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表紙
市場調查報告書

全球虛擬現實 (VR) 市場預測 (2021-2027)

Virtual Reality Market 2021-2027

出版商 Orion Market Research Pvt Ltd 商品編碼 1025423
出版日期 內容資訊 英文
商品交期: 2-3個工作天內
價格
全球虛擬現實 (VR) 市場預測 (2021-2027) Virtual Reality Market 2021-2027
出版日期: 2021年07月14日內容資訊: 英文
簡介

在預測期內,全球虛擬現實 (VR) 市場預計將以約 18.0% 的顯著複合年增長率增長。這個市場的主要增長因素是各種因素,如家電和遊戲等各行業對VR的需求增加,零售行業對互動視頻平台的需求增加,以及智能手機等智能設備的滲透率不斷提高。 .

自 2019 年 12 月以來,COVID-19 大流行對全球 VR 市場產生了積極影響。流行病正在推動企業的數字化轉型,行業正在關注用於客戶交互的數字平台。此外,在家工作的人更傾向於使用數字資源。電商市場在這次疫情中發展迅速,虛擬現實可以利用它,通過創造人們喜歡的衣服的人工視覺,也可以賦予傢俱的形象,它可以堆疊在需要放置的地方。越來越多地採用虛擬活動正在推動 COVID-19 大流行的市場增長。

本報告對全球虛擬現實 (VR) 市場進行研究和分析,並提供有關市場概況、市場決定因素、市場類別、競爭狀況、區域分析、主要公司增長等方面的系統信息。

目錄

第 1 章報告概述

第 2 章市場概覽和洞察

  • 調查範圍
  • 分析師洞察和最新市場趨勢

第三章競爭形勢

  • 主要公司分析
    • 概述
    • 財務分析
    • SWOT 分析
  • 主要戰略分析
  • Covid-19 對大公司的影響

第 4 章市場決定因素

  • 增長因素
  • 抑製器
  • 市場機會

第 5 章市場細分

  • 按組件劃分的全球 VR 市場
    • 硬件
    • 軟件
  • 按系統劃分的全球 VR 市場
    • 非沉浸式 VR
    • 半沉浸式 VR
    • 完全身臨其境的 VR
  • 按應用分列的全球 VR 市場
    • 娛樂
    • 遊戲
    • 觀光
    • 汽車
    • 培訓/教育
    • 防禦
    • 醫療保健
  • 按設備劃分的全球 VR 市場
    • 頭戴式顯示器 (HMD)
    • 手勢跟蹤設備 (GTD)
    • 投影儀顯示牆 (PDW)

第六章區域分析

  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 意大利
    • 西班牙
    • 法國
    • 其他歐洲
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 其他領域

第七章公司簡介

  • Advanced Micro Devices, Inc.
  • Apple Inc.
  • Atheer labs
  • Baofengmojing
  • Carl Zeiss AG
  • Facebook Technologies, LLC.
  • Firsthand Technology Inc.
  • Google LLC
  • HTC Corp.
  • Magic Leap, Inc.
  • Matterport, Inc.
  • Mechdyne corp.
  • Microsoft Corp.
  • Niantic, Inc
  • Nvidia corp.
  • Samsung Electronics Co. Ltd.
  • Sony Corp.
  • Surreal VR
  • Unity technologies
  • VirtalisLtd.
  • Wevr
  • WorldViz, Inc.
目錄
Product Code: OMR2023854

Full-title:Global VR Market Research By Components (Hardware and Software), By Systems (Non-immersive VR, Semi-immersive VR, and Fully immersive VR), By Application (Entertainment, Gaming, Tourism, Automotive, Training and education, Defense, and Healthcare), By Device (Head-Mounted Display, Gesture-Tracking Device, and Projectors & Display Wall ) Forecast, 2021-2027.

The global virtual reality (VR) market is growing at a significant CAGR of around 18.0% during the forecast period. The market is mainly driven due to various factors including rising demand for VR in various industries such as consumer electronics, gaming, increasing demand for interactive video platforms in the retail sector, rising penetration of smartphones and other smart devices. 

The COVID-19 pandemic has a positive impact on the global VR market since December 2019. The pandemic has increased the digital transformation of companies, The industries are focusing more on the digital platform to interact with their customers. As well Persons working from home are more consistent on digital sources. The e-commerce market is growing faster in this pandemic and virtual reality can be taken benefit of by creating an artificial vision of the clothes that people like, also superimpose the image of furniture on the place it needs to be placed, the growing adoption of virtual events is driving the growth of the market in COVID-19 pandemic.

