabilities. Innovations like Full High Definition (FHD), Ultra-High Definition (UHD), and 4K displays have not only transformed how people watch movies but have also elevated the gaming experience. Increased investments in cutting-edge technologies are further fueling the growth of VR in the gaming sector. By offering a more immersive and realistic gaming environment, VR attracts gamers looking for intuitive and engaging experiences. Devices such as the Oculus Rift, which features dual HD screens for each eye, enhance this sense of presence, enriching interaction, emotions, and cognitive engagement in gameplay.

Restraints in the Global Virtual Reality In Gaming Market

The Global Virtual Reality in Gaming market faces significant restraints primarily due to potential negative health impacts associated with prolonged use of VR technology. Gamers may experience motion sickness as a result of the disconnection between perceived movement and actual physical stillness. Additionally, concerns surrounding addiction to VR gaming could adversely affect mental health, as players might become detached from reality. Psychologists warn that exposure to violent or criminal content in games could influence gamers, leading to undesirable real-life behaviors. Consequently, as immersive and interactive gaming experiences grow in popularity, there is a rising concern regarding their detrimental effects on player well-being, which may inhibit the market's growth trajectory.

Market Trends of the Global Virtual Reality In Gaming Market

The Global Virtual Reality in Gaming market is experiencing a significant upward trend, driven by the adoption of cloud-based gaming models. By enabling seamless access to VR games from various devices and locations, these systems enhance user experience and facilitate personalized game libraries. The demand for cloud-centric virtual reality software is escalating, fueled by features like live streaming, extensive storage, and cross-device connectivity. Strategic alliances among major players, such as the partnership between Microsoft and Sony to develop innovative cloud gaming solutions, are propelling market growth. Investments in advanced GPU-as-a-service technologies by companies like NVIDIA and Huawei further bolster VR's presence in the gaming sector.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Technological Advancement
  • Regulatory Landscape
  • Value Chain Analysis
  • Case Study Analysis
  • PESTEL Analysis
  • Startup Analysis
  • Market Attractiveness Index

Global Virtual Reality in Gaming Market Size by Component & CAGR (2024-2031)

  • Hardware
  • Software

Global Virtual Reality in Gaming Market Size by Connecting Device & CAGR (2024-2031)

  • Gaming Console
  • PC/Desktop
  • Smartphone

Global Virtual Reality in Gaming Market Size by End User & CAGR (2024-2031)

  • Commercial Space
  • Individual

Global Virtual Reality in Gaming Market Size by Region & CAGR (2024-2031)

  • North America, (by Component, by Connecting Device, by End User)
    • US
    • Canada
  • Europe, (by Component, by Connecting Device, by End User)
    • UK
    • Germany
    • Spain
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific, (by Component, by Connecting Device, by End User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, (by Component, by Connecting Device, by End User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa, (by Component, by Connecting Device, by End User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2023
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Meta
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google VR
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Interactive Entertainment LLC
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics Co., Ltd
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Crytek GmbH
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sixense Enterprises, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtuix Holdings, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Survios, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MindMaze SA
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WorldViz LLC
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Starbreeze AB
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Groove Jones
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC VIVEPORT
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Varjo Technologies
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation