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市場調查報告書
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1843981

2025年全球虛擬實境軟體市場報告

Virtual Reality Software Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10個工作天內

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簡介目錄

近年來,虛擬實境軟體市場呈指數級成長,從2024年的163.2億美元成長到2025年的207.5億美元,複合年成長率達27.1%。這一成長主要歸功於遊戲和娛樂、企業培訓和模擬、醫療保健和醫學應用、建築和設計視覺化、教育以及數位學習等領域的應用。

預計未來幾年虛擬實境軟體市場將呈指數級成長,到2029年市場規模將達到485.9億美元,複合年成長率(CAGR)為23.7%。預測期內的成長主要歸功於遠端協作與通訊、垂直應用領域的拓展、社交虛擬實境體驗的興起、擴增實境(AR)技術的融合以及消費者對產品互動的接受度。預測期內的關鍵趨勢包括醫療保健應用場景的擴展、價格更親民的硬體選擇、內容創作、創新浪潮、對提升用戶體驗的重視以及政府和軍方的採用。

虛擬實境(VR)是指透過軟體人工生成的環境,其呈現方式能夠說服使用者將其感知並接受為真實環境。

虛擬實境軟體的主要類別包括3D建模軟體、360度客製化虛擬實境軟體和即時模擬軟體。3D建模軟體用於產生物理物件的虛擬3D模型。這些軟體應用可透過本地部署和雲端部署模式實現,並服務於汽車、醫療、房地產、石油天然氣、娛樂、工業等眾多產業。

美國在2025年春季突然提高關稅及其引發的貿易摩擦,對資訊科技產業,特別是硬體製造、資料基礎設施和軟體部署領域,產生了重大影響。進口半導體、電路基板和網路設備的關稅上漲,推高了高科技公司、雲端服務供應商和資料中心的生產和營運成本。在全球範圍內採購筆記型電腦、伺服器和消費電子產品的公司面臨更長的前置作業時間和價格壓力。同時,對專用軟體徵收的關稅以及主要國際市場的報復性措施,正在擾亂全球IT供應鏈,並降低海外對美國製造技術的需求。為了應對這些挑戰,該產業正在加大對國內晶片生產的投資,擴大供應商網路,並利用人工智慧驅動的自動化技術來增強韌性,更有效地控制成本。

這份虛擬實境軟體市場研究報告是商業研究公司最新報告系列的一部分,提供虛擬實境軟體市場統計數據,例如全球市場規模、區域佔有率、競爭對手及其市場佔有率、詳細的市場細分、市場趨勢以及虛擬實境軟體產業的商機。本虛擬實境軟體市場研究報告對該行業的現狀和未來發展趨勢進行了詳細分析,為您提供所需的一切觀點。

未來五年23.7%的成長率預測較我們先前的預測略微下調了0.2%。這一下調主要歸因於美國與其他國家之間的關稅影響。影響中介軟體平台、即時引擎和視覺化套件的關稅壁壘可能會擾亂美國虛擬實境公司的軟體創新週期。此外,由於相互關稅措施以及貿易緊張局勢和限制升級對全球經濟和貿易造成的負面影響,這種影響也將更加廣泛。

遊戲產業的成長是虛擬實境(VR)軟體市場發展的關鍵驅動力。 VR遊戲提供更具沉浸感和互動性的體驗,相比傳統媒體更具優勢。疫情期間,許多人轉向VR遊戲來緩解無聊和焦慮。例如,一款名為「新冠密室逃脫」(COVID Escape Room)的平價VR遊戲應運而生,旨在讓孩子們在虛擬環境中學習現實世界的技能和概念。透過這款遊戲,孩子不僅可以學習有效的洗手和打噴嚏禮儀來預防新冠病毒感染,還能以有趣的方式理解保持社交距離的重要性。根據美國遊戲協會預測,到2023年5月,消費者對遊戲和娛樂的需求預計將推動商業遊戲收入在2022年達到創紀錄的600億美元,年增14%。因此,蓬勃發展的遊戲產業正在推動虛擬實境軟體市場的成長。

