Short Description
Global Virtual Reality Market, By Component (Hardware and Software), Device Type (Head-Mounted Displays, Projectors & Display Walls, and Gesture-Tracking Devices), Technology (Fully Immersive, Non-Immersive and Semi Immersive), Vertical (Entertainment & Media, Healthcare, Industrial, Commercial, Aerospace & Defense, Automotive, Education, and Others), Country (U.S., Canada, Mexico, Germany, U.K., France, Switzerland, Italy, Spain, Netherlands, Russia, Belgium, Turkey, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, South Africa, UAE, Saudi Arabia, Israel, Egypt, Rest of the Middle East and Africa) Industry Trends and Forecast to 2029
Market Definition
Virtual reality can be defined as a technology that creates a simulated environment through computer technology. Virtual reality provides an immersed 3D environment to the user by simulating various senses such as vision, touch, hearing, and even smell. Virtual reality uses devices such as head-mounted displays, projectors, and display walls to generate realistic visuals and sounds to provide a real-world experience in the virtual environment. The person using virtual reality can view the artificial world 360 degrees and even sense the virtual environment with highly advanced gears. This technology is being widely used in various industrial applications, especially for training and research purposes. The defense and aerospace industry uses it for training the army personnel by providing various environmental conditions, this aids in reducing the overall cost of the training. The gaming sector provides virtual reality directly to the users by enhancing their gaming experience; people are getting more accustomed to virtual reality through their experience in the gaming and entertainment industry. Virtual reality has also aided in driving simulators by providing a real-life experience in an artificial environment helping the users to adapt to the driving conditions and know how to react in various situations without actually taking the driving lessons directly on the road.
Market Segmentation
The global virtual reality market is segmented into four notable segments based on component, device type, technology, and vertical.
On the basis of component, the global virtual reality market is segmented into hardware and software
On the basis of device type, the global virtual reality market is segmented into head-mounted displays, projectors & display walls, and gesture-tracking devices
On the basis of technology, the global virtual reality market is segmented into fully immersive, non-immersive, and semi immersive
On the basis of vertical, the global virtual reality market is segmented into entertainment & media, healthcare, industrial, commercial, aerospace & defense, automotive, education, and others
Market Players
Some key market players in the global virtual reality market are listed below:
Sony Corporation
Lenovo
Autodesk Inc.
Nintendo
Novint
WorldViz, Inc.
Firsthand Technology Inc.
Sixense Enterprises Inc.
HTC Corporation
FOVE, Inc.
Ultraleap
StarVR Corp
Google (A Subsidiary of Alphabet Inc.)
Qualcomm Technologies, Inc.
Barco
HP Development Company, L.P.
Microsoft
SAMSUNG ELECTRONICS CO., LTD.
Virtuix
LG Electronics
SKONEC ENTERTAINMENT Co., Ltd.
bHaptics Inc.
FXGear Inc.
Innosimulation
PSICO SMART APPS, S.L.
