Global Virtual Reality Market

Virtual Reality Market Size, Share, Growth Analysis, By Component(Hardware (Sensors [Accelerometers, Gyroscopes, Magnetometers, Proximity Sensors]), By Device(Head-Mounted Displays, Gesture-Tracking Devices (Data Gloves, Other Gesture-Tracking Devices), and Projectors & Display Walls), By Technology(Non-Immersive Technology, Semi-Immersive and Fully Immersive Technology), By Application(Consumers (Gaming & Entertainment, Sports), Commercial (Retail & Ecommerce, Education & Training), By Region - Industry Forecast 2024-2031


Report ID: SQMIG45J2070 | Region: Global | Published Date: August, 2024
Pages: 270 | Tables: 118 | Figures: 83

Virtual Reality Market Dynamics

Drivers

  • Growing Use in Training, Education, and in Architecture and Real Estate

Virtual reality offers interactive and immersive learning experiences, improving education and training results in military, corporate training, aviation, and more. VR also helps in school education and helps students explore interests beyond textbooks and offers unique chance for experiential learning. Moreover, VR is also used in real estate for architectural visualizations and virtual property tours, which enable clients to explore sites more carefully before they are constructed.

  • Growing Investments and Availability of Strong Connectivity and Internet

A greater number of technology companies and new entrants are heavily investing in virtual reality technology for extensive research and development. This is remarkably boosting innovation and growth of the virtual reality market. Moreover, the increased speed of the internet and strong connectivity streamline the use of quality virtual reality applications and content. These factors are driving the demand for virtual reality, thus impacting the market growth.

Restraints

  • High Priced Vegan Products

Virtual reality systems are quite difficult to install and use, which might prevent the less tech-savvy consumers adopting them, hampering market growth. Moreover, most potential users might not be well-educated about these systems, their functioning, and more, which could also limit the market growth.

  • Privacy Concerns and Associated Health Issues

Virtual reality poses challenges like data security and privacy since the VR systems gather and use data of consumer’s interactions and movements. This factor might refrain users from using these systems, thereby impacting the market growth. Also, prolonged use of VR systems may cause harm to the eye, create discomfort, and other associated health issues, which may discourage its use.

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FAQs

The Global Virtual Reality Market size was valued at USD 15.75 Billion in 2022 and is poised to grow from USD 19.15 Billion in 2023 to USD 91.54 Billion by 2031, at a CAGR of 21.6% over the forecast period (2024–2031).

Virtual Reality Market providers need to focus on maximizing their business scope by reaching into new markets and developing virtual reality for different industrial and personal uses. Raising new capital to fund their R&D and business expansion efforts will be essential for new virtual reality companies going forward. The development of custom robots for specific applications across different industry verticals will also help companies expand their sales potential in the future.  'Apple (United States)', 'Microsoft (United States)', 'Samsung Electronics (South Korea)', 'Unity (United States)', 'General Motors (United States)', 'Qualcomm (United States)', 'Matterport (United States)', 'Transfr (United States)', 'Vicarious Surgical (United States)', 'Sandbox VR (United States)', 'Dreamscape (United States)', 'Meta (United States)', 'Talespin (United States)', 'Applied VR (United States)', 'Wevr (United States)', 'LiveLike (United States)', 'Subvrsive (United States)', 'Virtuix Omni (United States)', 'Bigscreen (United States)', 'Framestore (United Kingdom)', 'Meow Wolf (United States)', 'WorldViz (United States)', 'ImmersiveTouch (Canada)'

Growing Use in Training, Education, and in Architecture and Real Estate

Social Virtual Reality Experiences: In the past years, the idea of social VR gas witnessed huge attention, allowing users to communicate in shared virtual spaces irrespective of the geographic distances between them. This trend is expected to reach further with more modernizations in VR software and hardware that will facilitate realistic and more immersive social communications.

Region-wise, Asia-Pacific is leading the virtual reality market due to reasons like speedy technological improvements. Asia-Pacific is currently witnessing speedy technological improvements and adoption. Nations like South Korea, Japan, and China are leading in the development and deployment of virtual reality technologies, aiding the market growth in the region. Moreover, Asia-Pacific holds a large consumer base with growing spending power of consumers. This rising consumer market is positively impacting the demand for quality VR products and user experiences, mainly in the social media, gaming, and entertainment industry. The leading market players in Asia-Pacific include Sony Corporation, Lenovo, SKONEC ENTERTAINMENT Co., Ltd, INNOSIMULATION CO., LTD., and more.

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Global Virtual Reality Market

Report ID: SQMIG45J2070

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