預計未來幾年,機器人手術的日益普及將推動虛擬實境(VR)軟體市場的成長。機器人手術是一種微創手術,它利用機器人系統輔助完成手術。 VR軟體在提升手術訓練和規劃、為外科醫生提供即時輔助、改善病患教育、資料視覺化以及提高機器人手術的整體效率和精準度方面發揮關鍵作用。例如,美國國立衛生研究院(NIH)於2023年7月報告稱,截至2023年初,美國已使用Intuitive Surgical公司的達文西機器人進行了超過1100萬例機器人手術,全球已安裝超過7500台達文西機器人。因此,機器人手術數量的不斷成長是推動虛擬實境軟體市場擴張的關鍵因素。

將虛擬實境(VR)技術透過行動應用融入醫療保健領域,已成為虛擬實境軟體市場的一大關鍵趨勢。基於VR的行動應用能夠輔助治療多種疾病,並解決諸多健康問題。此外,這些VR應用在教育領域也大有裨益,不僅惠及學生,也惠及其他相關人員。例如,2022年9月,美國醫療保健公司Novant Health推出了針對管理階層和臨床團隊成員的VR領導力培訓。這項身臨其境型虛擬實境領導力培訓採用語音啟動技術,其靈感源自「Talking Taboo」(禁忌話題討論),旨在幫助領導者與團隊有效溝通,處理敏感問題。它提供了一個真實的場景,讓參與者練習如何在職場中進行棘手的對話,同時消除無意識偏見。

虛擬實境軟體市場的主要企業正日益尋求夥伴關係機會,以交流知識和專業技能,從而獲得競爭優勢。例如,2021年,ArborXR和Matts Digital宣佈建立合作夥伴關係,旨在為歐洲及其他地區大規模提供無縫的擴增實境解決方案。同樣,2022年7月,總部位於台灣的消費性電子產品製造商HTC Corporation與總部位於德國的虛擬實境解決方案供應商VRdirect GmbH達成合作。此次合作旨在將B2B元宇宙拓展至各個垂直領域,HTC的VIVE Business應用商店現已提供適用於HTC Vive Focus 3的VRdirect軟體。

2022年4月,美國電動武器製造商Axon Enterprises收購了Casting 45,具體金額未揭露。此次收購增強了Axon提供創新沉浸式虛擬實境培訓模組的能力,提升了其公共培訓產品,並拓展了其在全球新興市場的業務。 Casting 45是一家總部位於美國的虛擬實境培訓公司,專注於為大型企業開發身臨其境型培訓模組,與Axon的目標完美契合。

虛擬實境軟體市場的主要營運公司包括:微軟公司、高通公司、BAE系統公司、Blippar公司、Pixologic公司、雷蛇公司、WorldViz、Unity Technologies、Oculus VR LLC、EON Reality公司、Mirra公司、High Fidelity公司、Virtalis Holdings Limited、Unigine Holding Sairir、Starbreeze、Isviing Limited、Falvial、tiryal SAS、The LearnPro Group、Wild Technology Inc、Imaginate Technologies、Briovr、Cupix Inc、Metaio Gmbh、High Tech Computer Corporation、Viar、Phenomatics Virtual Reality Software、Engineering Systems International Group、Arcadia Augmented Reality、NVIDIA Corporation SONY Technology、Valineering Systems Inc.、Arcadia Augmented Reality、NVIDtric Corporation、Auto Technology、Valpha Technology、Auto.

2024年,亞太地區是全球虛擬實境軟體市場最大的區域。北美地區位居第二。這份虛擬實境軟體市場報告涵蓋亞太地區、西歐、中東歐、北美、南美以及中東和非洲。

虛擬實境軟體市場報告涵蓋的國家包括澳洲、巴西、中國、法國、德國、印度、印尼、日本、俄羅斯、韓國、英國、美國、加拿大、義大利和西班牙。

虛擬實境軟體市場涵蓋了為航太與國防、遊戲、娛樂、旅遊、診斷和外科手術等各個領域提供虛擬實境軟體的營業單位所產生的收入。虛擬實境(VR)為人們呈現由軟體產生的虛擬環境,使人們沉浸其中,彷彿置身於真實世界。該市場的價值為出廠價,即製造商或生產商向其他營業單位(包括下游製造商、批發商、經銷商和零售商)或直接向最終客戶銷售的商品價值。該市場中的商品價值也包括製造商提供的相關服務。僅包含營業單位間交易或銷售給最終消費者的商品和服務。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第 4 章 市場 - 宏觀經濟情境 宏觀經濟情境包括利率、通貨膨脹、地緣政治、貿易戰和關稅,以及 COVID-19 疫情和復甦對市場的影響。

