市場調查報告書
商品編碼
1438172
2030年VR娛樂和互動產品市場預測:按產品類型、應用和地區分類的全球分析Virtual Reality Entertainment and Interactive Products Market Forecasts to 2030 - Global Analysis By Product Type, Application and By Geography |
根據 Stratistics MRC 的數據,全球 VR 娛樂和互動產品市場在預測期內將以 25.9% 的複合年成長率成長。
VR娛樂和互動產品市場是指致力於創建、開發和分銷用於娛樂和互動目的的虛擬實境體驗和產品的行業。 VR 娛樂通常使用耳機和其他互動設備將使用者帶入電腦生成的世界,創造一種真實感和沈浸感。該市場的公司專注於提供吸引用戶的尖端VR解決方案,在各個領域提供多樣化的娛樂選擇和互動體驗。
根據歐盟委員會發布的報告,預計到2020年歐洲VR和AR產業產值將增加至380億美元。
與遊戲產業融合
隨著VR技術的不斷進步,遊戲體驗達到了前所未有的沉浸感,吸引了許多用戶。高品質VR遊戲的開發,加上相容的遊戲周邊設備,正在創造VR和遊戲之間的協同關係,促進兩個產業的發展。此外,遊戲玩家也被 VR 提供的無與倫比的沉浸感和互動性所吸引。因為您可以步入虛擬世界,以您以前從未想像過的方式沉浸在您最喜歡的遊戲中。
初始成本高
VR 硬體,包括先進的耳機、動作控制器和強大的計算系統,通常價格昂貴,從而讓一些潛在消費者望而卻步。財務障礙阻礙了普及,尤其是那些精打細算、不願投資昂貴 VR 設備的消費者。然而,這種限制不僅阻礙了VR娛樂和互動產品市場的直接成長,也影響了該產業接觸更廣泛受眾的能力。
內容創作增加
多元化且不斷擴大的內容創作者生態系統,包括遊戲開發者、電影製作人、教育工作者和各種創造性專業人士,正在積極為 VR 體驗的豐富性做出貢獻。這些創作者在探索身臨其境型技術所提供的可能性時,正在創作各種引人入勝、引人入勝的 VR 內容。此外,這種湧入不僅滿足了消費者對新穎、互動式數位體驗不斷成長的需求,而且還確保了 VR 應用在遊戲、教育、虛擬旅遊和模擬等領域的不斷發展。
隱私問題
VR 應用程式通常會收集和處理敏感的個人資料,例如使用者動作、互動,有時還會收集生物辨識資訊。這引起了消費者對虛擬環境中個人資料可能被濫用或不當處理的擔憂。隨著 VR 體驗變得更加身臨其境和個人化,強力的隱私措施的需求變得至關重要。感知到的隱私風險可能會阻止使用者充分利用 VR 技術,從而限制普及。
封鎖期間對遠端協作和虛擬體驗的需求不斷增加,推動了虛擬會議、活動和培訓專案採用 VR。隨著越來越多的人待在家中尋找創新的娛樂方式,VR 遊戲和身臨其境型體驗變得越來越流行。然而,該行業面臨一些挑戰,例如供應鏈中斷影響了 VR 硬體生產,經濟不確定性影響了消費者在昂貴的 VR 設備上的支出。疫情也可能擾亂內容製作流程並推遲 VR 遊戲和體驗的發布。
預計硬體領域將在預測期內成為最大的領域
在整個預測期內,硬體領域佔據了市場的最大佔有率。 VR 硬體(包括耳機、控制器和運動追蹤設備)的技術進步非常顯著,為使用者提供了越來越身臨其境和複雜的體驗。此外,更強大、更有效率的處理器、更高解析度的顯示器以及增強的追蹤能力的發展顯著提高了VR硬體的整體品質。
預計醫療保健領域的 VR 領域在預測期內將呈現最高的複合年成長率
預計醫療保健領域的 VR 領域將在預測期內保持盈利成長。 VR 技術擴大應用於醫療保健領域,用於治療目的、醫療培訓和患者照護。在治療應用中,VR 可用於疼痛管理、減輕焦慮和心理健康介入。 VR 的沉浸式特性使患者能夠融入虛擬環境,從而分散注意力、進行教育並增強他們的整體幸福感。此外,VR 已成為醫療訓練中的重要工具,為手術過程和診斷場景提供真實的模擬。
該地區精通技術的人口和濃厚的遊戲文化,加上該地區精通技術的人口和濃厚的遊戲文化,正在推動對身臨其境型娛樂體驗的需求,特別是在遊戲領域,其中歐洲地區在本季度佔據最大的市場佔有率預測期。歐洲國家處於採用先進技術的前沿,這種熱情延伸到了遊戲、教育和企業解決方案中的 VR 應用。此外,積極的政府舉措和對高科技領域的投資正在支持該地區虛擬實境新興企業和公司的發展。
預計北美地區在預測期內將呈現良好的成長動能。內容創作者、開發人員和領先公司之間的策略合作進一步推動了該地區的成長,並確保了高品質 VR 內容的穩定流動。監管機構已經認知到 VR 技術在遊戲、醫療保健和教育等各個行業的潛力,並正在實施政策以支持其發展。此外,監管支援可確保消費者安全和資料隱私,並在使用者之間建立信任。例如,美國政府撥款用於研究和開發包括VR在內的新興技術。
According to Stratistics MRC, the Global Virtual Reality (VR) Entertainment and Interactive Products Market is growing at a CAGR of 25.9% during the forecast period. The Virtual Reality (VR) Entertainment and Interactive Products Market refers to the industry dedicated to creating, developing, and distributing virtual reality experiences and products for entertainment and interactive purposes. VR entertainment typically involves the use of headsets and other interactive devices to transport users into computer-generated worlds, providing a heightened sense of presence and engagement. Companies within this market focus on delivering cutting-edge virtual reality solutions that captivate users, offering a diverse array of entertainment options and interactive experiences across various sectors.
