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PUBLISHER: SkyQuest | PRODUCT CODE: 1533608

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PUBLISHER: SkyQuest | PRODUCT CODE: 1533608

Virtual Reality Market Size, Share, Growth Analysis, By Component, By Device, By Technology, By Application, By Region - Industry Forecast 2024-2031

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Global Virtual Reality Market size was valued at USD 15.75 billion in 2022 and is poised to grow from USD 19.15 billion in 2023 to USD 91.54 billion by 2031, growing at a CAGR of 21.6% during the forecast period (2024-2031).

Virtual reality (VR) is emerging as one of the most rapidly growing and innovative sectors in the global market, driven primarily by technological advancements and increasing consumer adoption. In the past year, global shipments of augmented reality (AR) and VR devices totaled 9.86 million units, with projections indicating a rise to 14.19 million units in 2022. This surge in demand underscores the growing mainstream acceptance of VR technology across various sectors. The VR industry is expanding due to a rising user base, expected to reach 171 million by the end of 2023, as applications extend beyond gaming into fields such as healthcare, education, automotive, and advertising. Fortune 500 companies are increasingly adopting VR technologies, with 52% currently testing or implementing them, highlighting the technology's potential to enhance business operations and customer experiences. Despite the growing number of VR users, challenges such as motion sickness, affecting around 58% of users, remain. However, ongoing advancements in VR hardware and software aim to address these issues, enhancing user comfort and satisfaction. As VR technology becomes more prevalent, consumer awareness is also rising, with over 50% of the U.S. population now familiar with VR devices. The VR market is projected to contribute significantly to the global economy, with virtual and augmented reality expected to add over $1.9 trillion by 2030. The market spans various sectors, including gaming, healthcare, advertising, automotive, and real estate, with VR gaming experiencing substantial growth. For instance, Sony's PS VR has achieved over 5 million sales worldwide, reflecting the booming interest in VR gaming.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Reality market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Virtual Reality Market Segmental Analysis

Virtual reality market is segmented by Component, Device, Technology, Application, and Region. Based on Component, the market can be segmented into Hardware (Sensors [Accelerometers, Gyroscopes, Magnetometers, Proximity Sensors], Semiconductor Components [Controllers & Processors, Integrated Circuits] Display & Projectors, Position Trackers, Cameras, Other Components), Software (Sdks, Cloud-based Services). Based on Device, the market is segmented into Head-mounted Displays, Gesture-tracking Devices (Data Gloves, Other Gesture-tracking Devices), Projectors & Display Walls. Based on Technology, the market is segmented into Non-immersive Technology, Semi-immersive And Fully Immersive Technology. Based on Application, the market is segmented into Consumers (Gaming & Entertainment, Sports), Commercial (Retail & Ecommerce, Education & Training, Travel & Tourism, Advertising), Enterprises (Manufacturing), Healthcare (Surgery, Patient Care Management, Fitness Management, Pharmacy Management, Medical Training & Education), Aerospace & Defense, Other Applications (Automotive, Real Estate (Architecture & Building Design), Geospatial Mining. Based on Region, the market is segmented into North America, Europe, Asia-Pacific, Middle East and Africa, and Latin America.

Drivers of the Global Virtual Reality Market

Virtual reality (VR) is becoming a transformative force in healthcare, particularly in surgical medicine. By leveraging VR, surgeons can access a virtual or partially 3D representation of the patient's view during endoscopic procedures, enhancing precision and visualization. Developers are creating specialized VR applications for healthcare that can track physical positions and present static or 3D models, thereby supporting surgical and diagnostic processes. Tools like Unity, a robust software engine, are instrumental in developing these VR projects, enabling the creation of effective and immersive medical applications. The integration of VR and augmented reality in healthcare is gaining momentum due to its diverse applications. These technologies are used for training medical professionals, improving fitness regimens, managing pharmaceutical practices, and assisting medical students with complex learning experiences. Additionally, VR supports post-hospital care by offering patients continued guidance and support. The widespread adoption of VR in these areas is expected to drive further acceptance and innovation in the field, reflecting the growing impact of virtual reality on improving healthcare outcomes.