第5章 全球成長分析與策略分析框架

  • 全球虛擬實境軟體:PESTEL 分析(政治、社會、科技、環境、法律因素、促進因素與限制因素)
  • 終端用戶產業分析
  • 全球虛擬實境軟體市場:成長率分析
  • 全球虛擬實境軟體市場表現:規模與成長,2019-2024年
  • 全球虛擬實境軟體市場預測:規模與成長,2024-2029年,2034年
  • 全球虛擬實境軟體:潛在市場規模 (TAM)

第6章 市場細分

  • 全球虛擬實境軟體市場按類型、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 3D建模軟體
  • 客製化360° VR軟體
  • 即時模擬軟體
  • 全球虛擬實境軟體市場:依部署、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 本地部署
  • 全球虛擬實境軟體市場按應用、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 醫療保健
  • 房地產
  • 石油和天然氣
  • 娛樂
  • 產業
  • 其他用途
  • 全球虛擬實境軟體市場:依3D建模軟體(類型)細分、效能及預測,2019-2024年、2024-2029年、2034年
  • 角色建模工具
  • 環境創建工具
  • 動畫軟體
  • 全球虛擬實境軟體市場:360度客製化VR軟體細分(按類型)、效能及預測,2019-2024年、2024-2029年、2034年
  • VR內容創作工具
  • 互動式虛擬實境體驗
  • VR 導覽和視覺化軟體
  • 全球虛擬實境軟體市場:即時模擬軟體細分(按類型)、效能及預測,2019-2024年、2024-2029年、2034年
  • 訓練模擬器
  • VR遊戲引擎
  • 互動式培訓平台

第7章 區域和國家分析

  • 全球虛擬實境軟體市場:按地區、表現和預測分類,2019-2024年、2024-2029年、2034年
  • 全球虛擬實境軟體市場:依國家、效能和預測分類,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章:澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章:德國市場

第18章:法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章:競爭格局與公司概況

  • 虛擬實境軟體市場:競爭格局
  • 虛擬實境軟體市場:公司概況
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Qualcomm Incorporated Overview, Products and Services, Strategy and Financial Analysis
    • BAE Systems AB Overview, Products and Services, Strategy and Financial Analysis
    • Blippar Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Pixologic Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章:其他領先和創新企業

  • Razer Inc.
  • WorldViz.
  • Unity Technologies
  • Oculus VR LLC
  • EON Reality Inc.
  • Mirra Inc
  • High Fidelity Inc.
  • Virtalis Holdings Limited
  • Unigine Holding Sa rl
  • Starbreeze Studios
  • Smartvizs Private Limited.
  • Axonom Powertrak
  • Istaging Corp.
  • Techviz SAS
  • The LearnPro Group

第32章 全球市場競爭基準化分析與儀錶板

第33章 重大併購

第34章 近期市場趨勢

第35章:高潛力市場國家、細分市場與策略

  • 2029年虛擬實境軟體市場:提供新機會的國家
  • 2029年虛擬實境軟體市場:新興細分市場帶來新機會
  • 虛擬實境軟體市場展望 2029:成長策略
    • 基於市場趨勢的策略
    • 競爭對手策略

第36章附錄

簡介目錄
Product Code: r27164u

Virtual reality (VR) is an artificially generated environment through software, presented to users in a manner that convinces them to perceive and accept it as a real environment.

