Virtual Reality Market - Forecasts from 2021 to 2026

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 119 Pages | 商品交期: 最快1-2個工作天內

  • 全貌
  • 簡介
  • 目錄


虛擬現實在國防領域的使用增加、在娛樂和遊戲領域擴大使用頭戴式顯示器 (HMD) 以及顯示器和硬體組件的價格下降是推動市場的一些關鍵因素。其他驅動因素還有除了傳統行業,其他終端用戶行業也開始嘗試虛擬現實​​市場,因為大型科技公司對虛擬現實的興趣更高,頭戴式顯示器的可得性導致這些解決方案的採用率提高。然而,虛擬現實市場面臨的主要課題是顯示延遲、能耗和健康問題。



第1章 簡介

  • 市場定義
  • 市場區隔

第2章 調查手法

  • 調查資料
  • 假設

第3章 摘要整理

  • 調查的重點

第4章 市場動態

  • 市場促進因素
  • 市場阻礙因素
  • 波特的五力分析
    • 賣主談判力
    • 買方議價能力
    • 新加入企業的威脅
    • 替代品的威脅
    • 功能的競爭企業的關係
  • 產業的價值鏈分析

第5章 全球虛擬實境市場分析,各零件

  • 簡介
  • 硬體設備
  • 軟體

第6章 全球虛擬實境市場分析,各設備

  • 簡介
  • 頭戴式顯示器(HMD)
  • 手勢控制設備

第7章 全球虛擬實境市場分析,各終端用戶業界

  • 簡介
  • 航太·防衛
  • 醫療保健
  • 製造
  • 媒體·娛樂
  • 其他

第8章 全球虛擬實境市場分析,各地區

  • 簡介
  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 南美
    • 巴西
    • 阿根廷
    • 其他
  • 歐洲
    • 英國
    • 法國
    • 德國
    • 義大利
    • 西班牙
    • 其他
  • 中東·非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 以色列
    • 其他
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 泰國
    • 台灣
    • 印尼
    • 澳洲
    • 其他

第9章 競爭環境與分析

  • 主要企業與策略分析
  • 新興企業和市場收益性
  • 合併,收購,協定,及合作
  • 供應商的競爭力矩陣

第10章 企業簡介

  • Facebook Inc.
  • Sony Corporation
  • HTC Corporation
  • EON Reality Inc.
  • Google LLC
  • Microsoft Corporation
  • Vuzix Corporation
  • GoPro
  • Samsung Electronics Co. Ltd.
  • Talespin Reality Labs Inc.
Product Code: KSI061610381

The global virtual reality market is expected to grow at a compound annual growth rate of 48.38% over the forecast period to reach a market size of US$179.399 billion in 2026, from US$11.329 billion in 2019.

Increased use of virtual reality in the defense sector, growing use of head-mounted displays (HMD) in the entertainment and gaming sector along declining prices of displays and hardware components are some of the key factors propelling the market. Other driving factors complementing the growth of the virtual reality market are the higher interest of large technology companies in virtual reality and the easy availability of head-mounted displays leading to an improving adoption rate of these solutions. Other end-user industries apart from the traditional ones are also beginning to experiment with VR solutions leading to increased demand for these solutions. However, the major challenges faced by the virtual reality market are display latency, energy consumption, and health concerns.

Virtual Reality in Defense.

The market is expected to surge in the coming years, due to the increasing usage of virtual reality in the defense sector, worldwide. From the modernization of tactical training for training personnel or soldiers, or digital training for maintaining aircraft, the demand for virtual reality solutions is expected to surge at an exponential rate, in the coming years. Militaries and governments, worldwide, have been investing resources and capital to integrate VR in their military and defense training processes. For instance, the United States Army Fort Bragg N.C has been developing a major realistic training program to enable and allow their officers to prepare for novel missions. In Norway, there are being trials that are expected to be scheduled to test how virtual reality can help train soldiers and army personnel to drive tanks. Major companies have been making significant developments in the market, in the past few years. For instance, Tecknorove Systems Pvt Ltd., one of the key players in the market, has been providing Virtual Reality solutions for the military and defense sectors. The company's team has been developing immersive and bespoke scalable VR applications that will enhance the quality of personnel training programs.

Virtual Reality in the Education sector.

The market is expected to surge in the coming years, due to the increasing demand for virtual reality solutions in the education sector, worldwide. 360VR, a type of VR, is being commonly used in education. With this VR, real-world locations are caught and captured with high-profile equipment and cameras. Virtual reality can enhance education by providing and enabling students with immersive and memorable experiences, within a classroom. VR has been accessible to all students and can be easily controlled and monitored by teachers. There have been several developments in the market in the past few years. In August 2021, the Department of Science and Technology at the University of Johannesburg had announced the launch of a novel virtual reality teaching and research hub, intending to surge the development and innovation in the respective field and educate and enhance the next generation of practitioners and researchers. In August 2021, the Indian Institute of Technology Madras had announced the launch of a consortium for VR, known as the "Consortium for VR/AR/MR Engineering Mission in India."