Restraints in the Global Virtual Reality Market

A significant challenge impacting the growth of virtual reality (VR) technology is the high cost associated with VR equipment and content development. Advanced VR headsets, designed to deliver immersive experiences, are often expensive and are accessible only to a limited number of consumers who can afford them. Additionally, creating high-quality VR content requires specialized skills and resources, which contributes to its high production costs. This financial barrier restricts the affordability of VR experiences for many potential users, slowing the widespread adoption and acceptance of VR technology in the market.

Market Trends of the Global Virtual Reality Market

The transition to VR-based educational experiences represents a profound shift in academic and vocational training. In 2024, VR technology has made significant advancements, offering transformative possibilities across various fields. One of the most impressive aspects of VR in education is its ability to transcend the limitations of traditional classrooms. With VR, students can embark on virtual journeys through historical eras, explore distant planets, or delve into the microscopic world-all from within their classrooms. This immersive approach not only captures students' attention but also enhances their understanding and retention of complex concepts. For example, historical events can be reimagined as interactive experiences where learners witness significant moments unfold before their eyes. Geography classes can take virtual field trips to remote locations, allowing students to explore different ecosystems and environmental phenomena in an engaging, hands-on manner. In science education, VR provides a platform for conducting virtual experiments, visualizing molecular structures in three dimensions, and observing physical phenomena in a realistic setting. This interactive method fosters curiosity and exploration while allowing students to experiment in a safe, controlled environment, free from the limitations and risks associated with real-world resources.

Product Code: SQMIG45J2070

Table of Contents

Introduction

  • Objectives of the Study
  • Definitions
  • Market Scope

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Market Overview Outlook
  • Supply Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • Start-up Analysis
  • Patent Analysis
  • Regulatory Landscape
  • Customer & Buying Criteria Analysis
  • Innovation Matrix
  • Top Investment Analysis
  • Key Success Factor
  • Market Attractive Index
  • Degree of Competition

Virtual Reality Market by Component

  • Market Overview
  • Hardware
    • Sensors
    • Accelerometers
    • Gyroscopes
    • Magnetometers
    • Proximity sensors
    • Semiconductor Components
    • Controllers & processors
    • Integrated circuits
    • Display & Projectors
    • Position Trackers
    • Cameras
    • Other Components
  • Software
    • SDKS
    • Cloud-Based Services

Virtual Reality Market by Device

  • Market Overview
  • Head-Mounted Displays
  • Gesture-Tracking Devices
    • Data Gloves
    • Other Gesture-Tracking Devices
  • Projectors & Display Walls

Virtual Reality Market by Technology

  • Market Overview
  • Non-Immersive Technology
  • Semi-Immersive and Fully Immersive Technology

Virtual Reality Market by Application

  • Market Overview
  • Consumers
    • Gaming & Entertainment
    • Sports
  • Commercial
    • Retail & Ecommerce
    • Education & Training
    • Travel & Tourism
    • Advertising
  • Enterprises (Manufacturing)
  • Healthcare
    • Surgery
    • Patient Care Management
    • Fitness Management
    • Pharmacy Management
    • Medical Training & Education
  • Aerospace & Defense
  • Other Applications
    • Automotive
    • Real Estate (Architecture & Building Design)
    • Geospatial Mining

Virtual Reality Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2023

Key Company Profiles

  • Apple (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • General Motors (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Qualcomm (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Matterport (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Transfr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicarious Surgical (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sandbox VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dreamscape (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Talespin (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Applied VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wevr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LiveLike (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Subvrsive (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtuix Omni (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bigscreen (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Framestore (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meow Wolf (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WorldViz (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ImmersiveTouch (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

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