封面
市場調查報告書
商品編碼
2144681

2026-2030年全球消費虛擬實境市場

Global Consumer Virtual Reality Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 291 Pages | 訂單完成後即時交付

價格
簡介目錄

全球消費虛擬實境市場預計將在 2025 年至 2030 年間成長至 1,714.129 億美元,預測期內複合年成長率為 58.1%。

這份關於全球消費虛擬實境市場的報告提供了全面的分析,包括市場規模和預測、趨勢、成長要素、挑戰以及涵蓋約 25 家供應商的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。該市場的發展動力來自於對身臨其境型遊戲日益成長的需求、虛擬社交空間的普及、價格的可負擔性以及技術的進步。

本研究客觀地結合了一手和二手訊息,包括來自主要行業相關人員的信息。報告內容涵蓋主要公司分析、全面的市場規模數據、區域細分分析以及供應商格局。報告包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
與 2026 年相比 57.4%
複合年成長率 58.1%
增量 1714.129億美元

本研究指出,企業培訓應用的擴展將是未來幾年全球消費級虛擬實境(VR)市場成長的主要驅動力之一。雲端串流服務的成長和社交虛擬世界的演進預計也將帶來顯著的市場需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球消費虛擬實境市場
  • 基於組件的細分市場分析,2020-2024 年
  • 基於應用領域的細分市場分析,2020-2024 年
  • 通路細分分析,2020-2024 年
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球消費者虛擬實境市場
  • 地緣政治衝突的影響:全球消費者虛擬實境市場

第7章:五力分析

第8章 市場區隔:按組件

  • 比較:按組件
  • 硬體
  • 軟體
  • 市場機會:按組件分類

第9章 市場區隔:依應用

  • 比較:透過應用
  • 遊戲
  • 娛樂和實況活動
  • 社交虛擬實境與元宇宙
  • 健身與健康
  • 市場機會:依應用領域分類

第10章 市場區隔:按分銷管道

  • 比較:按分銷管道
  • 線上
  • 離線
  • 市場機會:依分銷管道分類

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 區域比較
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 中東和非洲
    • 沙烏地阿拉伯
    • UAE
    • 南非
    • 以色列
    • 土耳其
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 市場機會:按地區分類

第13章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Apple Inc.
  • HTC Corp.
  • Huawei Technologies Co. Ltd.
  • Lenovo Group Ltd.
  • LG Electronics Inc.
  • Meta Platforms Inc.
  • Nubia Technology Co. Ltd.
  • PICO Technology Co. Ltd.
  • Samsung Electronics Co. Ltd.
  • Sharp Healthcare
  • Shiftall Inc.
  • Skyworth Group Ltd.
  • Sony Group Corp.
  • Valve Corp.
  • Xiaomi Corp.

第16章附錄

簡介目錄
Product Code: IRTNTR71974

The global consumer virtual reality market is forecasted to grow by USD 171412.9 mn during 2025-2030, accelerating at a CAGR of 58.1% during the forecast period. The report on the global consumer virtual reality market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by rising demand for immersive gaming, proliferation of virtual social spaces, affordability and technological refinement.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202657.4%
CAGR58.1%
Incremental Value$171412.9 mn

Technavio's global consumer virtual reality market is segmented as below:

By Component

  • Hardware
  • Software

By Application

  • Gaming
  • Entertainment and live events
  • Social VR and metaverse
  • Fitness and wellness

By Distribution Channel

  • Online
  • Offline

Geography

  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • South America
    • Brazil
    • Argentina
    • Chile
  • Rest of World (ROW)

This study identifies the expansion of enterprise training applications as one of the prime reasons driving the global consumer virtual reality market growth during the next few years. Also, growth of cloud streaming services and evolution of social virtual worlds will lead to sizable demand in the market.

The report on the global consumer virtual reality market covers the following areas:

  • Global consumer virtual reality market sizing
  • Global consumer virtual reality market forecast
  • Global consumer virtual reality market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global consumer virtual reality market vendors that include AjnaLens, Apple Inc., Bigscreen Inc., DPVR, HTC Corp., Huawei Technologies Co. Ltd., Lenovo Group Ltd., LG Electronics Inc., Meta Platforms Inc., NOLO Co. Ltd., Nubia Technology Co. Ltd., PICO Technology Co. Ltd., Pimax Inc., RayNeo Innovation Inc., Samsung Electronics Co. Ltd., Sharp Healthcare, Shiftall Inc., Skyworth Group Ltd., Somnium Space Ltd., Sony Group Corp., Valve Corp., Xiaomi Corp.. Also, the global consumer virtual reality market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Component
    • Executive Summary - Chart on Market Segmentation by Application
    • Executive Summary - Chart on Market Segmentation by Distribution Channel
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Consumer Virtual Reality Market 2020 - 2024
    • Historic Market Size - Data Table on Global Consumer Virtual Reality Market 2020 - 2024 ($ million)
  • 5.2 Component segment analysis 2020 - 2024
    • Historic Market Size - Component Segment 2020 - 2024 ($ million)
  • 5.3 Application segment analysis 2020 - 2024
    • Historic Market Size - Application Segment 2020 - 2024 ($ million)
  • 5.4 Distribution Channel segment analysis 2020 - 2024
    • Historic Market Size - Distribution Channel Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Consumer Virtual Reality Market
  • 6.2 Impact of geopolitical conflicts on Global Consumer Virtual Reality Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Component

  • 8.1 Market segments
  • 8.2 Comparison by Component
  • 8.3 Hardware - Market size and forecast 2025-2030
  • 8.4 Software - Market size and forecast 2025-2030
  • 8.5 Market opportunity by Component
    • Market opportunity by Component ($ million)