The is global VR market segmented based on components, system, application, device, based on components, global VR market is segmented into hardware and software. Based on system, the global VR market is segmented into non-immersive VR, semi-immersive VR, fully immersive VR. Based on the application, the global VR market is segmented into entertainment, gaming, tourism, automotive, training, and education, defense, healthcare. Based on the device, the global VR market is segmented into the head-mounted display (HMD), gesture-tracking device (GTD), projectors & display wall (PDW).

The global VR market is analyzed based on the geographical regions that are contributing considerably towards the growth of the market. Based on the geography, the market is segmented into North America, Europe, Asia-Pacific, and the Rest of the World. North America held the largest share in the VR market. The factors that drive the market in the region included rising research activities in the field of VR, and the presence of key market players in the region such as  Apple, Inc., Google LLC, Microsoft Corp. Invention by the US government by deploying virtual training sessions on public health veterinary, and speedy internet penetration and advancement in immersive technology. Moreover, South America is projected to witness steady growth due to rapid internet penetration and developments in immersive technology.

Research Methodology

The market study of the global VR market is incorporated by extensive primary and secondary research conducted by the research team at OMR.  Secondary research has been conducted to refine the available data to break down the market into various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.

Secondary Sources Include

  • Financial reports of companies involved in the market.
  • Whitepapers, research papers, and news blogs.
  • Company websites and their product catalog.

The report provides an in-depth analysis of market size, intended quality of the service preferred by consumers. The report will serve as a source for a 360-degree analysis of the market thoroughly integrating different models.

Market Segmentation

  • Global VR Market Research and Analysis by Components
  • Global VR Market Research and Analysis by System
  • Global VR Market Research and Analysis by Application
  • Global VR Market Research and Analysis by Device

The Report Covers

  • Comprehensive research methodology of the Global VR market.
  • This report also includes a detailed and extensive market overview with key analyst insights.
  • An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.
  • Analysis of regional regulations and other government policies impacting the Global VR market.
  • Insights about market determinants that are stimulating the Global VR market.
  • Detailed and extensive market segments with the regional distribution of forecasted revenues.
  • Extensive profiles and recent developments of market players.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • Impact of COVID-19 on the Global VRIndustry
  • Recovery Scenario of Global VRIndustry
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Geography

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
    • 3.1.1. Overview
    • 3.1.2. Financial Analysis
    • 3.1.3. SWOT Analysis
  • 3.2. Key Strategy Analysis
  • 3.3. Impact of Covid-19on Key Players

4. Market Determinants

  • 4.1. Motivators
  • 4.2. Restraints
  • 4.3. Opportunities

5. Market Segmentation

  • 5.1. Global VR Market by Components
    • 5.1.1. Hardware
      • 5.1.1.1. Projector
      • 5.1.1.2. Sensor
    • 5.1.2. Software
  • 5.2. Global VR Market by Systems
    • 5.2.1. Non-immersive VR
    • 5.2.2. Semi-immersive VR
    • 5.2.3. Fully immersive VR
  • 5.3. Global VR Market by Application
    • 5.3.1. Entertainment
    • 5.3.2. Gaming
    • 5.3.3. Tourism
    • 5.3.4. Automotive
    • 5.3.5. Training and Education
    • 5.3.6. Defense
    • 5.3.7. Healthcare
  • 5.4. Global VR Market by Device
    • 5.4.1. Head-Mounted Display (HMD)
    • 5.4.2. Gesture-Tracking Device (GTD)
    • 5.4.3. Projectors & Display Wall (PDW)

6. Regional Analysis

  • 6.1. North America
    • 6.1.1. United States
    • 6.1.2. Canada
  • 6.2. Europe
    • 6.2.1. UK
    • 6.2.2. Germany
    • 6.2.3. Italy
    • 6.2.4. Spain
    • 6.2.5. France
    • 6.2.6. Rest of Europe
  • 6.3. Asia-Pacific
    • 6.3.1. China
    • 6.3.2. India
    • 6.3.3. Japan
    • 6.3.4. South Korea
    • 6.3.5. Rest of Asia-Pacific
  • 6.4. Rest of the World

