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市場調查報告書
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1461389

虛擬實境市場:現況分析與預測(2023-2030)

Virtual Reality Market: Current Analysis and Forecast (2023-2030)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 135 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

全球虛擬實境市場規模預計約為23.83%,預計將以23.83%的速度穩定成長。市場上的主要參與者為手術和治療應用提供技術先進的虛擬實境 (VR)。例如,2022 年 1 月,Nvidia Corporation與一家雲端服務供應商合作提供高品質的 VR 串流服務。此外,使用者可以藉助基於雲端的串流媒體從任何地方存取擴增實境、虛擬實境。

根據最終用戶類型,市場分為企業虛擬實境和消費者虛擬實境。由於企業虛擬實境類別在電子商務中的滲透率不斷提高,因此在預測期內將實現較高的複合年增長率。電子商務公司正在利用 VR 來改善購物體驗。VR也廣泛應用於行銷領域。此外,品牌正在利用虛擬實境來吸引中國、印度和墨西哥等新興國家的客戶。

依產品類型,市場分為軟體和硬體。其中,隨著企業容納遠端員工並審查業務計劃和策略,VR 軟體市場將在 2022 年佔據主要市場佔有率。此外,該細分市場的需求也不斷增長,因為它可用於培訓、模擬、虛擬工具開發、VR應用、VR遊戲開發、學習體驗平台、分段現實等。透過這種方式,該軟體可以在現場提供更好的控制和性能。

虛擬實境市場依應用分為遊戲、手術/治療、電子學習等。在預測期內,手術和治療類別將大量採用 VR。這主要是由於針對極端條件的 VR 技術開發的研究和投資增加。它特別用於培訓醫學生和醫生有效地執行複雜的程序和手術。例如,虛擬實境手術平台可以幫助醫生識別感興趣的解剖結構,平台的深度資訊可用於即時增強詳細的醫學影像。

為了更瞭解虛擬實境產業的市場採用情況,市場分為北美(美國、加拿大、北美其他地區)、歐洲(德國、英國、法國、西班牙、義大利、歐洲其他地區)、亞太地區(中國、日本、印度)、亞太地區其他地區)以及世界其他地區。預計亞太地區在預測期內將以顯著的複合年增長率成長。這主要是由於頭戴式顯示器 (HMD) 和其他與 VR 相關的硬體的分佈不斷增加。

與VR相關。政府和其他相關機構的積極舉措,包括支持 VR 公司的資金和投資,也支持了該地區 VR 技術的採用。此外,廣泛應用的擴展以及遊戲行業和醫療保健行業的成長預計將進一步支持市場成長。此外,偏遠和丘陵地區的不斷開發以及頭顯和其他VR相關硬體的成長進一步加速了該地區VR市場的成長。此外,市場主要參與者繼續投資於技術開發和研究。隨著市場競爭的加劇,領先企業正專注於透過創新內容為觀眾提供優質服務,並透過 VR 解決方案探索新領域。

該市場的主要參與者包括Samsung Electronics Co Ltd、Sony Corporation、Microsoft Corp、Qualcomm Incorporated、Vuzix Corporation、HTC Corporation、Eon Reality Inc、NVIDIA Corp、Alphabet Inc、Meta Platforms Inc.。

目錄

第一章 市場介紹

  • 市場定義
  • 主要目標
  • 利益相關者
  • 限制

第二章 研究方法或前提條件

  • 調查過程
  • 調查方法
  • 受訪者簡介

第三章市場總結

第 4 章執行摘要

第五章 COVID-19 對全球虛擬實境市場的影響

第六章2020-2030年全球虛擬實境市場收入

第 7 章市場洞察:依最終用戶類型

  • 企業虛擬實境
  • 消費者虛擬實境

第 8 章市場洞察:依產品類型

  • 硬件
  • 軟件

第 9 章市場洞察:依應用分類

  • 遊戲
  • 手術/治療
  • 電子學習
  • 其他

第10章市場洞察:依地區

  • 北美
    • 美國
    • 加拿大
    • 北美其他地區
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 亞太其他地區
  • 其他地區

第十一章虛擬實境市場動態

  • 市場驅動力
  • 市場課題
  • 影響分析

第十二章虛擬實境市場機會

第十三章虛擬實境市場趨勢

第14章需求/供應分析

  • 需求面分析
  • 供給側分析

第十五章價值鏈分析

第16章 競爭場景

  • 波特五力分析
  • 競爭格局

第十七章公司簡介

  • Samsung Electronics Co Ltd.
  • Sony Corporation
  • Microsoft Corp
  • Qualcomm Incorporated
  • Vuzix Corporation
  • HTC Corporation
  • Eon Reality Inc.
  • NVIDIA Corp.
  • Alphabet Inc.
  • Meta Platforms Inc.

第18章 免責聲明

簡介目錄
Product Code: UMTI212694

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

to VR. Promising initiatives by the government and other related bodies, such as funds and investments to help VR enterprises, are also encouraging the implementation of VR technology in the region. Moreover, the wide expansion of applications along with growth in the gaming industry and healthcare sector is further expected to support the market growth. In addition, the constant development of remote & hilly areas along with growth in HMDs and other hardware related to VR further accelerates the VR market growth in the region. Also, major players in the market continue to invest in developing technology and research. Major players are focusing on offering quality services to their viewers with innovative content and examining new fields with VR solutions as the market becomes more competitive.

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

1MARKET INTRODUCTION

  • 1.1.Market Definitions
  • 1.2.Main Objective
  • 1.3.Stakeholders
  • 1.4.Limitation

2RESEARCH 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

3MARKET SYNOPSIS

4EXECUTIVE SUMMARY

5GLOBAL VIRTUAL REALITY MARKET COVID-19 IMPACT

6GLOBAL VIRTUAL REALITY MARKET REVENUE, 2020-2030F

7MARKET INSIGHTS BY END-USER TYPE

  • 7.1.Enterprises Virtual Reality
  • 7.2.Consumer Virtual Reality

8MARKET INSIGHTS BY PRODUCT TYPE

  • 8.1.Hardware
  • 8.2.Software

9MARKET INSIGHTS BY APPLICATION

  • 9.1.Gaming
  • 9.2.Surgery & Treatments
  • 9.3.E-Learning
  • 9.4.Others

10MARKET 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

11VIRTUAL REALITY MARKET DYNAMICS

  • 11.1.Market Drivers
  • 11.2.Market Challenges
  • 11.3.Impact Analysis

12VIRTUAL REALITY MARKET OPPORTUNITIES

13VIRTUAL REALITY MARKET TRENDS

14DEMAND AND SUPPLY-SIDE ANALYSIS

  • 14.1.Demand Side Analysis
  • 14.2.Supply Side Analysis

15VALUE CHAIN ANALYSIS

16COMPETITIVE SCENARIO

  • 16.1Porter's Five Forces Analysis
  • 16.2Competitive Landscape

17COMPANY 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.

18DISCLAIMER