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Virtual Reality (VR) - Global Market Trajectory & Analytics

  • ID: 3633908
  • Report
  • May 2020
  • Region: Global
  • 196 pages
  • Global Industry Analysts, Inc
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Amid the COVID-19 crisis and the looming economic recession, the Virtual Reality (VR) market worldwide will grow by a projected US$82.6 Billion, during the analysis period, driven by a revised compounded annual growth rate (CAGR) of 45.4%. Consumer Electronics, one of the segments analyzed and sized in this study, is forecast to grow at over 37% and reach a market size of US$28 Billion by the end of the analysis period. An unusual period in history, the coronavirus pandemic has unleashed a series of unprecedented events affecting every industry. The Consumer Electronics market will be reset to a new normal which going forward in a post COVID-19 era will be continuously redefined and redesigned. Staying on top of trends and accurate analysis is paramount now more than ever to manage uncertainty, change and continuously adapt to new and evolving market conditions.

As part of the new emerging geographic scenario, the United States is forecast to readjust to a 42.5% CAGR. Within Europe, the region worst hit by the pandemic, Germany will add over US$2.1 Billion to the region's size over the next 7 to 8 years. In addition, over US$3.7 Billion worth of projected demand in the region will come from Rest of the European markets. In Japan, the Consumer Electronics segment will reach a market size of US$1.3 Billion by the close of the analysis period. Blamed for the pandemic, significant political and economic challenges confront China. Amid the growing push for decoupling and economic distancing, the changing relationship between China and the rest of the world will influence competition and opportunities in the Virtual Reality (VR) market. Against this backdrop and the changing geopolitical, business and consumer sentiments, the world’s second largest economy will grow at 39.1% over the next couple of years and add approximately US$7.5 Billion in terms of addressable market opportunity. Continuous monitoring for emerging signs of a possible new world order post-COVID-19 crisis is a must for aspiring businesses and their astute leaders seeking to find success in the now changing Virtual Reality (VR) market landscape. All research viewpoints presented are based on validated engagements from influencers in the market, whose opinions supersede all other research methodologies.

Competitors identified in this market include, among others:

Advanced Micro Devices, Inc, AppReal-VR , Barco N.V, Crytek GmbH, Cubicle Ninjas, EON Reality Inc, Epic Games, Inc, Erminesoft, Firsthand Technology Inc, Google Inc, HTC Corporation, Hyperlink Infosystem, Immersive Robotics, Intel Corporation, Jaunt, Inc, Kopin Corporation, Inc, Leap Motion, Inc, Lenovo (China), MindMaze Holding SA, NVIDIA Corporation, Oculus VR, LLC, Pimax Technology (Shanghai) Co, Ltd, Pixvana, Inc, Qualcomm Technologies, Inc, Samsung Electronics Co, Ltd, Sensics, Inc, Sixense Enterprises Inc, Sony Interactive Entertainment, StarVR Corporation, Unigine Corp, Unity Technologies, Inc, Varjo Technologies, Virtalis Limited, VirtaMed AG, VRgineers, Inc, WorldViz

The global analysis and forecast periods covered within the report are 2020-2027 (Current & Future Analysis) and 2012-2019 (Historic Review). Research estimates are provided for 2020, while research projections cover the period 2021-2027.
Note: Product cover images may vary from those shown
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I. INTRODUCTION, METHODOLOGY & REPORT SCOPE

II. EXECUTIVE SUMMARY

1. MARKET OVERVIEW
Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
The Second Wave of VR Will Unleash VR as a Communication System/Interface
Recent Market Activity
From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking
Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
A Peek Into Active AR & VR Investors & the Companies Funded by Them
Crowdfunding, Emerges as the New Way Forward
Participants across the Value Chain Bet Big on Virtual Reality
VR Value Chain Participants
Enterprise Sector to Mobilize a Sizable Chunk of Growth in the VR Market
Industrial/Manufacturing Sector Hide a Goldmine of Opportunities for VR
Backed by the Promise of “Adding Value in Care”, VR in Healthcare Poised for Rapid Growth in a Rapidly Transforming Value Based Healthcare System
Convergence of VR & AR Into Mixed Reality to be the Bold New Future
Market Outlook
Global Competitor Market Shares
Virtual Reality (VR) Competitor Market Share Scenario Worldwide (in %): 2020 & 2029
Impact of Covid-19 and a Looming Global Recession