TABLE OF CONTENTS
1 INTRODUCTION 41
1.1 OBJECTIVES OF THE STUDY 41
1.2 MARKET DEFINITION 41
1.3 OVERVIEW OF THE GLOBAL VIRTUAL REALITY MARKET 41
1.4 CURRENCY AND PRICING 43
1.5 LIMITATIONS 43
1.6 MARKETS COVERED 43
2 MARKET SEGMENTATION 48
2.1 MARKETS COVERED 48
2.2 GEOGRAPHICAL SCOPE 49
2.3 YEARS CONSIDERED FOR THE STUDY 50
2.4 DBMR TRIPOD DATA VALIDATION MODEL 51
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 54
2.6 DBMR MARKET POSITION GRID 55
2.7 VENDOR SHARE ANALYSIS 57
2.8 MULTIVARIATE MODELING 58
2.9 COMPONENT TIMELINE CURVE 58
2.10 MARKET VERTICAL COVERAGE GRID 59
2.11 SECONDARY SOURCES 60
2.12 ASSUMPTIONS 60
3 EXECUTIVE SUMMARY 61
4 PREMIUM INSIGHTS 64
5 MARKET TRENDS 67
6 LIST OF TOP COMPETITORS ACROSS THE GLOBE 68
7 REGULATION AND POLICY 69
8 REGIONAL SUMMARY 70
9 MARKET OVERVIEW 71
9.1 DRIVERS 73
9.1.1 GROWING DEMAND FOR HMD IN THE GAMING AND ENTERTAINMENT INDUSTRY 73
9.1.2 HIGH INVESTMENT IN VR MARKET 74
9.1.3 INCREASING DEMAND FOR VR TECHNOLOGY DUE TO COVID-19 PANDEMIC 74
9.1.4 AVAILABILITY OF AFFORDABLE VR DEVICES 75
9.1.5 INCREASING INTEREST OF LARGE TECHNOLOGY CORPORATIONS 75
9.1.6 INCREASE IN PENETRATION OF SMARTPHONES AND INTERNET SERVICES 76
9.2 RESTRAINTS 76
9.2.1 LACK OF EFFECTIVE IN-USER EXPERIENCE DESIGN 76
9.2.2 HEALTH CONCERNS AMONG THE USERS 77
9.2.3 GLOBAL ECONOMIC SLOWDOWN 78
9.3 OPPORTUNITIES 78
9.3.1 INCREASED DEPLOYMENT OF VR TECHNOLOGY IN AEROSPACE & DEFENSE AND ARCHITECTURE & PLANNING SECTOR 78
9.3.2 INCREASED PENETRATION OF VR IN THE HEALTHCARE INDUSTRY 79
9.3.3 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION 79
9.3.4 DEVELOPMENT OF HARDWARE WITH FASTER PROCESSING SPEEDS 80
9.4 CHALLENGES 80
9.4.1 EMERGING RISKS AND THREATS TO DATA INTEGRITY 80
9.4.2 DEVELOPING USER-FRIENDLY VR SYSTEM 81
10 GLOBAL VIRTUAL REALITY MARKET, BY COMPONENT 82
10.1 OVERVIEW 83
10.2 HARDWARE 84
10.2.1 DISPLAYS AND PROJECTORS 85
10.2.2 CONTROLLER AND PROCESSOR 85
10.2.3 POSITION TRACKERS 85
10.2.4 CAMERAS 85
10.2.5 OTHERS 85
10.3 SOFTWARE 85
10.3.1 VR CONTENT CREATION 86
10.3.2 SOFTWARE DEVELOPMENT KITS 87
10.3.3 CLOUD BASED SERVICES 87
11 GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE 88
11.1 OVERVIEW 89
11.2 HEAD-MOUNTED DISPLAYS 90
11.3 PROJECTORS & DISPLAY WALLS 91
11.4 GESTURE-TRACKING DEVICES 92
12 GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY 93
12.1 OVERVIEW 94
12.2 FULLY IMMERSIVE 95
12.3 NON-IMMERSIVE 96
12.4 SEMI IMMERSIVE 97
13 GLOBAL VIRTUAL REALITY MARKET, BY VERTICAL 98
13.1 OVERVIEW 99