The primary categories of virtual reality software include 3D modeling software, 360-degree custom VR software, and real-time simulation software. 3D modeling software is employed to generate a virtual three-dimensional representation of a physical object. These software applications are implemented through on-premise and cloud modes, catering to diverse sectors such as automotive, medical, real estate, oil and gas, entertainment, industrial, and other applications.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The virtual reality software market research report is one of a series of new reports from The Business Research Company that provides virtual reality software market statistics, including virtual reality software industry global market size, regional shares, competitors with a virtual reality software market share, detailed virtual reality software market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality software industry. This virtual reality software market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The virtual reality software market size has grown exponentially in recent years. It will grow from $16.32 billion in 2024 to $20.75 billion in 2025 at a compound annual growth rate (CAGR) of 27.1%. The growth in the historic period can be attributed to gaming and entertainment adoption, enterprise training and simulation, healthcare and medical applications, architectural and design visualization, education, and e-learning initiatives.

The virtual reality software market size is expected to see exponential growth in the next few years. It will grow to $48.59 billion in 2029 at a compound annual growth rate (CAGR) of 23.7%. The growth in the forecast period can be attributed to remote collaboration and communication, expanding applications in industry verticals, the rise of social VR experiences, integration with augmented reality (AR), and consumer adoption for product interaction. Major trends in the forecast period include healthcare applications expansion, affordable hardware options, content creation, innovation surge, focus on user experience improvement, and government and military applications utilization.

The forecast of 23.7% growth over the next five years reflects a slight reduction of 0.2% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariff barriers affecting middleware platforms, real-time engines, and visualization toolkits could disrupt software innovation cycles for VR companies based in the US. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The growth of the gaming industry is a significant driver of the virtual reality (VR) software market. VR-powered games offer advantages over traditional media, as they provide a more immersive and engaging experience. During the pandemic, many individuals turned to VR games to alleviate boredom and anxiety. For example, an affordable VR game called COVID Escape Room was created to help children learn real-world skills and concepts within a virtual setting. Through this game, children not only learn effective handwashing and sneeze etiquette to prevent COVID-19 infection but also grasp the importance of social distancing in an enjoyable way. According to the American Gaming Association, in May 2023, consumer demand for gaming entertainment resulted in record-breaking commercial gaming revenue of $60 billion in 2022, reflecting a 14 percent increase from the previous year. Therefore, the expanding gaming industry is propelling the growth of the virtual reality software market.

The increasing prevalence of robotic surgeries is anticipated to drive the growth of the virtual reality (VR) software market in the coming years. Robotic surgery, a form of minimally invasive surgical procedure, utilizes robotic systems to assist in operations. VR software plays a crucial role in enhancing surgical training, planning, and providing real-time assistance to surgeons. It also improves patient education, data visualization, and the overall efficiency and precision of robotic surgeries. For instance, in July 2023, the National Institutes of Health (NIH), a U.S.-based government agency, reported that by early 2023, over 11 million robotic surgeries had been performed globally using Intuitive Surgical's Da Vinci robots, with more than 7,500 units installed worldwide. Therefore, the growing number of robotic surgeries is a key factor driving the expansion of the virtual reality software market.

The incorporation of virtual reality (VR) into healthcare via mobile apps stands out as a significant trend in the virtual reality software market. VR-based mobile applications facilitate the treatment of various diseases, addressing numerous health issues. Additionally, these VR apps serve educational purposes, extending beyond students to include other interested stakeholders. As an illustration, in September 2022, Novant Health, a US-based healthcare company, introduced VR training for its administrative and clinical team members in leadership. This immersive virtual reality leadership training, featuring voice activation, helps leaders navigate sensitive issues with their teams, drawing inspiration from 'Talking Taboo.' It provides a realistic environment for practicing challenging workplace discussions while tackling unconscious bias.

Leading companies in the virtual reality software market are increasingly exploring partnership opportunities to exchange knowledge and expertise, aiming to gain a competitive edge. For instance, in 2021, ArborXR and Matts Digital announced a partnership to deliver seamless extended reality solutions at scale in Europe and beyond. Similarly, in July 2022, HTC Corporation, a Taiwan-based consumer electronics manufacturer, collaborated with VRdirect GmbH, a Germany-based virtual reality solution provider. This partnership aims to open up the B2B metaverse to various business types, with HTC's VIVE Business AppStore now offering VRdirect software for the HTC Vive Focus 3.