2. FOCUS ON SELECT PLAYERS
VR Hardware Manufacturers
Barco N.V (Belgium)
EON Reality Inc. (USA)
Google Inc. (USA)
HTC Corporation (Taiwan)
Immersive Robotics (Australia)
Intel Corporation (USA)
Kopin Corporation, Inc. (USA)
Leap Motion, Inc. (USA)
Lenovo (China)
MindMaze Holding SA (Switzerland)
Oculus VR, LLC (USA)
Pimax Technology (Shanghai) Co., LTD
Qualcomm Technologies, Inc. (USA)
Samsung Electronics Co., Ltd., (South Korea)
Sensics, Inc. (USA)
Sixense Enterprises Inc. (USA)
Sony Interactive Entertainment (USA)
StarVR Corporation (Taiwan)
Varjo Technologies (Finland)
Virtalis Limited (UK)
VirtaMed AG (Switzerland)
VRgineers, Inc (Czech Republic)
WorldViz (USA)
VR Software Developers (Includes Software Toolsfor VR Content, VR Video Capture, and VR App Developers)
Advanced Micro Devices, Inc. (USA)
AppReal-VR (Israel)
Cubicle Ninjas (USA)
Crytek GmbH (Germany)
Epic Games, Inc. (USA)
Erminesoft (USA)
Firsthand Technology Inc. (USA)
Hyperlink Infosystem (India)
Jaunt, Inc. (USA)
NVIDIA Corporation (USA)
Pixvana, Inc. (USA)
Unigine Corp. (Russia)
Unity Technologies, Inc. (USA)

3. MARKET TRENDS & DRIVERS
The Rise & Fall of Mobile VR: The Insider Story of Why Consumer VR is Falling
The Rise of VR Arcades: The Last Ditch Attempt to Revive the Consumer Gaming Market
Non-Consumer Applications: The Future of VR
Value of VR in Advertising Rises InSync With the Importance of Immersive & Interactive Visualization in Digital Marketing
VR Ready for Fishing Opportunities in the US$1.5 Trillion Aerospace Industry
VR’s Room-Scale Immersive Experience to Revolutionize Real Estate and Architecture
Educational VR Experiences to Complement Traditional Teaching Methods
VR Technology Promotes Immersive and Cost-effective Simulation Based Training
Future of VR Lies in the Hardware Design: A Review
A Peek Into the Latest Headset Innovations in the Market
HTC Vive Pros Features Improved Visual Fidelity and Room Scale Experience to Attract Enterprise Users
Upgrades Propel Affordable Oculus Rift and Sony PSVR to Compete With HTC Vive in Immersive Gameplay
Standalone VR Headsets Promote Untethered VR Experience: Oculus Go Stands Out Among Pricier Competitors
Pimax 8K VR Premium Headset Provides Widest FOV to Increase Immersive Effect
Increased Focus on Innovations in Mobile VR Headsets in a Bid to Battle the Threat of Standalone VR Headsets
Innovations in VR Accessories to Enhance Immersive Experience
VR Content/Apps Rise in Significance On Par With Hardware to Influence the Commercial Success of VR Technology
List of Leading VR Apps Classified by End Use Application
Issues & Challenges
Yet to be Resolved Technology Issues - A Major Concern
Low Resolution of HMDs
Performance Issues from Display Latency of VR Devices
Massive Size of HMDs
Non-Compatibility with Other Devices
Need for Systems with High End Configuration & its Cost Implications
Maintaining Consistent Video Quality - A Major Technology Challenge
Data Storage - A Critical But Often Ignored VR Function
Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue
Lack of Awareness & Penetration in Addressable Markets

4. GLOBAL MARKET PERSPECTIVE
TABLE 1: Virtual Reality (VR) Global Market Estimates and Forecasts in US$ Thousand by Region/Country: 2020-2027
TABLE 2: Virtual Reality (VR) Market Share Shift across Key Geographies Worldwide: 2020 VS 2027
TABLE 3: Consumer Electronics (End-Use) Global Opportunity Assessment in US$ Thousand by Region/Country: 2020-2027
TABLE 4: Consumer Electronics (End-Use) Percentage Share Breakdown of Global Sales by Region/Country: 2020 VS 2027
TABLE 5: Aerospace (End-Use) Worldwide Sales in US$ Thousand by Region/Country: 2020-2027
TABLE 6: Aerospace (End-Use) Market Share Shift across Key Geographies: 2020 VS 2027
TABLE 7: Industrial (End-Use) Global Market Estimates & Forecasts in US$ Thousand by Region/Country: 2020-2027
TABLE 8: Industrial (End-Use) Market Share Breakdown by Region/Country: 2020 VS 2027
TABLE 9: Other End-Uses (End-Use) Demand Potential Worldwide in US$ Thousand by Region/Country: 2020-2027
TABLE 10: Other End-Uses (End-Use) Share Breakdown Review by Region/Country: 2020 VS 2027

