The global Virtual Reality market size is expected to be worth around US$ 62.2 billion by 2028, according to a new report by Vision Research Reports.
The global Virtual Reality market size was valued at US$ 10.32 billion in 2020 and is anticipated to grow at a CAGR of 21.8% during forecast period 2021 to 2028.
Driven by and automation, virtual reality is redefining the strategies taken by organizations in their course of operations. It is delimited as the application of computer technology to build a simulated environment that brings a digital world to the users. Smartphone, coupled with, has been the most prevalent use of delivering digitally immersed experiences for years now. However, VR has shown some compelling industrial use cases, such as real-estate and tourism applications.
COVID – 19 outbreak is likely to give rise to VR-enabled tools and platforms. For instance, George Washington University Hospital (U.S.) is using VR technology to see into the patient’s lungs in the fight against the coronavirus. Moreover, VR platforms are offering solutions that support travel restrictions to fight against coronavirus outbreak. For instance, Imeve, a U.S.-based tech start-up, has developed the Avatour remote presence platform employed with VR technology. This platform transports the users to a remote location in real time and provides an adequate substitute for travel.
Furthermore, the necessitated adoption of the WFH (Work-From-Home) policy due to nationwide lockdown in several countries, virtual conferencing has become the preferred mode of communication among employees. Therefore, from accelerated lung diagnosis to virtual meet-ups in organizations, VR is at the forefront in the fight against this pandemic.
The World Health Organization (WHO) has declared the coronavirus disease (COVID - 19) outbreak a pandemic, causing an immense impact on humankind and businesses. This pandemic has emerged as an opportunity for the computer and related technologies to fight against the outbreak as several tech giants and start-ups are working to prevent, mitigate, and contain the virus. Besides, the outbreak has led to a rise in virtual tech conferences and meet-ups since several organizations have canceled their events and conferences. For instance, tech giant Microsoft has announced to organize all its events digitally till July 2021, including its flagship Microsoft Ignite and Microsoft Build 2020.
The commercial application segment dominated the market with a share of 52.6% in 2019. This is attributed to the rapid adoption of virtual reality systems in the gaming and entertainment industry. Rapid adoption of smartphones has led to the implementation of VR technology in commercial applications. For instance, British Museum launched a VR experience of the British Museum in 2017, which provides users an unparalleled immersive digital experience by using mobile device or computer and a headset.
the head-mounted display (HMD) segment dominated the market with a share of 61.6% in 2019. This is attributed to the flexibility and variety available in HMDs, including self-contained, tethered, and hybrid HMDs. HMD demonstrates a wide range of use cases, such as display of interactive virtual images and deployment of(AR). The chief HMD applications include training and simulation, aviation and military, engineering, and research.
the semi and fully immersive segment dominated the market with a share of 79.5% in 2019. This is attributed to surging preference of HMD-based VR devices. Semi and fully immersive systems rely on high-processing PCs, high-resolution displays, and hard simulators. These components partially or entirely replicate the design of real-world environments. There are several use cases of semi and fully immersive technology in entertainment, education, construction, automotive, and aviation. For instance, the aviation industry uses semi-immersive virtual reality for the training of pilots. Boeing, an American aerospace company, uses hard flight simulators for the reevaluation and training of piloting skills.
The hardware segment dominated the market with a share of 68.9% in 2019. This is attributed to increasing penetration of smartphones and other smart electronic devices across the world. The hardware segment combines the console (PC or smartphone), input devices, and output devices. The advent of untethered virtual reality devices, such as untethered headsets provided by HTC Vive Focus, Oculus Go, and Lenovo Mirage Solo, has boosted the growth of the hardware segment.
Asia Pacific dominated the VR market with a share of 41.3% in 2019. This is attributed to the technological advancements in Southeast Asian countries. For instance, Japan has introduced 5G commercial services in 2019, which has led to the strategic initiatives taken by telecommunication companies to offer VR/AR viewing platforms utilizing 5G connectivity. Besides, Japan’s Ministry of Economy, Trade, and Industry (METI) is a strong advocate of new technologies and approves grants for content creation that leverage the technology for the promotion of services or products in tourism. Furthermore, favorable initiatives by the governments, such as funds and investments to benefit VR companies, are also encouraging the adoption of virtual reality technology in the region.
CyberGlove Systems Inc.
Facebook Technologies, LLC
Samsung Electronics Co., Ltd.
Sixense Enterprises Inc.
Device Outlook (Revenue, USD Million, 2016 - 2027)
Head-mounted Display (HMD)
Gesture-tracking Device (GTD)
Projectors & Display Wall (PDW)
Technology Outlook (Revenue, USD Million, 2016 - 2027)
Semi & Fully Immersive
Component Outlook (Revenue, USD Million, 2016 - 2027)
Application Outlook (Revenue, USD Million, 2016 - 2027)
Aerospace & Defense
Regional Outlook (Revenue, USD Million, 2016 - 2027)
Middle East and Africa (MEA)
The Virtual Reality market research report covers definition, classification, product classification, product application, development trend, product technology, competitive landscape, industrial chain structure, industry overview, national policy and planning analysis of the industry, the latest dynamic analysis, etc., and also includes major. The study includes drivers and restraints of the global market. It covers the impact of these drivers and restraints on the demand during the forecast period. The report also highlights opportunities in the market at the global level.
The report provides size (in terms of volume and value) of Virtual Reality market for the base year 2020 and the forecast between 2021 and 2028. Market numbers have been estimated based on form and application. Market size and forecast for each application segment have been provided for the global and regional market.