7. Company Profiles

  • 7.1. Advanced Micro Devices, Inc.
  • 7.2. Apple Inc.
  • 7.3. Atheer labs
  • 7.4. Baofengmojing
  • 7.5. Carl Zeiss AG
  • 7.6. Facebook Technologies, LLC.
  • 7.7. Firsthand Technology Inc.
  • 7.8. Google LLC
  • 7.9. HTC Corp.
  • 7.10. Magic Leap, Inc.
  • 7.11. Matterport, Inc.
  • 7.12. Mechdyne corp.
  • 7.13. Microsoft Corp.
  • 7.14. Niantic, Inc
  • 7.15. Nvidia corp.
  • 7.16. Samsung Electronics Co. Ltd.
  • 7.17. Sony Corp.
  • 7.18. Surreal VR
  • 7.19. Unity technologies
  • 7.20. VirtalisLtd.
  • 7.21. Wevr
  • 7.22. WorldViz, Inc.

LIST OF TABLES

  • 1. GLOBAL VR MARKET RESEARCH AND ANALYSIS, 2020-2027 ($ MILLION)
  • 2. GLOBAL VR MARKET BY COMPONENT, 2020-2027 ($ MILLION)
  • 3. GLOBAL VR HARDWARE MARKET BY REGION, 2020-2027 ($ MILLION)
  • 4. GLOBAL VR SOFTWARE MARKET BY REGION, 2020-2027 ($ MILLION)
  • 5. GLOBAL VR MARKET BY SYSTEM, 2020-2027 ($ MILLION)
  • 6. GLOBAL NON-IMMERSIVE VR MARKET BY REGION, 2020-2027 ($ MILLION)
  • 7. GLOBAL SEMI-IMMERSIVE VR MARKET BY REGION, 2020-2027 ($ MILLION)
  • 8. GLOBAL FULLY IMMERSIVE VR MARKET BY REGION, 2020-2027 ($ MILLION)
  • 9. GLOBAL VR MARKET BY APPLICATION, 2020-2027 ($ MILLION)
  • 10. GLOBAL VR IN ENTERTAINMENT MARKET BY REGION, 2020-2027 ($ MILLION)
  • 11. GLOBALVR IN GAMING MARKET BY REGION, 2020-2027 ($ MILLION)
  • 12. GLOBAL VR INTOURISM MARKET BY REGION, 2020-2027 ($ MILLION)
  • 13. GLOBALVR IN AUTOMOTIVE MARKET BY REGION, 2020-2027 ($ MILLION)
  • 14. GLOBALVR IN TRAINING AND EDUCATION MARKET BY REGION, 2020-2027 ($ MILLION)
  • 15. GLOBALVR IN DEFENSE MARKET BY REGION, 2020-2027 ($ MILLION)
  • 16. GLOBALVR IN HEALTHCARE MARKET BY REGION, 2020-2027 ($ MILLION)
  • 17. GLOBAL VR MARKET BY DEVICE, 2020-2027 ($ MILLION)
  • 18. GLOBAL HEAD-MOUNTED DISPLAY (HMD) MARKET BY REGION, 2020-2027 ($ MILLION)
  • 19. GLOBAL GESTURE-TRACKING DEVICE (GTD) MARKET BY REGION, 2020-2027 ($ MILLION)
  • 20. GLOBAL PROJECTORS & DISPLAY WALL (PDW) MARKET BY REGION, 2020-2027 ($ MILLION)
  • 21. GLOBAL VR MARKETRESEARCH AND ANALYSIS BY GEOGRAPHY, 2020-2027 ($ MILLION)
  • 22. NORTH AMERICAN VR MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2020-2027 ($ MILLION)
  • 23. NORTH AMERICAN VR MARKET RESEARCH AND ANALYSIS BY SYSTEM, 2020-2027 ($ MILLION)
  • 24. NORTH AMERICAN VR MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2020-2027 ($ MILLION)
  • 25. NORTH AMERICAN VR MARKET RESEARCH AND ANALYSIS BY DEVICE, 2020-2027 ($ MILLION)
  • 26. NORTH AMERICAN VR MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2020-2027 ($ MILLION)
  • 27. EUROPEAN VR MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2020-2027 ($ MILLION)
  • 28. EUROPEAN VR MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2020-2027 ($ MILLION)
  • 29. EUROPEAN VR MARKET RESEARCH AND ANALYSIS BY SYSTEM, 2020-2027 ($ MILLION)
  • 30. EUROPEAN VR MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2020-2027 ($ MILLION)
  • 31. EUROPEAN VR MARKET RESEARCH AND ANALYSIS BY DEVICE, 2020-2027 ($ MILLION)
  • 32. ASIA-PACIFICVR MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2020-2027 ($ MILLION)
  • 33. ASIA-PACIFICVR MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2020-2027 ($ MILLION)
  • 34. ASIA-PACIFICVR MARKET RESEARCH AND ANALYSIS BY SYSTEM, 2020-2027 ($ MILLION)
  • 35. ASIA-PACIFICVR MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2020-2027 ($ MILLION)
  • 36. ASIA-PACIFICVR MARKET RESEARCH AND ANALYSIS BY DEVICE, 2020-2027 ($ MILLION)
  • 37. REST OF THE WORLD VR MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2020-2027 ($ MILLION)
  • 38. REST OF THE WORLD VR MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2020-2027 ($ MILLION)
  • 39. REST OF THE WORLD VR MARKET RESEARCH AND ANALYSIS BY SYSTEM, 2020-2027 ($ MILLION)
  • 40. REST OF THE WORLD VR MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2020-2027 ($ MILLION)
  • 41. REST OF THE WORLD VR MARKET RESEARCH AND ANALYSIS BY DEVICE, 2020-2027 ($ MILLION)