13.2 ENTERTAINMENT & MEDIA 100
13.2.1 ENTERTAINMENT & MEDIA, BY TECHNOLOGY 101
13.2.1.1 FULLY IMMERSIVE 101
13.2.1.2 NON-IMMERSIVE 101
13.2.1.3 SEMI IMMERSIVE 101
13.2.2 ENTERTAINMENT & MEDIA, BY APPLICATION 101
13.2.2.1 GAME 102
13.2.2.2 BROADCAST 102
13.2.2.3 ANIMATION 102
13.2.2.4 CHARACTER 102
13.2.2.5 CARTOON 102
13.2.2.6 MUSIC 102
13.2.2.7 FASHION 102
13.3 HEALTHCARE 103
13.3.1 HEALTHCARE, BY TYPE 103
13.3.1.1 SURGERY 104
13.3.1.2 PATIENT CARE MANAGEMENT 104
13.3.1.3 FITNESS MANAGEMENT 104
13.3.1.4 PHARMACY MANAGEMENT 104
13.3.2 HEALTHCARE, BY TECHNOLOGY 104
13.3.2.1 FULLY IMMERSIVE 104
13.3.2.2 NON-IMMERSIVE 104
13.3.2.3 SEMI IMMERSIVE 104
13.4 INDUSTRIAL 105
13.4.1 FULLY IMMERSIVE 106
13.4.2 NON-IMMERSIVE 106
13.4.3 SEMI IMMERSIVE 106
13.5 COMMERCIAL 106
13.5.1 COMMERCIAL, BY TYPE 107
13.5.1.1 RETAIL AND E-COMMERCE 107
13.5.1.2 TRAVEL AND TOURISM 107
13.5.1.3 ADVERTISING 107
13.5.2 COMMERCIAL, BY TECHNOLOGY 107
13.5.2.1 FULLY IMMERSIVE 107
13.5.2.2 NON-IMMERSIVE 107
13.5.2.3 SEMI IMMERSIVE 108
13.6 AEROSPACE & DEFENSE 108
13.6.1 SEMI IMMERSIVE 109
13.6.2 FULLY IMMERSIVE 109
13.6.3 NON-IMMERSIVE 109
13.7 AUTOMOTIVE 109
13.7.1 SEMI IMMERSIVE 110
13.7.2 FULLY IMMERSIVE 110
13.7.3 NON-IMMERSIVE 110
13.8 EDUCATION 110
13.8.1 FULLY IMMERSIVE 111
13.8.2 NON-IMMERSIVE 111
13.8.3 SEMI IMMERSIVE 111
13.9 OTHERS 112
14 GLOBAL VIRTUAL REALITY MARKET, BY REGION 113
14.1 OVERVIEW 114
14.2 ASIA-PACIFIC 119
14.2.1 CHINA 127
14.2.2 JAPAN 132
14.2.3 SOUTH KOREA 137
14.2.4 INDIA 142
14.2.5 AUSTRALIA 147
14.2.6 SINGAPORE 152
14.2.7 THAILAND 157
14.2.8 MALAYSIA 162
14.2.9 INDONESIA 167
14.2.10 PHILIPPINES 172
14.2.11 REST OF ASIA-PACIFIC 177
14.3 MIDDLE EAST AND AFRICA 178
14.3.1 ISRAEL 187
14.3.2 SAUDI ARABIA 192
14.3.3 U.A.E 197
14.3.4 SOUTH AFRICA 202
14.3.5 EGYPT 207
14.3.6 REST OF MIDDLE EAST & AFRICA 212
14.4 NORTH AMERICA 213
14.4.1 U.S. 221
14.4.2 CANADA 226
14.4.3 MEXICO 231
14.5 EUROPE 236
14.5.1 GERMANY 244
14.5.2 FRANCE 249
14.5.3 U.K. 254
14.5.4 ITALY 259
14.5.5 RUSSIA 264
14.5.6 SPAIN 269
14.5.7 NETHERLANDS 274
14.5.8 BELGIUM 279
14.5.9 SWITZERLAND 284
14.5.10 TURKEY 289
14.5.11 REST OF EUROPE 294
14.6 SOUTH AMERICA 295
14.6.1 BRAZIL 303
14.6.2 ARGENTINA 308
14.6.3 REST OF SOUTH AMERICA 313
15 GLOBAL VIRTUAL REALITY MARKET, COMPANY LANDSCAPE 314
15.1 COMPANY SHARE ANALYSIS: GLOBAL 314
15.2 COMPANY SHARE ANALYSIS: NORTH AMERICA 315
15.3 COMPANY SHARE ANALYSIS: EUROPE 316
15.4 COMPANY SHARE ANALYSIS: ASIA-PACIFIC 317
16 SWOT ANALYSIS 318
17 COMPANY PROFILE 319
