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市場調查報告書
商品編碼
1690025

虛擬實境市場規模、佔有率及成長分析(按產品、設備類型、技術、應用和地區)-2025 年至 2032 年產業預測

Virtual Reality Market Size, Share, and Growth Analysis, By Offering (Hardware, Software), By Device Type (Head-Mounted Displays, Gesture-Tracking Devices), By Technology, By Application, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 270 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

預計到 2023 年全球虛擬實境市場規模將達到 153 億美元,從 2024 年的 188.2 億美元成長到 2032 年的 985.9 億美元,預測期內(2025-2032 年)的複合年成長率為 23.0%。

受技術的快速進步以及娛樂和遊戲領域日益普及的推動,虛擬實境市場正在經歷顯著成長。增強的沉浸感、卓越的圖形以及先進的硬體和運動控制器的發展吸引了比以往更多的消費者。然而,高品質 VR 軟體和硬體的高初始成本對其在企業和個人中的廣泛應用構成了挑戰。此外,視野有限、暈動病和低解析度等問題也會對使用者體驗產生負面影響。儘管存在這些障礙,但機會仍然很多,特別是隨著消費者應用的不斷成長和醫療保健行業的廣泛應用。隨著市場逐漸成熟,克服現有的障礙對於 VR 的採用和創新至關重要。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 二次資料和一次資料方法
  • 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
  • 細分機會分析

市場動態與展望

  • 市場概覽
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024年)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 技術分析
  • 案例研究
  • 客戶和購買標準分析
  • 貿易分析
  • 專利分析

虛擬實境市場規模(按類型及複合年成長率)(2025-2032)

  • 市場概覽
  • 硬體
    • 感應器
    • 加速計
    • 陀螺儀
    • 磁力儀
    • 接近感測器
    • 半導體零件
    • 控制器和處理器
    • 積體電路
    • 顯示器和投影儀
    • 位置追蹤器
    • 相機
    • 其他組件
  • 軟體
    • SDKS
    • 雲端基礎的服務

虛擬實境市場規模(按設備類型和複合年成長率)(2025-2032)

  • 市場概覽
  • 頭戴式顯示器
  • 手勢追蹤設備
    • 資料手套
    • 其他手勢追蹤設備
  • 投影機和顯示牆

虛擬實境市場規模(依技術分類)及複合年成長率(2025-2032)

  • 市場概覽
  • 非身臨其境型技術
  • 半身臨其境型與全身臨其境型技術

虛擬實境市場規模(依應用分類)及複合年成長率(2025-2032)

  • 市場概覽
  • 消費者
    • 遊戲和娛樂
    • 運動的
  • 商業的
    • 零售與電子商務
    • 教育和培訓
    • 旅行和旅遊
    • 廣告
  • 公司(製造業)
  • 衛生保健
    • 外科手術
    • 患者照護管理
    • 健身管理
    • 藥局管理
    • 醫療訓練與教育
  • 航太和國防
  • 其他用途
    • 房地產(建築/建築設計)
    • 地理空間挖掘

虛擬實境市場規模(按地區)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 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
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業市場定位(2024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(2024年)
  • 主要企業簡介
    • 公司詳情
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Apple(United States)
  • Microsoft(United States)
  • Samsung Electronics(South Korea)
  • Unity(United States)
  • General Motors(United States)
  • Qualcomm(United States)
  • Transfr(United States)
  • Vicarious Surgical(United States)
  • Sandbox VR(United States)
  • Dreamscape(United States)
  • Meta(United States)
  • Applied VR(United States)
  • Wevr(United States)
  • LiveLike(United States)
  • Subvrsive(United States)
  • Virtuix Omni(United States)
  • Bigscreen(United States)
  • Framestore(United Kingdom)
  • Meow Wolf(United States)
  • WorldViz(United States)

結論和建議

簡介目錄
Product Code: SQMIG45J2070

Global Virtual Reality Market size was valued at USD 15.3 billion in 2023 and is poised to grow from USD 18.82 billion in 2024 to USD 98.59 billion by 2032, growing at a CAGR of 23.0% during the forecast period (2025-2032).