According to the report published by the European Commission, the European virtual and augmented reality (AR) industry is expected to increase its production value to USD 38 billion by 2020.
Gaming industry integration
With continuous advancements in VR technology, gaming experiences have reached unprecedented levels of immersion, attracting a substantial user base. The development of high-quality VR games, coupled with compatible gaming peripherals, has created a synergistic relationship between VR and gaming, elevating both industries. Furthermore, gamers are drawn to the unparalleled sense of presence and interactivity offered by VR, as it allows them to step into virtual worlds and engage with their favorite titles in ways previously unimaginable.
High initial costs
VR hardware, including advanced headsets, motion controllers, and powerful computing systems, often comes with a substantial price tag, deterring a portion of potential consumers. The financial barrier inhibits widespread adoption, particularly among budget-conscious consumers who may be reluctant to invest in expensive VR equipment. However, this limitation not only hampers the immediate growth of the VR Entertainment and Interactive Products market but also impacts the industry's ability to reach a broader audience.
Increasing content creation
A diverse and expanding ecosystem of content creators, including game developers, filmmakers, educators, and various creative professionals, is actively contributing to the richness of VR experiences. As these creators explore the possibilities offered by immersive technologies, they produce a broad array of compelling and engaging VR content. Moreover, this influx not only caters to the rising consumer demand for novel and interactive digital experiences but also ensures the continual evolution of VR applications across diverse sectors, such as gaming, education, virtual tourism, and simulations.
Privacy concerns
VR applications often collect and process sensitive personal data, including user movements, interactions, and sometimes even biometric information. This raises apprehensions among consumers regarding the potential misuse or mishandling of their private data within virtual environments. As VR experiences become more immersive and personalized, the need for robust privacy measures becomes paramount. Users may be hesitant to fully engage with VR technology if they perceive a risk to their privacy, limiting widespread adoption.
The increased demand for remote collaboration and virtual experiences during lockdowns propelled the adoption of VR for virtual meetings, events, and training programs. As people sought novel forms of entertainment while staying at home, VR gaming and immersive experiences gained popularity. However, the industry faced challenges such as supply chain disruptions, impacting the production of VR hardware, and economic uncertainties affecting consumer spending on high-cost VR equipment. The pandemic also disrupted content creation pipelines, potentially delaying the release of VR games and experiences.
The hardware segment is expected to be the largest during the forecast period
Hardware segment commanded the largest share of the market throughout the extrapolated period. Technological advancements in VR hardware, including headsets, controllers, and motion-tracking devices, have reached remarkable heights, offering users increasingly immersive and sophisticated experiences. Moreover, the development of more powerful and efficient processors, higher-resolution displays, and enhanced tracking capabilities has significantly elevated the overall quality of VR hardware.
The VR in healthcare segment is expected to have the highest CAGR during the forecast period
VR in healthcare segment is projected to hold profitable growth over the domination time frame. VR technology is increasingly utilized in healthcare for therapeutic purposes, medical training, and patient care. In therapeutic applications, VR is employed for pain management, anxiety reduction, and mental health interventions. The immersive nature of VR enables patients to engage in virtual environments that can distract, educate, enhance overall well-being. Moreover, VR has become an invaluable tool in medical training, offering realistic simulations for surgical procedures and diagnostic scenarios.
Due to the region's tech-savvy population, coupled with a robust gaming culture, has fostered a growing demand for immersive entertainment experiences, particularly in the gaming sector, Europe region is dominating the largest market share over the projection period. European countries have been at the forefront of adopting advanced technologies, and this enthusiasm extends to VR applications for gaming, education, and enterprise solutions. Moreover, favorable government initiatives and investments in the tech sector have propelled the growth of VR startups and enterprises in the region.
North America region is projected to witness lucrative growth during the forecast period. Strategic collaborations between content creators, developers, and major corporations further propel the regional growth, ensuring a steady stream of high-quality VR content. Regulatory bodies have recognized the potential of VR technologies in various industries, from gaming to healthcare and education, and have implemented policies that support their development. Additionally, regulatory support ensures consumer safety and data privacy, building trust among users. The U.S. government, for instance, has allocated funds for research and development in emerging technologies, including VR.
Key players in the market
Some of the key players in Virtual Reality (VR) Entertainment and Interactive Products market include EON Reality Inc, Google LLC, HTC Corporation, Lenovo, Microsoft Corporation, NVIDIA Corporation, Qualcomm Technologies, Inc, Samsung Electronics Co., Ltd, Seiko Epson Corporation, Sixense Entertainment, Sony Corporation and Vuzix Corporation.
In June 2023, Highlight Tech Corp. (HTC) Announces Entry into US Market to Address Rapid Semiconductor Fab Growth. The move is driven by an increase in market demand in the U.S. due to new fab development and expansion as part of the CHIPS Act. HTC-America will enable HTC to provide faster time to market and to better serve its growing client base in the U.S.
In March 2022, Google acquires MicroLED startup Raxium to aid AR headset ambitions. Google LLC has big ambitions in the augmented reality business, it reports that it has just paid $1 billion to acquire a startup called Raxium.