In April 2022, Axon Enterprise, Inc., a US-based manufacturer of electrical weapons, acquired Foundry 45 for an undisclosed amount. This acquisition has strengthened Axon's capabilities in delivering innovative, immersive virtual reality training modules, enhancing its public safety training offerings, and expanding its global reach in growth markets. Foundry 45, a US-based virtual reality training company specializing in developing immersive training modules for large enterprises, aligns seamlessly with Axon's objectives.

Major companies operating in the virtual reality software market include Microsoft Corporation, Qualcomm Incorporated, BAE Systems AB, Blippar Inc., Pixologic Inc., Razer Inc., WorldViz., Unity Technologies, Oculus VR LLC, EON Reality Inc., Mirra Inc, High Fidelity Inc., Virtalis Holdings Limited, Unigine Holding S.a r.l., Starbreeze Studios, Smartvizs Private Limited., Axonom Powertrak, Istaging Corp., Techviz SAS, The LearnPro Group, Wild Technology Inc, Imaginate Technologies., Briovr, Cupix Inc., Metaio Gmbh, High Tech Computer Corporation, Viar, Phenomatics Virtual Reality Software, Engineering Systems International. Group, Arcadia Augmented Reality, NVIDIA Corporation, Sony Interactive Entertainment, Valve Corporation, Autodesk Inc., Parametric Technology Corporation, Dassault Systemes S.A., Alphabet Inc., Samsung Electronics Co. Ltd

Asia-Pacific was the largest region in the virtual reality software market in 2024. North America was the second largest region in the global virtual reality software market analysis. The regions covered in the virtual reality software market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the virtual reality software market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain

The virtual reality software market includes revenues earned by entities by offering virtual reality software that are used in different sectors such as aerospace, defense, gaming, entertainment, tourism, diagnostics and surgeries. Virtual reality (VR) is an artificial environment generated with software and displayed to people so that the user suspends convictions and accepts them as real environments. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Reality Software Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual reality software market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for virtual reality software ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The virtual reality software market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: 3D Modelling Software; 360 Degree Custom VR Software; Real Time Simulation Software
  • 2) By Deployment: On-Premise; Cloud
  • 3) By Application: Automotive; Medical; Real Estate; Oil And Gas; Entertainment; Industrial; Other Applications
  • Subsegments:
  • 1) By 3D Modelling Software: Character Modeling Tools; Environment Creation Tools; Animation Software

2) By 360 Degree Custom VR Software; VR Content Creation Tools; Interactive VR Experiences; VR Tours And Visualization Software

  • 3) By Real-Time Simulation Software: Training Simulators; VR Gaming Engines; Interactive Training Platforms
  • Companies Mentioned: Microsoft Corporation; Qualcomm Incorporated; BAE Systems AB; Blippar Inc.; Pixologic Inc.; Razer Inc.; WorldViz.; Unity Technologies; Oculus VR LLC; EON Reality Inc.; Mirra Inc; High Fidelity Inc.; Virtalis Holdings Limited; Unigine Holding S.a r.l.; Starbreeze Studios; Smartvizs Private Limited.; Axonom Powertrak; Istaging Corp.; Techviz SAS; The LearnPro Group; Wild Technology Inc; Imaginate Technologies.; Briovr; Cupix Inc.; Metaio Gmbh; High Tech Computer Corporation; Viar; Phenomatics Virtual Reality Software; Engineering Systems International. Group; Arcadia Augmented Reality; NVIDIA Corporation; Sony Interactive Entertainment; Valve Corporation; Autodesk Inc.; Parametric Technology Corporation; Dassault Systemes S.A.; Alphabet Inc.; Samsung Electronics Co. Ltd
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Reality Software Market Characteristics

3. Virtual Reality Software Market Trends And Strategies

4. Virtual Reality Software Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Virtual Reality Software Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Reality Software PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Reality Software Market Growth Rate Analysis
  • 5.4. Global Virtual Reality Software Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Reality Software Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Reality Software Total Addressable Market (TAM)

6. Virtual Reality Software Market Segmentation

  • 6.1. Global Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 3D Modelling Software
  • 360 Degree Custom VR Software
  • Real Time Simulation Software
  • 6.2. Global Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • On-Premise
  • Cloud
  • 6.3. Global Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Automotive
  • Medical
  • Real Estate
  • Oil And Gas
  • Entertainment
  • Industrial
  • Other Applications
  • 6.4. Global Virtual Reality Software Market, Sub-Segmentation Of 3D Modelling Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Character Modeling Tools
  • Environment Creation Tools
  • Animation Software
  • 6.5. Global Virtual Reality Software Market, Sub-Segmentation Of 360 Degree Custom VR Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Content Creation Tools
  • Interactive VR Experiences
  • VR Tours And Visualization Software
  • 6.6. Global Virtual Reality Software Market, Sub-Segmentation Of Real-Time Simulation Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Training Simulators
  • VR Gaming Engines
  • Interactive Training Platforms

7. Virtual Reality Software Market Regional And Country Analysis

  • 7.1. Global Virtual Reality Software Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Reality Software Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Reality Software Market

  • 8.1. Asia-Pacific Virtual Reality Software Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Reality Software Market

  • 9.1. China Virtual Reality Software Market Overview
  • 9.2. China Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Reality Software Market

  • 10.1. India Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Reality Software Market

  • 11.1. Japan Virtual Reality Software Market Overview
  • 11.2. Japan Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Reality Software Market

  • 12.1. Australia Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Reality Software Market

  • 13.1. Indonesia Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Reality Software Market

  • 14.1. South Korea Virtual Reality Software Market Overview
  • 14.2. South Korea Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Reality Software Market

  • 15.1. Western Europe Virtual Reality Software Market Overview
  • 15.2. Western Europe Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Reality Software Market

  • 16.1. UK Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Reality Software Market

  • 17.1. Germany Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Reality Software Market

  • 18.1. France Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Reality Software Market

  • 19.1. Italy Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Reality Software Market

  • 20.1. Spain Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Reality Software Market

  • 21.1. Eastern Europe Virtual Reality Software Market Overview
  • 21.2. Eastern Europe Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Reality Software Market

  • 22.1. Russia Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Reality Software Market

  • 23.1. North America Virtual Reality Software Market Overview
  • 23.2. North America Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Reality Software Market

  • 24.1. USA Virtual Reality Software Market Overview
  • 24.2. USA Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Reality Software Market

  • 25.1. Canada Virtual Reality Software Market Overview
  • 25.2. Canada Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Reality Software Market

  • 26.1. South America Virtual Reality Software Market Overview
  • 26.2. South America Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Reality Software Market

  • 27.1. Brazil Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Reality Software Market

  • 28.1. Middle East Virtual Reality Software Market Overview
  • 28.2. Middle East Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Reality Software Market

  • 29.1. Africa Virtual Reality Software Market Overview
  • 29.2. Africa Virtual Reality Software Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Reality Software Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Reality Software Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Reality Software Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality Software Market Competitive Landscape
  • 30.2. Virtual Reality Software Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Qualcomm Incorporated Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. BAE Systems AB Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Blippar Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Pixologic Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Reality Software Market Other Major And Innovative Companies

  • 31.1. Razer Inc.
  • 31.2. WorldViz.
  • 31.3. Unity Technologies
  • 31.4. Oculus VR LLC
  • 31.5. EON Reality Inc.
  • 31.6. Mirra Inc
  • 31.7. High Fidelity Inc.
  • 31.8. Virtalis Holdings Limited
  • 31.9. Unigine Holding S.a r.l.
  • 31.10. Starbreeze Studios
  • 31.11. Smartvizs Private Limited.
  • 31.12. Axonom Powertrak
  • 31.13. Istaging Corp.
  • 31.14. Techviz SAS
  • 31.15. The LearnPro Group

32. Global Virtual Reality Software Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality Software Market

34. Recent Developments In The Virtual Reality Software Market

35. Virtual Reality Software Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Reality Software Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Reality Software Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Reality Software Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer