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 News

  • In February 2024, Unity Technologies recently introduced visionOS tools, a new operating system of Apple for Vision Pro spatial computing earpiece. This suppot will enable users to use Unity’s tools and workflow to create immersive user experiences for Vision Pro.
  • In May 2024, Magic Leap declared strategic technology alliance with Google. Though the details are not yet disclosed, the alliance aims to improve a wide range of immersive experiences to the modern market.
  • In May 2024, NVIDIA is striving to resolve form factor obstacles. The company recently partnered with Stanford Computational Imaging Group to create lighter and smaller XR devices. Research groups have been busy resolving these hardware obstacles in the past few years by creating small prototype devices.
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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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