The virtual reality market is experiencing significant growth, fueled by rapid technological advancements and heightened adoption within the entertainment and gaming sectors. Enhanced realism, superior graphics, and the development of advanced hardware and motion controllers are attracting consumers more than ever. However, high initial costs for quality VR software and hardware pose challenges for broader adoption among businesses and individuals. Additionally, concerns such as limited field of view, motion sickness, and low resolution can negatively impact the user experience. Despite these hurdles, opportunities abound, particularly with expanding consumer applications and increased utilization in the healthcare industry. As the market matures, overcoming existing barriers will be crucial for widespread VR acceptance and innovation.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Reality 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 Market Segments Analysis

Global Virtual Reality Market is segmented by Offering, Device Type, Technology, Application and region. Based on Offering, the market is segmented into Hardware and Software. Based on Device Type, the market is segmented into Head-Mounted Displays, Gesture-Tracking Devices and Projectors & Display Walls. Based on Technology, the market is segmented into Non-Immersive Technology and Semi-Immersive and Fully Immersive Technology. Based on Application, the market is segmented into Consumers, Commercial, Enterprises (Manufacturing), Healthcare, Aerospace & Defense and Other Applications. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Virtual Reality Market

The global virtual reality market is significantly driven by its increasing application in various sectors such as training, education, architecture, and real estate. As organizations recognize the immersive potential of virtual reality to enhance learning experiences and provide realistic simulations, its adoption is rapidly expanding. In the education sector, VR is revolutionizing traditional teaching methods by allowing students to engage with content in a more interactive manner. Meanwhile, in architecture and real estate, VR enables clients to visualize projects and spaces before they are built, thereby streamlining decision-making processes. This rising trend showcases the transformative impact of virtual reality across multiple industries.

Restraints in the Global Virtual Reality Market

One of the significant challenges facing the Global Virtual Reality market is the high cost associated with vegan products. These premium-priced offerings can hinder widespread adoption and accessibility, limiting their appeal to a broader consumer base. As consumers increasingly seek environmentally friendly and ethical alternatives, the financial barrier posed by high-priced vegan items can deter potential buyers, impacting overall market growth. Addressing this issue will be crucial for companies looking to expand their reach and foster inclusivity within the market. By finding ways to reduce costs without compromising quality, businesses can attract a larger audience and enhance their competitive edge.

Market Trends of the Global Virtual Reality Market

The Global Virtual Reality market is increasingly driven by the rise of social virtual reality experiences, which have garnered significant attention in recent years. As users seek greater connectivity, these platforms allow individuals to interact in shared virtual spaces, transcending geographical barriers. With advancements in VR software and hardware, the potential for more immersive and realistic social interactions is set to expand significantly. This trend indicates a shift towards enhanced community-building in virtual environments, making social VR a prominent focus for developers and investors alike, as it aligns with the growing demand for innovative communication solutions in a digitally connected world.

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
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • 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
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technology Analysis
  • Case Studies
  • Customer And Buying Criteria Analysis
  • Trade Analysis
  • Patent Analysis

Global Virtual Reality Market Size by Offering & CAGR (2025-2032)

  • Market Overview
  • Hardware
    • Sensors
    • Accelerometers
    • Gyroscopes
    • Magnetometers
    • Proximity sensors
    • Semiconductor Components
    • Controllers & processors
    • Integrated circuits
    • Display & Projectors
    • Position Trackers
    • Cameras
    • Other Components
  • Software
    • SDKS
    • Cloud-Based Services

Global Virtual Reality Market Size by Device Type & CAGR (2025-2032)

  • Market Overview
  • Head-Mounted Displays
  • Gesture-Tracking Devices
    • Data Gloves
    • Other Gesture-Tracking Devices
  • Projectors & Display Walls

Global Virtual Reality Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Non-Immersive Technology
  • Semi-Immersive and Fully Immersive Technology

Global Virtual Reality Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Consumers
    • Gaming & Entertainment
    • Sports
  • Commercial
    • Retail & Ecommerce
    • Education & Training
    • Travel & Tourism
    • Advertising
  • Enterprises (Manufacturing)
  • Healthcare
    • Surgery
    • Patient Care Management
    • Fitness Management
    • Pharmacy Management
    • Medical Training & Education
  • Aerospace & Defense
  • Other Applications
    • Automotive
    • Real Estate (Architecture & Building Design)
    • Geospatial Mining

Global Virtual Reality Market Size & CAGR (2025-2032)

  • North America (Offering, Device Type, Technology, Application)
    • US
    • Canada
  • Europe (Offering, Device Type, Technology, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Offering, Device Type, Technology, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Offering, Device Type, Technology, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Offering, Device Type, Technology, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Apple (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • General Motors (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Qualcomm (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Transfr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicarious Surgical (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sandbox VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dreamscape (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Applied VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wevr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LiveLike (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Subvrsive (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtuix Omni (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bigscreen (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Framestore (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meow Wolf (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WorldViz (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations