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Virtual Reality Market Global Forecast by Software Application, Regions, End Users Hardware, Company Analysis

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    Report

  • 92 Pages
  • March 2021
  • Region: Global
  • Renub Research
  • ID: 5308274
Virtual Reality (VR) is a technology that produces a 3D computer-based environment where a person can traverse, inter-connect and participate in the unrealistic world. The Virtual Reality Marketing strategy changes the way products and services are developed and delivered, further transforming into increased productivity and operational efficiencies across domains like Live Events, Video Entertainment, Videogames, Education, Retail, Healthcare, Military, Engineering and Real Estate. Globally, Virtual Reality is likely to have multiple advanced applications for both consumer and enterprise in the coming years. As per the publisher latest report, the Global Virtual Reality Market will be USD 80.16 Billion by the end of 2026.

In this report, The publisher has bifurcated the Virtual Reality Market into hardware and software. The virtual reality hardware market constitutes sensors in the headset, which stalks the user's motion and switches the user's perspective accordingly. Besides, it also gives users the apprehension of physical omnipresence in that environment.

Learning and training and scientific visualization are amongst the most vital applications of virtual reality technology. It diminishes the investments and brings enhancement across a wide range of industries to provide extreme training situations. It is used for education purposes in several industries, including healthcare, machine operations, and corporate training. Besides, it also reduces the training budget in the form of equipment durability and logistics rebate.

In the year 2020, with the outbreak of COVID-19, Virtual Reality played a vital role in offering a comprehensive platform. The pop has led to a rise in virtual tech conferences and meet-ups since several organizations have cancelled their events and meetings. As an occurrence, tech giant Microsoft has announced to organize all its events digitally until July 2021, including its flagship Microsoft Ignite and Microsoft Build 2020. The worldwide Virtual Reality Market was at USD 23.70 Billion in the year 2020.

Regional Analysis

Europe has gained eminence over the past years due to the development and launch of innovative VR headsets targeted primarily at the region's gaming community. However, advancements in immersive technology have widened the scope of technology in several applications. The VR segment is growing, consumers are showing interest, and industry leaders recognize these areas as a potential opportunity for growth in the region. As per the research analysis, Global Virtual Reality Industry is expected to grow with a double-digit CAGR of 22.52% from 2020 to 2026.

Similarly, in the Asia Pacific region, Japan has introduced 5G commercial services in 2019, which has led to telecommunication companies' strategic initiatives to offer VR viewing platforms utilizing 5G connectivity. Furthermore, the governments' favourable initiatives, such as funds and investments to support VR companies, also boost virtual reality technology enactment in the region. This unique and useful benefit anticipates to build-up the market for Virtual Reality in the coming years.

This report has analyzed the competitive landscape and provided the key players' profiles such as Sony, Facebook (Oculus) and HTC. This market research report provides a complete analysis of the Global Virtual Reality Market Growth Drivers, Challenges, and projections from 2021 to 2026.

This latest Report "Global Virtual Reality Market by Software (Videogames, Live Events, Video Entertainment, Real Estate, Retail, Education, Healthcare, Engineering, Military), Software Application Regions (North America, Latin America, Europe, Asia, Rest of the World), End Users Hardware (Consumer, Enterprise), Country-wise Hardware (China, Japan, United States, Europe) Company Analysis(Sony, Oculus & HTC)"

Software Application - Market breakup from 9 Viewpoints

1. Videogames
2. Live Events
3. Video Entertainment
4. Real Estate
5. Retail
6. Education
7. Healthcare
8. Engineering
9. Military

Region - Software Application Market breakup by 5 Regions

1. North America
2. Latin America
3. Europe
4. Asia
5. Rest of the World

End Users - Market breakup from two Viewpoints

1. Consumer
2. Enterprise

Country - Hardware Application Market breakup by 4 Countries

1. China
2. Japan
3. United States
4. Europe

All Companies have been covered from 3 Viewpoints
  • Overview
  • Initiatives & Recent Developments
  • Revenue