This report focuses on the global Virtual Reality market status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Virtual Reality market development in United States, Europe and China.
It is pertinent to consider that in a volatile global economy, we haven’t just conducted Virtual Reality market forecasts in terms of CAGR, but also studied the market based on key parameters, including Year-on-Year (Y-o-Y) growth, to comprehend the certainty of the market and to find and present the lucrative opportunities in market.
In terms of production side, this report researches the Virtual Reality capacity, production, value, ex-factory price, growth rate, market share for major manufacturers, regions (or countries) and type.
In terms of consumption side, this report focuses on the consumption of Virtual Reality by regions (countries) and application.
Buyers of the report will have access to verified market figures, including global market size in terms of revenue and volume. As part of production analysis, the authors of the report have provided reliable estimations and calculations for global revenue and volume by Type segment of the global Virtual Reality market. These figures have been provided in terms of both revenue and volume for the period 2017 to 2028. Additionally, the report provides accurate figures for production by region in terms of revenue as well as volume for the same period. The report also includes production capacity statistics for the same period.
With regard to production bases and technologies, the research in this report covers the production time, base distribution, technical parameters, research and development trends, technology sources, and sources of raw materials of major Virtual Reality market companies.
Regarding the analysis of the industry chain, the research of this report covers the raw materials and equipment of Virtual Reality market upstream, downstream customers, marketing channels, industry development trends and investment strategy recommendations. The more specific analysis also includes the main application areas of market and consumption, major regions and Consumption, major Chinese producers, distributors, raw material suppliers, equipment providers and their contact information, industry chain relationship analysis.
The research in this report also includes product parameters, production process, cost structure, and data information classified by region, technology and application. Finally, the paper model new project SWOT analysis and investment feasibility study of the case model.
Overall, this is an in-depth research report specifically for the Virtual Reality industry. The research center uses an objective and fair way to conduct an in-depth analysis of the development trend of the industry, providing support and evidence for customer competition analysis, development planning, and investment decision-making. In the course of operation, the project has received support and assistance from technicians and marketing personnel in various links of the industry chain.
The Virtual Reality market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to Virtual Reality market.
Prominent players in the market are predicted to face tough competition from the new entrants. However, some of the key players are targeting to acquire the startup companies in order to maintain their dominance in the global market. For a detailed analysis of key companies, their strengths, weaknesses, threats, and opportunities are measured in the report by using industry-standard tools such as the SWOT analysis. Regional coverage of key companies is covered in the report to measure their dominance. Key manufacturers of Virtual Reality market are focusing on introducing new products to meet the needs of the patrons. The feasibility of new products is also measured by using industry-standard tools.
Key companies are increasing their investments in research and development activities for the discovery of new products. There has also been a rise in the government funding for the introduction of new Virtual Reality market. These factors have benefited the growth of the global market for Virtual Reality. Going forward, key companies are predicted to benefit from the new product launches and the adoption of technological advancements. Technical advancements have benefited many industries and the global industry is not an exception.
New product launches and the expansion of already existing business are predicted to benefit the key players in maintaining their dominance in the global market for Virtual Reality. The global market is segmented on the basis of region, application, en-users and product type. Based on region, the market is divided into North America, Europe, Asia-Pacific, Latin America and Middle East and Africa (MEA).
In this study, the years considered to estimate the market size of Virtual Reality are as follows:
Reasons to Purchase this Report:
- Market segmentation analysis including qualitative and quantitative research incorporating the impact of economic and policy aspects
- Regional and country level analysis integrating the demand and supply forces that are influencing the growth of the market.
- Market value USD Million and volume Units Million data for each segment and sub-segment
- Competitive landscape involving the market share of major players, along with the new projects and strategies adopted by players in the past five years
- Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players
In-depth interviews and discussions were conducted with several key market participants and opinion leaders to compile the research report.
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.
Market Size Estimation
Top-down and bottom-up approaches are used to estimate and validate the global market size for company, regional division, product type and application (end users).
The market estimations in this report are based on the selling price (excluding any discounts provided by the manufacturer, distributor, wholesaler or traders). Market share analysis, assigned to each of the segments and regions are achieved through product utilization rate and average selling price.
Major manufacturers & their revenues, percentage splits, market shares, growth rates and breakdowns of the product markets are determined through secondary sources and verified through the primary sources.
All possible factors that influence the markets included 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. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or others factors are accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Vision Research Reports and presented in this report.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation. Extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report.
Secondary Sources occupies approximately 25% of data sources, such as press releases, annual reports, Non-Profit organizations, industry associations, governmental agencies and customs data, and so on. This research study includes secondary sources; directories; databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), TRADING ECONOMICS, and avention; Investing News Network; statista; Federal Reserve Economic Data; annual reports; investor presentations; and SEC filings of companies.
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product manufacturers (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end users (product buyers), and related key executives from various key companies and organizations operating in the global market.
The study objectives of this report are:
Cloud Gaming Market Size, Share, Trends, Growth, Production, Consumption, Revenue, Company Analysis and Forecast 2021-2028Read more...
Predictive Dialer Software Market Size, Share, Trends, Growth, Production, Consumption, Revenue, Company Analysis and Forecast 2021-2028Read more...
Body Armor Plates Market Size, Share, Trends, Growth, Production, Consumption, Revenue, Company Analysis and Forecast 2021-2028Read more...
Social Commerce Market Size, Share, Trends, Growth, Production, Consumption, Revenue, Company Analysis and Forecast 2021-2028Read more...
Virtual Production Market Size, Share, Trends, Growth, Production, Consumption, Revenue, Company Analysis and Forecast 2021-2028Read more...