III. MARKET ANALYSIS

GEOGRAPHIC MARKET ANALYSIS

UNITED STATES
Market Facts & Figures
US Virtual Reality (VR) Market Share (in %) by Company: 2020 & 2025
Market Analytics
TABLE 11: United States Virtual Reality (VR) Latent Demand Forecasts in US$ Thousand by End-Use: 2020 to 2027
TABLE 12: Virtual Reality (VR) Market Share Breakdown in the United States by End-Use: 2020 VS 2027
CANADA
TABLE 13: Canadian Virtual Reality (VR) Market Quantitative Demand Analysis in US$ Thousand by End-Use: 2020 to 2027
TABLE 14: Canadian Virtual Reality (VR) Market Share Analysis by End-Use: 2020 VS 2027
JAPAN
TABLE 15: Japanese Demand Estimates and Forecasts for Virtual Reality (VR) in US$ Thousand by End-Use: 2020 to 2027
TABLE 16: Virtual Reality (VR) Market Share Shift in Japan by End-Use: 2020 VS 2027
CHINA
TABLE 17: Chinese Demand for Virtual Reality (VR) in US$ Thousand by End-Use: 2020 to 2027
TABLE 18: Chinese Virtual Reality (VR) Market Share Breakdown by End-Use: 2020 VS 2027
EUROPE
Market Facts & Figures
European Virtual Reality (VR) Market: Competitor Market Share Scenario (in %) for 2020 & 2025
Market Analytics
TABLE 19: European Virtual Reality (VR) Market Demand Scenario in US$ Thousand by Region/Country: 2018-2025
TABLE 20: European Virtual Reality (VR) Market Share Shift by Region/Country: 2020 VS 2027
TABLE 21: European Virtual Reality (VR) Addressable Market Opportunity in US$ Thousand by End-Use: 2020-2027
TABLE 22: European Virtual Reality (VR) Market Share Analysis by End-Use: 2020 VS 2027
FRANCE
TABLE 23: Virtual Reality (VR) Quantitative Demand Analysis in France in US$ Thousand by End-Use: 2020-2027
TABLE 24: French Virtual Reality (VR) Market Share Analysis: A 7-Year Perspective by End-Use for 2020 and 2027
GERMANY
TABLE 25: Virtual Reality (VR) Market in Germany: Annual Sales Estimates and Forecasts in US$ Thousand by End-Use for the Period 2020-2027
TABLE 26: Virtual Reality (VR) Market Share Distribution in Germany by End-Use: 2020 VS 2027
ITALY
TABLE 27: Italian Demand for Virtual Reality (VR) in US$ Thousand by End-Use: 2020 to 2027
TABLE 28: Italian Virtual Reality (VR) Market Share Breakdown by End-Use: 2020 VS 2027
UNITED KINGDOM
TABLE 29: United Kingdom Demand Estimates and Forecasts for Virtual Reality (VR) in US$ Thousand by End-Use: 2020 to 2027
TABLE 30: Virtual Reality (VR) Market Share Shift in the United Kingdom by End-Use: 2020 VS 2027
REST OF EUROPE
TABLE 31: Rest of Europe Virtual Reality (VR) Addressable Market Opportunity in US$ Thousand by End-Use: 2020-2027
TABLE 32: Rest of Europe Virtual Reality (VR) Market Share Analysis by End-Use: 2020 VS 2027
ASIA-PACIFIC
TABLE 33: Virtual Reality (VR) Quantitative Demand Analysis in Asia-Pacific in US$ Thousand by End-Use: 2020-2027
TABLE 34: Asia-Pacific Virtual Reality (VR) Market Share Analysis: A 7-Year Perspective by End-Use for 2020 and 2027
REST OF WORLD
TABLE 35: Rest of World Virtual Reality (VR) Market Quantitative Demand Analysis in US$ Thousand by End-Use: 2020 to 2027
TABLE 36: Rest of World Virtual Reality (VR) Market Share Analysis by End-Use: 2020 VS 2027

IV. COMPETITION
Total Companies Profiled: 126
Note: Product cover images may vary from those shown
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