Company Analysis

1. Sony
2. Facebook (Oculus)
3. HTC

Table of Contents

1. Introduction2. Research & Methodology3. Executive Summary
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. Global Virtual Reality Market
6. Market Share
6.1 Software vs. Hardware
6.2 Software Market Share by Application
6.3 Software Market Share by Region
6.4 Hardware Market Share by End User
6.5 Hardware Market Share by Country
7. Software Application Market
7.1 Videogames
7.2 Live Events
7.3 Video Entertainment
7.4 Real Estate
7.5 Retail
7.6 Education
7.7 Healthcare
7.8 Engineering
7.9 Military
8. Software Region Market
8.1 North America
8.2 Latin America
8.3 Europe
8.4 Asia
8.5 Rest of world
9. End User Hardware Market
9.1 Consumer
9.2 Enterprise
10. Country Hardware Market
10.1 China
10.2 Japan
10.3 United States
10.4 Europe
11. Volume - Virtual Reality Head Mounted Display (HMD)
12. Company Analysis
12.1 Sony
12.1.1 Company Overview
12.1.2 Exposure / Initiatives to Virtual Reality
12.1.3 Sales Analysis
12.2 Oculus
12.2.1 Company Overview
12.2.2 Exposure / Initiatives to Virtual Reality
12.2.3 Facebook VR Sales Analysis
12.3 HTC
12.3.1 Company Overview
12.3.2 Exposure / Initiatives to Virtual Reality
12.3.3 HTC VR Sales Analysis
List of Figures:
Figure-01: Global Virtual Reality Market (Million US$), 2016 - 2020
Figure-02: Global Forecast for - Virtual Reality Market (Million US$), 2021 - 2026
Figure-03: Application - Videogames Market (Million US$), 2016 - 2020
Figure-04: Application - Forecast for Videogames Market (Million US$), 2021 - 2026
Figure-05: Application - Live Events Market (Million US$), 2017 - 2020
Figure-06: Application - Forecast for Live Events Market (Million US$), 2021 - 2026
Figure-07: Application - Video Entertainment Market (Million US$), 2017 - 2020
Figure-08: Application - Forecast for Video Entertainment Market (Million US$), 2021 - 2026
Figure-09: Application - Real Estate Market (Million US$), 2017 - 2020
Figure-10: Application - Forecast for Real Estate Market (Million US$), 2021 - 2026
Figure-11: Application - Retail Market (Million US$), 2017 - 2020
Figure-12: Application - Forecast for Retail Market (Million US$), 2021 - 2026
Figure-13: Application - Education Market (Million US$), 2018 - 2020
Figure-14: Application - Forecast for Education Market (Million US$), 2021 - 2026
Figure-15: Application - Healthcare Market (Million US$), 2017 - 2020
Figure-16: Application - Forecast for Healthcare Market (Million US$), 2021 - 2026
Figure-17: Application - Engineering Market (Million US$), 2017 - 2020
Figure-18: Application - Forecast for Engineering Market (Million US$), 2021 - 2026
Figure-19: Application - Military Market (Million US$), 2016 - 2020
Figure-20: Application - Forecast for Military Market (Million US$), 2021 - 2026
Figure-21: North America - VR Software Market (Million US$), 2016 - 2020
Figure-22: North America - Forecast for VR Software Market (Million US$), 2021 - 2026
Figure-23: Latin America - VR Software Market (Million US$), 2016 - 2020
Figure-24: Latin America - Forecast for VR Software Market (Million US$), 2021 - 2026
Figure-25: Europe - VR Software Market (Million US$), 2016 - 2020
Figure-26: Europe - Forecast for VR Software Market (Million US$), 2021 - 2026
Figure-27: Asia - VR Software Market (Million US$), 2016 - 2020
Figure-28: Asia - Forecast for VR Software Market (Million US$), 2021 - 2026
Figure-29: Rest of world - VR Software Market (Million US$), 2016 - 2020
Figure-30: Rest of world - Forecast for VR Software Market (Million US$), 2021 - 2026
Figure-31: End User - VR Software Consumer Market (Million US$), 2018 - 2020
Figure-32: End User - Forecast for VR Software Consumer Market (Million US$), 2021 - 2026
Figure-33: End User - VR Software Enterprise Market (Million US$), 2018 - 2020
Figure-34: End User - Forecast for VR Software Enterprise Market (Million US$), 2021 - 2026
Figure-35: China - VR Software Market (Million US$), 2016 - 2020
Figure-36: China - Forecast for VR Software Market (Million US$), 2021 - 2026
Figure-37: Japan - VR Software Market (Million US$), 2016 - 2020
Figure-38: Japan - Forecast for VR Software Market (Million US$), 2021 - 2026
Figure-39: United States - VR Software Market (Million US$), 2016 - 2020
Figure-40: United States - Forecast for VR Software Market (Million US$), 2021 - 2026
Figure-41: Europe - VR Software Market (Million US$), 2016 - 2020
Figure-42: Europe - Forecast for VR Software Market (Million US$), 2021 - 2026
Figure-43: Virtual Reality Head Mounted Display Market (Million US$), 2017 - 2020
Figure-44: Forecast for - Virtual Reality Head Mounted Display Market (Million US$), 2021 - 2026
Figure-45: Sony - Global Revenue (Million US$), 2017 - 2020
Figure-46: Sony - Forecast for Global Revenue (Million US$), 2021 - 2026
Figure-47: Oculus - Global Revenue (Million US$), 2017 - 2020
Figure-48: Oculus - Forecast for Global Revenue (Million US$), 2021 - 2026
Figure-49: HTC - Global Revenue (Million US$), 2017 - 2020
Figure-50: HTC - Forecast for Global Revenue (Million US$), 2021 - 2026
List of Tables:
Table-01: Global Virtual Reality Software vs. Hardware (Percent), 2016 - 2020
Table-02: Global - Forecast for Virtual RealitySoftware vs. Hardware (Percent), 2021 - 2026
Table-03: Global - VR Software Market Share by Application (Percent), 2016 - 2020
Table-04: Global - Forecast for VR Software Market Share by Application (Percent), 2021 - 2026
Table-05: Global - VR Software Market Share by Region (Percent), 2016 - 2020
Table-06: Global - Forecast for VR Software Market Share by Region (Percent), 2021 - 2026
Table-07: Global - VR Hardware Market Share by End User (Percent), 2018 - 2020
Table-08: Global - Forecast for VR Hardware Market Share by End User (Percent), 2021 - 2026
Table-09: Global - VR Hardware Market Share by Countries (Percent), 2016 - 2020
Table-10: Global - Forecast for VR Hardware Market Share by Countries (Percent), 2021 - 2026

Companies Mentioned

  • Sony
  • Facebook (Oculus)
  • HTC

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

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