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市場調查報告書
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1824214

全球虛擬實境市場預測(2025-2030)

Virtual Reality Market - Forecasts from 2025 to 2030

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 146 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

虛擬實境市場規模:

全球虛擬實境市場預計將從 2025 年的 201.42 億美元成長到 2030 年的 523.04 億美元,複合年成長率為 21.03%。

虛擬實境 (VR) 市場正經歷強勁成長,這得益於其在國防領域的應用不斷擴大、頭戴式顯示器 (HMD) 在娛樂和遊戲中的廣泛應用,以及顯示器和硬體組件成本的下降。大型科技公司日益成長的興趣以及 HMD 的日益普及,正在推動 VR 在各行各業的普及率。除了遊戲和娛樂等傳統領域外,其他產業也在探索 VR 應用,進一步推動了市場需求。然而,顯示延遲、高能耗以及長時間使用 VR 帶來的健康問題等挑戰,持續阻礙市場擴張。

市場促進因素

虛擬實境在國防領域

隨著虛擬實境 (VR) 市場日益融入全球國防領域,預計將實現顯著成長。 VR 正在透過為戰術和裝備維護訓練提供沉浸式、可擴展的解決方案,徹底改變軍事訓練。世界各國政府和軍隊都在大力投資 VR,以增強其訓練計畫。例如,駐紮在北卡羅來納州布拉格堡的美國為準備新任務的軍官開發了一套逼真的 VR 訓練計劃。挪威正在試驗將 VR 應用於士兵的坦克車操作訓練。 Tecknorove Systems Pvt Ltd. 等公司正在進一步推動這一趨勢,提供專為軍事訓練量身定做的 VR 應用程式,以提高人員的戰備狀態和作戰效率。這些發展證實了國防領域是 VR 市場成長的關鍵驅動力。

虛擬實境在教育上的應用

教育產業也是VR市場擴張的主要動力,這得益於對身臨其境型學習體驗的需求。 360VR等科技利用高品質設備捕捉真實環境,使學生能夠在課堂上體驗令人難忘的互動內容。 VR的便利性使教師能夠監控和控制體驗,進而提升教學成果。雖然2022年後的具體發展空間有限,但VR在體驗式學習中的應用日益廣泛,正在推動市場發展。對身臨其境型環境的關注支持創新教學方法和學生參與度,使教育成為關鍵的成長領域。

遊戲中的虛擬實境

遊戲產業仍然是VR市場成長的關鍵,這得益於人們對3D體驗、即時互動和創新內容日益成長的需求。 VR透過為玩家提供引人入勝的身臨其境型環境來增強遊戲體驗。SONY的PS VR與PS5主機結合,提供了先進的VR遊戲體驗。隨著消費者對高品質互動內容的需求持續成長,這些進步凸顯了遊戲產業在加速VR普及方面所扮演的角色。

市場展望

VR市場預計將快速擴張,國防、教育和遊戲將成為主要成長引擎。北美等擁有強大技術生態系統的地區預計將憑藉巨額投資和廣泛應用引領VR市場。 VR硬體價格實惠,加上領先企業的創新,正使VR解決方案更加普及,並推動其在傳統和新興領域的市場滲透。然而,解決延遲和健康問題等技術挑戰對於維持長期成長至關重要。

主要進展

雖然2022年後的具體發展有限,但布拉格堡和挪威等國防訓練計畫的持續進步凸顯了VR在軍事應用中日益重要的角色。在遊戲領域,SONY的PS VR持續突破極限,為PS5用戶帶來沉浸式體驗。像Tecknorove Systems這樣的公司正在增強VR在國防訓練中的擴充性,提供滿足不斷變化的需求的解決方案。這些趨勢反映出市場重視創新和多功能性。

本報告的主要優點

  • 深刻分析:獲得涵蓋主要和新興地區的深入市場洞察,重點關注客戶群、政府政策和社會經濟因素、消費者偏好、行業垂直領域和其他細分領域。
  • 競爭格局:了解主要企業正在採取的策略舉措,並了解正確策略的市場滲透潛力。
  • 市場趨勢和促進因素:探索動態因素和關鍵市場趨勢以及它們將如何影響未來的市場發展。
  • 可行的建議:利用洞察力來制定策略決策,在動態環境中開闢新的業務流和收益。
  • 受眾廣泛:對於新興企業、研究機構、顧問、中小企業和大型企業來說都是有益且具成本效益的。

報告的主要用途

產業與市場洞察、商業機會評估、產品需求預測、打入市場策略、地理擴張、資本支出決策、法律規範與影響、新產品開發、競爭影響

調查範圍

  • 2022-2024年實際數據及2025-2030年預測數據
  • 成長機會、挑戰、供應鏈前景、法規結構與趨勢分析
  • 競爭定位、策略和市場佔有率分析
  • 各地區(包括細分市場和國家)的收益成長和預測分析
  • 公司簡介(主要包括策略、產品、財務資訊、主要發展動態等)

