
Virtual Reality
Description
Virtual Reality
Virtual reality (VR) is changing the way interact with objects and our surroundings. The growing use and adoption of virtual reality in various industries like gaming and hospitality are propelling the global virtual reality market forward. A virtual environment is a 3D computer-generated environment in that a person can explore and interact with the end user, allowing the person to become a part of the near-reality world.
The Virtual reality Market is expected to grow at a steady rate of around 23.83% owing to the increasing number of health institutions and hospitals attributed to the increasing adoption of VR to train doctors and medical students to easily carry out complex procedures and surgeries. Major companies in the market offer Virtual reality (VR) for surgery & treatment applications with technologically advanced features. For instance, in January 2022 Nvidia Corporation collaborated with cloud service suppliers for high-quality VR streaming. Moreover, users can access augmented, virtual, and extended reality from any location with the help of cloud-based streaming.
- Based on end-user type, the market is segmented into enterprise virtual reality and consumer virtual reality. Enterprises virtual reality category to witness higher CAGR during the forecast period owing to the growing penetration in e-commerce. VR is being used by e-commerce companies to improve the shopping experience. VR is also being used extensively in marketing. Furthermore, brands are using virtual reality to entice customers in developing countries such as China, India, and Mexico, among others.
- On the basis of product type, the market is categorized into software and hardware. Among these, the VR software market to hold a significant share in the market in 2022 owing to the higher adoption from the enterprise sector as enterprises accommodate their remote workforce and revise their business planning and strategies, also the segment is growing in demand as it can be used in training, simulation, developing virtual tools, VR applications, VR game development, learning experience platforms, and segment reality. Thus, Software offers better control capability and performance in the field.
- Based on application, the virtual reality market has been classified into gaming, surgery & treatments , e-learning and others. The surgery & treatments category is to witness higher adoption of VR during the forecast period. This is mainly due to the rising research and investments in the development of VR technology for extreme conditions. This is especially used for medical students and to train doctors can effectively carry out complex procedures and surgeries. For instance, a virtual reality surgery platform helps doctors to identify the anatomy of interest and allows them to use the platform’s depth information to enhance detailed medical images in real time.
- For a better understanding of the market adoption of the virtual reality industry, the market is analyzed based on its worldwide presence in the countries such as North America (United States, Canada, and the Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. Asia Pacific is anticipated to grow at a substantial CAGR during the forecast period. This is mainly due to the increasing distributor of Head-mounted Displays (HMDs) and other hardware related
- Some of the major players operating in the market include Samsung Electronics Co Ltd, Sony Corporation, Microsoft Corp, Qualcomm Incorporated, Vuzix Corporation, HTC Corporation, Eon Reality Inc, NVIDIA Corp, Alphabet Inc, Meta Platforms Inc.
Table of Contents
135 Pages
- 1 MARKET INTRODUCTION
- 1.1. Market Definitions
- 1.2. Main Objective
- 1.3. Stakeholders
- 1.4. Limitation
- 2 RESEARCH METHODOLOGY OR ASSUMPTION
- 2.1. Research Process of the Virtual Reality Market
- 2.2. Research Methodology of the Virtual Reality Market
- 2.3. Respondent Profile
- 3 MARKET SYNOPSIS
- 4 EXECUTIVE SUMMARY
- 5 GLOBAL VIRTUAL REALITY MARKET COVID-19 IMPACT
- 6 GLOBAL VIRTUAL REALITY MARKET REVENUE, 2020-2030F
- 7 MARKET INSIGHTS BY END-USER TYPE
- 7.1. Enterprises Virtual Reality
- 7.2. Consumer Virtual Reality
- 8 MARKET INSIGHTS BY PRODUCT TYPE
- 8.1. Hardware
- 8.2. Software
- 9 MARKET INSIGHTS BY APPLICATION
- 9.1. Gaming
- 9.2. Surgery & Treatments
- 9.3. E-Learning
- 9.4. Others
- 10 MARKET INSIGHTS BY REGION
- 10.1. North America
- 10.1.1. United States
- 10.1.2. Canada
- 10.1.3. Rest of North America
- 10.2. Europe
- 10.2.1. Germany
- 10.2.2. U.K.
- 10.2.3. France
- 10.2.4. Italy
- 10.2.5. Spain
- 10.2.6. Rest of Europe
- 10.3. Asia-Pacific
- 10.3.1. China
- 10.3.2. Japan
- 10.3.3. India
- 10.3.4. Rest of Asia-Pacific
- 10.4. Rest of World
- 11 VIRTUAL REALITY MARKET DYNAMICS
- 11.1. Market Drivers
- 11.2. Market Challenges
- 11.3. Impact Analysis
- 12 VIRTUAL REALITY MARKET OPPORTUNITIES
- 13 VIRTUAL REALITY MARKET TRENDS
- 14 DEMAND AND SUPPLY-SIDE ANALYSIS
- 14.1. Demand Side Analysis
- 14.2. Supply Side Analysis
- 15 VALUE CHAIN ANALYSIS
- 16 COMPETITIVE SCENARIO
- 16.1 Porter’s Five Forces Analysis
- 16.2 Competitive Landscape
- 17 COMPANY PROFILED
- 17.1. Samsung Electronics Co Ltd.
- 17.2. Sony Corporation
- 17.3. Microsoft Corp
- 17.4. Qualcomm Incorporated
- 17.5. Vuzix Corporation
- 17.6. HTC Corporation
- 17.7. Eon Reality Inc.
- 17.8. NVIDIA Corp.
- 17.9. Alphabet Inc.
- 17.10. Meta Platforms Inc.
- 18 DISCLAIMER
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