Virtual Reality in the Gaming sector.

The market is expected to surge in the coming years, due to the increasing usage of virtual reality in the gaming sector, globally. The rising demand for 3D experience, real-time interaction, and creative content in the gaming industry has the potential to accelerate the demand for virtual reality solutions. Several companies have been making significant developments in the market. For instance, Facebook announced over 60 games that are available for the Oculus Quest and Quest 2. The company had bought Oculus, a VR headset developer, for US$2 billion in the year 2014. These developments are expected to enhance the market growth, in the coming years. Sony has also been providing virtual reality solutions and devices for the gaming sector. The company's PS VR, when connected to its PS5 console, provides an immersive experience for VR-supported games.

Latest Developments.

In July 2021, GBL Systems and Samsung announced the deployment of novel 5G testbeds for military experiments with VR training applications to the U.S. Army bases. Pentagon had launched an initiative to award US$600 million in contracts to test 5G, VR, and AR solutions at multiple military bases.

In August 2021, Golden Traingle Ventures Inc. announced the execution of a novel five-year exclusive partnership agreement with a major VR technology company, Positron. The company under this agreement would develop an immersive platform for VR events and live streaming concerts. Golden Triangle Ventures entertainment division, Lavish Entertainment, would enhance and elevate concerts by offering audiences to join on VR headsets and other devices.


By Component

  • Hardware
  • Software

By Devices

  • Head-Mounted Displays (HMDs)
  • Gesture Control Devices

By End-User Industry

  • Aerospace & Defense
  • Healthcare
  • Manufacturing
  • Media & Entertainment
  • Others

By Geography

  • North America
    • USA
    • Canada
    • Mexico
  • South America
    • Brazil
    • Argentina
    • Others
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • UAE
    • Israel
    • Others
  • Asia Pacific
    • Japan
    • China
    • India
    • South Korea
    • Thailand
    • Taiwan
    • Indonesia
    • Australia
    • Others

Table of Contents

1. Introduction

  • 1.1. Market Definition
  • 1.2. Market Segmentation

2. Research Methodology

  • 2.1. Research Data
  • 2.2. Assumptions

3. Executive Summary

  • 3.1. Research Highlights

4. Market Dynamics

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. The Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis

5. Global Virtual Reality Market Analysis, By Component

  • 5.1. Introduction
  • 5.2. Hardware
  • 5.3. Software

6. Global Virtual Reality Market Analysis, By Devices

  • 6.1. Introduction
  • 6.2. Head Mounted Displays (HMDs)
  • 6.3. Gesture Control Devices

7. Global Virtual Reality Market Analysis, By End-User Industry

  • 7.1. Introduction
  • 7.2. Aerospace & Defense
  • 7.3. Healthcare
  • 7.4. Manufacturing
  • 7.5. Media & Entertainment
  • 7.6. Others

8. Global Virtual Reality Market Analysis, By Geography

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. United States
    • 8.2.2. Canada
    • 8.2.3. Mexico
  • 8.3. South America
    • 8.3.1. Brazil
    • 8.3.2. Argentina
    • 8.3.3. Others
  • 8.4. Europe
    • 8.4.1. UK
    • 8.4.2. France
    • 8.4.3. Germany
    • 8.4.4. Italy
    • 8.4.5. Spain
    • 8.4.6. Others
  • 8.5. Middle East and Africa
    • 8.5.1. Saudi Arabia
    • 8.5.2. UAE
    • 8.5.3. Israel
    • 8.5.4. Others
  • 8.6. Asia Pacific
    • 8.6.1. Japan
    • 8.6.2. China
    • 8.6.3. India
    • 8.6.4. Thailand
    • 8.6.5. Taiwan
    • 8.6.6. Indonesia
    • 8.6.7. Australia
    • 8.6.8. Others

9. Competitive Environment and Analysis

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Emerging Players and Market Lucrativeness
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 9.4. Vendor Competitiveness Matrix

10. Company Profiles

  • 10.1. Facebook Inc.
  • 10.2. Sony Corporation
  • 10.3. HTC Corporation
  • 10.4. EON Reality Inc.
  • 10.5. Google LLC
  • 10.6. Microsoft Corporation
  • 10.7. Vuzix Corporation
  • 10.8. GoPro
  • 10.9. Samsung Electronics Co. Ltd.
  • 10.10. Talespin Reality Labs Inc.