目錄

第1章執行摘要

第2章市場概述

  • 市場概況
  • 市場定義
  • 調查範圍
  • 市場區隔

第3章 經營狀況

  • 市場促進因素
  • 市場限制
  • 市場機遇
  • 波特五力分析
  • 產業價值鏈分析
  • 政策法規
  • 策略建議

第4章 技術展望

第5章虛擬實境市場(按組件)

  • 介紹
  • 硬體
  • 軟體

第6章虛擬實境市場(按設備)

  • 介紹
  • 頭戴式顯示器(HMD)
  • 手勢控制裝置

第7章虛擬實境市場(按終端用戶產業)

  • 介紹
  • 航太/國防
  • 衛生保健
  • 製造業
  • 媒體與娛樂
  • 其他

第 8 章:虛擬實境市場(按地區)

  • 介紹
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 西班牙
    • 其他
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 其他
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 印尼
    • 泰國
    • 其他

第9章:競爭格局及分析

  • 主要企業和策略分析
  • 市佔率分析
  • 併購、協議和合作
  • 競爭對手儀表板

第10章:公司簡介

  • Facebook Inc.
  • Sony Corporation
  • HTC Corporation
  • EON Reality Inc.
  • Google LLC
  • Microsoft Corporation
  • Vuzix Corporation
  • GoPro
  • Samsung Electronics Co. Ltd.
  • Talespin Reality Labs Inc

第11章 附錄

  • 貨幣
  • 先決條件
  • 基準年和預測年時間表
  • 相關人員的主要利益
  • 調查方法
  • 簡稱

圖表一覽

表格一覽

簡介目錄
Product Code: KSI061610381

Virtual Reality Market Size:

The Virtual Reality Market is expected to grow from USD 20.142 billion in 2025 to USD 52.304 billion in 2025 to USD 52.304 billion in 2030, at a CAGR of 21.03%.

The virtual reality (VR) market is experiencing robust growth driven by its expanding use in the defense sector, widespread adoption of head-mounted displays (HMDs) in entertainment and gaming, and declining costs of displays and hardware components. The growing interest from major technology companies and the increasing availability of HMDs are enhancing VR adoption rates across diverse industries. Beyond traditional sectors like gaming and entertainment, other industries are exploring VR applications, further boosting demand. However, challenges such as display latency, high energy consumption, and health concerns related to prolonged VR use continue to pose obstacles to market expansion.

Market Growth Drivers

Virtual Reality in Defense

The VR market is poised for significant growth due to its increasing integration into global defense sectors. VR is transforming military training by offering immersive, scalable solutions for tactical and equipment maintenance training. Governments and militaries are investing heavily in VR to enhance training programs. For example, the United States Army at Fort Bragg, North Carolina, has developed a realistic VR training program to prepare officers for novel missions. In Norway, trials are underway to explore VR applications for training soldiers in tank operations. Companies like Tecknorove Systems Pvt Ltd. are advancing this trend by providing bespoke VR applications tailored for military training, improving personnel readiness and operational efficiency. These developments underscore the defense sector's role as a key driver of VR market growth.

Virtual Reality in the Education Sector

The education sector is another significant contributor to VR market expansion, driven by the demand for immersive learning experiences. Technologies like 360VR, which captures real-world environments using high-quality equipment, enable students to engage with memorable, interactive content in classrooms. VR's accessibility allows teachers to monitor and control experiences, enhancing educational outcomes. While specific post-2022 developments are limited, the sector's growing adoption of VR for experiential learning continues to fuel market growth. The focus on creating immersive environments supports innovative teaching methods and student engagement, positioning education as a vital growth area.

Virtual Reality in the Gaming Sector

The gaming industry remains a cornerstone of VR market growth, propelled by rising demand for 3D experiences, real-time interactions, and creative content. VR enhances gaming by offering immersive environments that captivate players. Major companies are driving innovation in this space, with Sony's PS VR, when paired with the PS5 console, delivering advanced VR gaming experiences. These advancements highlight the gaming sector's role in accelerating VR adoption, as consumer demand for high-quality, interactive content continues to grow.

Market Outlook

The VR market is set to expand rapidly, with defense, education, and gaming as primary growth engines. North America and other regions with strong technological ecosystems are expected to lead due to heavy investments and widespread adoption. The affordability of VR hardware, coupled with innovations from major players, is making VR solutions more accessible, driving market penetration across both traditional and emerging sectors. However, addressing technical challenges like latency and health concerns will be critical to sustaining long-term growth.

Key Developments

While specific post-2022 developments are limited, ongoing advancements in defense training programs, such as those at Fort Bragg and in Norway, highlight VR's growing role in military applications. In gaming, Sony's PS VR continues to push boundaries with immersive experiences for PS5 users. Companies like Tecknorove Systems are enhancing VR's scalability for defense training, ensuring tailored solutions meet evolving needs. These trends reflect the market's focus on innovation and application diversity.

