Global Virtual Reality Market

Virtual Reality Market Size, Share, Growth Analysis, By Component (Hardware, Software), By Device (HMDs, Projectors & Display Walls), By Technology (Non-Immersive, Semi & Fully Immersive), By Application (Consumers, Healthcare), By Region - Industry Forecast 2024-2031


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

Virtual Reality Market Regional Insights

Asia-Pacific region is an area of the most dynamically growing segment in the virtual reality market. According to reports, it is supposed to be colossal growth in VR sector globally. It is incredible that China is likely to occupy 36% of the global total VR spending by 2024. This is the significant Chinese contribution that also highlights China as the most important player that guides the global market growth. Also, China's forecasted spending significantly exceeds that of the United States and Western Europe, indicating that Chaina is the leader in the global market. The domination of Virtual Reality by China has not only affected China itself but the whole Asia-Pacific region as well. This will further accelerate the growth of the market in the Asia-Pacific region. This development proves that Asia-Pacific, led by China, is on its way for faster expansion and popularising VR technologies aided with the strong investments, increasing adoption rates, and technological advancements. Consequently, Asia-Pacific rises as the main focus of the international VR market with China on the leading edge, creating new ideas and increasing economy.

Europe is anticipated to be the most rapidly expanding regional market, with a forecasted CAGR surpassing 29.3% throughout the projection period. This burgeoning growth is catalyzed by the pervasive integration of VR technology across a multitude of applications and sectors, particularly within the realms of gaming and automotive industries. The region's substantial gaming demographic plays a pivotal role in the widespread embracement of sophisticated VR headsets. Moreover, the brisk advancement and commercial proliferation of potent VR hardware, tailored specifically for the gaming aficionados in European nations, have significantly bolstered the market's upward trajectory.

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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, growing at a CAGR of 21.6% during the forecast period (2024-2031). 

In the VR market, competitive landscape reflects the aggressive competition of key players, seeking to seize their own market share and consolidate their place for leadership in this highly dynamic industry development. The most notable companies in the industry have got comprehensive range of VR hardware, software and content solutions. With their technological skills, strong research and development capabilities, and strategic alliances, these large players can be well positioned to offer fresh and unique products to their customers. Furthermore, niche players and new entrants challenge the incumbents with innovative VR related offerings for different segments of the market. The labour division among the hardware manufacturers, content developers and software providers are typical occurrence with the main objective of improving product ecosystems and giving users a smooth experience. Along with the immersive technologies’ rising popularity across diverse sectors, competition within the market will become even stiffer, hence creating room for innovation and development of advanced devices to suit assorted consumer and business requirements. '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)', ' In May 2024, Sony and Siemens announced their collaboration to launch a virtual reality headset tailored for Siemens' industrial metaverse initiatives, set to debut by December 2024.  ', ' In February 2023, Meta Platforms Inc. acquired the VR strength and the known virtual reality (VR) application called Supernatural of Within Unlimited Inc. This buyout showcased Meta's understanding of Within Unlimited's VR tech expertise and Meta's eagerness to further solidify its position in the VR market.  ', ' In January 2023, HTC Corporation announced its new virtual reality and augmented reality headset named Vive XR Elite. The Vive XR Elite fitted with a high-resolution screen led users into the virtual world, showing the dedication of HTC to the provision of top-notch VR technology. '

VR is a guiding light in the healthcare field, especially in medicine. The point of using virtual reality to help the surgeon with endoscopic surgery is that the patient's view is transmitted to the surgeon virtually or partly in a 3D environment. With the help of tools, programmers can build apps that are VIltual for healthcare, which detect the position in the physical milieu, and assist to demonstrate the static or 3D models. Virtual reality Tools are writing convenient mobile apps for all to be in the forefront. "Unity" is a program that can be used to develop VR projects and "the Unity" software engine is a powerful one indeed. Indicating the forecast period, training doctors using virtual and augmented reality, boosting fitness, overseeing pharmacists, guiding medical students through difficult learning, and after patients leave a hospital, caring for and supporting them are considered as the main factors that play a role in accelerating the acceptance of the technology. 

Immersive Educational Experiences: The shift towards VR-based educational experiences is monumental change in academic activities and vocational training. In 2024 the wave has made tremendous strides, providing enabling potentials in different lines of work. Perhaps the most amazing feature of VR in learning is, it is able to move students beyond the limits present in traditional physical classrooms. With the help VR, the students can take a trip to the different time periods of history, or visit distant planets, as well as floating in microscopic world - everything from their classes. Such an approach to education does not only engage the students' attention but as well releases their understanding and retention of difficult concepts. Another example is that the historical scenes can be reinvented into living and interactive platforms where learners see the unfolding of the historical events in front them. For instance, geography classes can conduct virtual escapades to distant lands, where students learn and comprehend different ecological systems and environmental occurrences in a practical way. In learning science, the VR is the best place to make a practical experience. The students can perform virtual experiments in chemistry laboratory, can see molecular structures in 3D, or can watch the physics phenomena in a real world. This hands-on approach gives children both the curiosity and the way to explore, while at the same time providing them with a space to play without all the constraints of the real resources as well as safety concerns.

Asia-Pacific region is an area of the most dynamically growing segment in the virtual reality market. According to reports, it is supposed to be colossal growth in VR sector globally. It is incredible that China is likely to occupy 36% of the global total VR spending by 2024. This is the significant Chinese contribution that also highlights China as the most important player that guides the global market growth. Also, China's forecasted spending significantly exceeds that of the United States and Western Europe, indicating that Chaina is the leader in the global market. The domination of Virtual Reality by China has not only affected China itself but the whole Asia-Pacific region as well. This will further accelerate the growth of the market in the Asia-Pacific region. This development proves that Asia-Pacific, led by China, is on its way for faster expansion and popularising VR technologies aided with the strong investments, increasing adoption rates, and technological advancements. Consequently, Asia-Pacific rises as the main focus of the international VR market with China on the leading edge, creating new ideas and increasing economy.

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Global Virtual Reality Market

Report ID: SQMIG45J2070

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