LIST OF FIGURES

  • 1. IMPACT OF COVID-19 ON GLOBAL VR MARKET, 2020-2027 ($ MILLION)
  • 2. IMPACT OF COVID-19 ON GLOBAL VR MARKET BY SEGMENT, 2020-2027 ($ MILLION)
  • 3. RECOVERY OF GLOBAL VR MARKET, 2021-2027 (%)
  • 4. GLOBAL VR MARKET SHARE BY COMPONENT, 2020 VS 2027 (%)
  • 5. GLOBAL VR MARKET SHARE BY SYSTEM, 2020 VS 2027 (%)
  • 6. GLOBAL VR MARKET SHARE BY APPLICATION, 2020 VS 2027 (%)
  • 7. GLOBAL VR MARKET SHARE BY DEVICE, 2020 VS 2027 (%)
  • 8. GLOBAL VR MARKET SHARE BY GEOGRAPHY, 2020 VS 2027 (%)
  • 9. GLOBAL VR HARDWARE MARKET BY REGION, 2020 VS 2027 (%)
  • 10. GLOBAL VR SOFTWARE MARKET BY REGION, 2020 VS 2027 (%)
  • 11. GLOBAL NON-IMMERSIVE VR MARKET BY REGION, 2020 VS 2027 (%)
  • 12. GLOBAL SEMI-IMMERSIVE VR MARKET BY REGION, 2020 VS 2027 (%)
  • 13. GLOBAL FULLY IMMERSIVE VR MARKET BY REGION, 2020 VS 2027 (%)
  • 14. GLOBAL VR IN ENTERTAINMENT MARKET BY REGION, 2020 VS 2027 (%)
  • 15. GLOBALVR IN TOURISM MARKET BY REGION, 2020 VS 2027 (%)
  • 16. GLOBALVR IN AUTOMOTIVE MARKET BY REGION, 2020 VS 2027 (%)
  • 17. GLOBALVR IN TRAINING AND EDUCATION MARKET BY REGION, 2020 VS 2027 (%)
  • 18. GLOBALVR IN DEFENSE MARKET BY REGION, 2020 VS 2027 (%)
  • 19. GLOBALVR IN HEALTHCARE MARKET BY REGION, 2020 VS 2027 (%)
  • 20. GLOBAL HEAD-MOUNTED DISPLAY (HMD) MARKET BY REGION, 2020 VS 2027 (%)
  • 21. GLOBAL GESTURE-TRACKING DEVICE (GTD) MARKET BY REGION, 2020 VS 2027 (%)
  • 22. GLOBAL PROJECTORS & DISPLAY WALL (PDW) MARKET BY REGION, 2020 VS 2027 (%)
  • 23. US VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 24. CANADA VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 25. UK VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 26. GERMANY VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 27. SPAIN VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 28. FRANCE VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 29. ITALY VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 30. REST OF EUROPE VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 31. INDIA VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 32. CHINA VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 33. JAPAN VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 34. SOUTH KOREA VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 35. REST OF ASIA-PACIFIC VR MARKET SIZE, 2020-2027 ($ MILLION)
  • 36. REST OF WORLD VR MARKET SIZE, 2020-2027 ($ MILLION)