Key Benefits of this Report:

  • Insightful Analysis: Gain detailed market insights covering major as well as emerging geographical regions, focusing on customer segments, government policies and socio-economic factors, consumer preferences, industry verticals, and other sub-segments.
  • Competitive Landscape: Understand the strategic maneuvers employed by key players globally to understand possible market penetration with the correct strategy.
  • Market Drivers & Future Trends: Explore the dynamic factors and pivotal market trends and how they will shape future market developments.
  • Actionable Recommendations: Utilize the insights to exercise strategic decisions to uncover new business streams and revenues in a dynamic environment.
  • Caters to a Wide Audience: Beneficial and cost-effective for startups, research institutions, consultants, SMEs, and large enterprises.

What do businesses use our reports for?

Industry and Market Insights, Opportunity Assessment, Product Demand Forecasting, Market Entry Strategy, Geographical Expansion, Capital Investment Decisions, Regulatory Framework & Implications, New Product Development, Competitive Intelligence

Report Coverage:

  • Historical data from 2022 to 2024 & forecast data from 2025 to 2030
  • Growth Opportunities, Challenges, Supply Chain Outlook, Regulatory Framework, and Trend Analysis
  • Competitive Positioning, Strategies, and Market Share Analysis
  • Revenue Growth and Forecast Assessment of segments and regions including countries
  • Company Profiling (Strategies, Products, Financial Information, and Key Developments among others.

Virtual Reality Market Segments:

By Component

  • Hardware
  • Software

By Devices

  • Head-Mounted Displays (HMDs)
  • Gesture Control Devices

By End-User Industry

  • Aerospace & Defense
  • Healthcare
  • Manufacturing
  • Media & Entertainment
  • Others

By Geography

  • North America
  • USA
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Spain
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Others
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Thailand
  • Others

TABLE OF CONTENTS

1. EXECUTIVE SUMMARY

2. MARKET SNAPSHOT

  • 2.1. Market Overview
  • 2.2. Market Definition
  • 2.3. Scope of the Study
  • 2.4. Market Segmentation

3. BUSINESS LANDSCAPE

  • 3.1. Market Drivers
  • 3.2. Market Restraints
  • 3.3. Market Opportunities
  • 3.4. Porter's Five Forces Analysis
  • 3.5. Industry Value Chain Analysis
  • 3.6. Policies and Regulations
  • 3.7. Strategic Recommendations

4. TECHNOLOGICAL OUTLOOK

5. VIRTUAL REALITY MARKET BY COMPONENT

  • 5.1. Introduction
  • 5.2. Hardware
  • 5.3. Software

6. VIRTUAL REALITY MARKET BY DEVICES

  • 6.1. Introduction
  • 6.2. Head-Mounted Displays (HMDs)
  • 6.3. Gesture Control Devices

7. VIRTUAL REALITY MARKET BY END-USER INDUSTRY

  • 7.1. Introduction
  • 7.2. Aerospace & Defense
  • 7.3. Healthcare
  • 7.4. Manufacturing
  • 7.5. Media & Entertainment
  • 7.6. Others

8. VIRTUAL REALITY MARKET BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. USA
    • 8.2.2. Canada
    • 8.2.3. Mexico
  • 8.3. South America
    • 8.3.1. Brazil
    • 8.3.2. Argentina
    • 8.3.3. Others
  • 8.4. Europe
    • 8.4.1. Germany
    • 8.4.2. France
    • 8.4.3. United Kingdom
    • 8.4.4. Spain
    • 8.4.5. Others
  • 8.5. Middle East and Africa
    • 8.5.1. Saudi Arabia
    • 8.5.2. UAE
    • 8.5.3. Others
  • 8.6. Asia Pacific
    • 8.6.1. China
    • 8.6.2. India
    • 8.6.3. Japan
    • 8.6.4. South Korea
    • 8.6.5. Indonesia
    • 8.6.6. Thailand
    • 8.6.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Market Share Analysis
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 9.4. Competitive Dashboard

10. COMPANY PROFILES

  • 10.1. Facebook Inc.
  • 10.2. Sony Corporation
  • 10.3. HTC Corporation
  • 10.4. EON Reality Inc.
  • 10.5. Google LLC
  • 10.6. Microsoft Corporation
  • 10.7. Vuzix Corporation
  • 10.8. GoPro
  • 10.9. Samsung Electronics Co. Ltd.
  • 10.10. Talespin Reality Labs Inc

11. APPENDIX

  • 11.1. Currency
  • 11.2. Assumptions
  • 11.3. Base and Forecast Years Timeline
  • 11.4. Key benefits for the stakeholders
  • 11.5. Research Methodology
  • 11.6. Abbreviations

LIST OF FIGURES

LIST OF TABLES