17.1 SONY CORPORATION 319
17.1.1 COMPANY PROFILE 319
17.1.2 REVENUE ANALYSIS 319
17.1.3 COMPANY SHARE ANALYSIS 320
17.1.4 PRODUCT PORTFOLIO 320
17.1.5 RECENT DEVELOPMENTS 320
17.2 SAMSUNG ELECTRONICS CO., LTD. 321
17.2.1 COMPANY PROFILE 321
17.2.2 REVENUE ANALYSIS 321
17.2.3 COMPANY SHARE ANALYSIS 322
17.2.4 PRODUCT PORTFOLIO 322
17.2.5 RECENT DEVELOPMENTS 322
17.3 NINTENDO 323
17.3.1 COMPANY PROFILE 323
17.3.2 REVENUE ANALYSIS 323
17.3.3 COMPANY SHARE ANALYSIS 324
17.3.4 PRODUCT PORTFOLIO 324
17.3.5 RECENT DEVELOPMENTS 324
17.4 QUALCOMM TECHNOLOGIES, INC. 325
17.4.1 COMPANY PROFILE 325
17.4.2 REVENUE ANALYSIS 325
17.4.3 COMPANY SHARE ANALYSIS 326
17.4.4 PRODUCT PORTFOLIO 326
17.4.5 RECENT DEVELOPMENT 326
17.5 MICROSOFT 327
17.5.1 COMPANY PROFILE 327
17.5.2 REVENUE ANALYSIS 327
17.5.3 COMPANY SHARE ANALYSIS 328
17.5.4 PRODUCT PORTFOLIO 328
17.5.5 RECENT DEVELOPMENTS 328
17.6 AUTODESK INC. 329
17.6.1 COMPANY PROFILE 329
17.6.2 REVENUE ANALYSIS 329
17.6.3 PRODUCT PORTFOLIO 330
17.6.4 RECENT DEVELOPMENTS 330
17.7 BARCO 331
17.7.1 COMPANY PROFILE 331
17.7.2 REVENUE ANALYSIS 331
17.7.3 PRODUCT PORTFOLIO 332
17.7.4 RECENT DEVELOPMENTS 333
17.8 BHAPTICS INC. 334
17.8.1 COMPANY PROFILE 334
17.8.2 PRODUCT PORTFOLIO 334
17.8.3 RECENT DEVELOPMENT 334
17.9 FIRSTHAND TECHNOLOGY INC. 335
17.9.1 COMPANY PROFILE 335
17.9.2 PRODUCT PORTFOLIO 335
17.9.3 RECENT DEVELOPMENTS 335
17.10 FOVE, INC. 336
17.10.1 COMPANY PROFILE 336
17.10.2 PRODUCT PORTFOLIO 336
17.10.3 RECENT DEVELOPMENTS 336
17.11 FXGEAR INC. 337
17.11.1 COMPANY PROFILE 337
17.11.2 PRODUCT PORTFOLIO 337
17.11.3 RECENT DEVELOPMENT 337
17.12 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 338
17.12.1 COMPANY PROFILE 338
17.12.2 REVENUE ANALYSIS 338
17.12.3 PRODUCT PORTFOLIO 339
17.12.4 RECENT DEVELOPMENT 339
17.13 HP DEVELOPMENT COMPANY, L.P. 340
17.13.1 COMPANY PROFILE 340
17.13.2 REVENUE ANALYSIS 340
17.13.3 PRODUCT PORTFOLIO 341
17.13.4 RECENT DEVELOPMENTS 341
17.14 HTC CORPORATION 342
17.14.1 COMPANY PROFILE 342
17.14.2 REVENUE ANALYSIS 342
17.14.3 PRODUCT PORTFOLIO 343
17.14.4 RECENT DEVELOPMENTS 343
17.15 INNOSIMULATION 344
17.15.1 COMPANY PROFILE 344
17.15.2 PRODUCT PORTFOLIO 344
17.15.3 RECENT DEVELOPMENT 344
17.16 LENOVO 345
17.16.1 COMPANY PROFILE 345
17.16.2 REVENUE ANALYSIS 345
17.16.3 PRODUCT PORTFOLIO 346
17.16.4 RECENT DEVELOPMENT 346
17.17 LG ELECTRONICS 347
17.17.1 COMPANY PROFILE 347
17.17.2 REVENUE ANALYSIS 347
17.17.3 PRODUCT PORTFOLIO 348
17.17.4 RECENT DEVELOPMENTS 348