9 Market Segmentation by Application

  • 9.1 Market segments
  • 9.2 Comparison by Application
  • 9.3 Gaming - Market size and forecast 2025-2030
  • 9.4 Entertainment and live events - Market size and forecast 2025-2030
  • 9.5 Social VR and metaverse - Market size and forecast 2025-2030
  • 9.6 Fitness and wellness - Market size and forecast 2025-2030
  • 9.7 Market opportunity by Application
    • Market opportunity by Application ($ million)

10 Market Segmentation by Distribution Channel

  • 10.1 Market segments
  • 10.2 Comparison by Distribution Channel
  • 10.3 Online - Market size and forecast 2025-2030
  • 10.4 Offline - Market size and forecast 2025-2030
  • 10.5 Market opportunity by Distribution Channel
    • Market opportunity by Distribution Channel ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - Market size and forecast 2025-2030
    • 12.3.3 India - Market size and forecast 2025-2030
    • 12.3.4 South Korea - Market size and forecast 2025-2030
    • 12.3.5 Australia - Market size and forecast 2025-2030
    • 12.3.6 Indonesia - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.2 UAE - Market size and forecast 2025-2030
    • 12.6.3 South Africa - Market size and forecast 2025-2030
    • 12.6.4 Israel - Market size and forecast 2025-2030
    • 12.6.5 Turkey - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Chile - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Rising demand for immersive gaming
    • Proliferation of virtual social spaces
    • Affordability and technological refinement
  • 13.2 Market challenges
    • Hardware ergonomics and physiological discomfort
    • High hardware costs and affordability
    • Content scarcity and ecosystem fragmentation
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Expansion of enterprise training applications
    • Growth of cloud streaming services
    • Evolution of social virtual worlds

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Apple Inc.
    • Apple Inc. - Overview
    • Apple Inc. - Business segments
    • Apple Inc. - Key news
    • Apple Inc. - Key offerings
    • Apple Inc. - Segment focus
    • SWOT
  • 15.5 HTC Corp.
    • HTC Corp. - Overview
    • HTC Corp. - Product / Service
    • HTC Corp. - Key offerings
    • SWOT
  • 15.6 Huawei Technologies Co. Ltd.
    • Huawei Technologies Co. Ltd. - Overview
    • Huawei Technologies Co. Ltd. - Product / Service
    • Huawei Technologies Co. Ltd. - Key offerings
    • SWOT
  • 15.7 Lenovo Group Ltd.
    • Lenovo Group Ltd. - Overview
    • Lenovo Group Ltd. - Business segments
    • Lenovo Group Ltd. - Key news
    • Lenovo Group Ltd. - Key offerings
    • Lenovo Group Ltd. - Segment focus
    • SWOT
  • 15.8 LG Electronics Inc.
    • LG Electronics Inc. - Overview
    • LG Electronics Inc. - Business segments
    • LG Electronics Inc. - Key news
    • LG Electronics Inc. - Key offerings
    • LG Electronics Inc. - Segment focus
    • SWOT
  • 15.9 Meta Platforms Inc.
    • Meta Platforms Inc. - Overview
    • Meta Platforms Inc. - Business segments
    • Meta Platforms Inc. - Key offerings
    • Meta Platforms Inc. - Segment focus
    • SWOT
  • 15.10 Nubia Technology Co. Ltd.
    • Nubia Technology Co. Ltd. - Overview
    • Nubia Technology Co. Ltd. - Product / Service
    • Nubia Technology Co. Ltd. - Key offerings
    • SWOT
  • 15.11 PICO Technology Co. Ltd.
    • PICO Technology Co. Ltd. - Overview
    • PICO Technology Co. Ltd. - Product / Service
    • PICO Technology Co. Ltd. - Key offerings
    • SWOT
  • 15.12 Samsung Electronics Co. Ltd.
    • Samsung Electronics Co. Ltd. - Overview
    • Samsung Electronics Co. Ltd. - Business segments
    • Samsung Electronics Co. Ltd. - Key news
    • Samsung Electronics Co. Ltd. - Key offerings
    • Samsung Electronics Co. Ltd. - Segment focus
    • SWOT
  • 15.13 Sharp Healthcare
    • Sharp Healthcare - Overview
    • Sharp Healthcare - Product / Service
    • Sharp Healthcare - Key offerings
    • SWOT
  • 15.14 Shiftall Inc.
    • Shiftall Inc. - Overview
    • Shiftall Inc. - Product / Service
    • Shiftall Inc. - Key offerings
    • SWOT
  • 15.15 Skyworth Group Ltd.
    • Skyworth Group Ltd. - Overview
    • Skyworth Group Ltd. - Business segments
    • Skyworth Group Ltd. - Key offerings
    • Skyworth Group Ltd. - Segment focus
    • SWOT
  • 15.16 Sony Group Corp.
    • Sony Group Corp. - Overview
    • Sony Group Corp. - Business segments
    • Sony Group Corp. - Key news
    • Sony Group Corp. - Key offerings
    • Sony Group Corp. - Segment focus
    • SWOT
  • 15.17 Valve Corp.
    • Valve Corp. - Overview
    • Valve Corp. - Product / Service
    • Valve Corp. - Key offerings
    • SWOT
  • 15.18 Xiaomi Corp.
    • Xiaomi Corp. - Overview
    • Xiaomi Corp. - Business segments
    • Xiaomi Corp. - Key offerings
    • Xiaomi Corp. - Segment focus
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations