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Asia Pacific Virtual Reality Market Size, Segments, Outlook, and Revenue Forecast 2019-2030 by Component, Device Type, Technology, End User and Major Countries

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    Report

  • 140 Pages
  • November 2022
  • Region: Asia Pacific
  • Ken Research Private Limited
  • ID: 5695702
The technology of Virtual Reality (VR) helps create a simulated three-dimensional experience whereby users can interact with a virtual surroundings in a way that resembles reality. The basic tools to create such an environment include hardware, software, and content, where hardware includes sophisticated head-mounted devices, eyewear, and much more.

The Asia Pacific Virtual Reality Market recorded a positive CAGR of nearly 20% due to the enhancements in immersive quality, fault detection & cost-reduction capabilities, and improved quality of visualization. The market is estimated to be US$4 billion in 2022 and is expected to reach around US$16 billion by 2030. VR acted as a collaborative tool at the time of the pandemic, helping users to interact with each other in a virtual world. Students could learn from the virtual labs and classrooms using VR. Moreover, VR technology helped users improve their mental health by allowing the user to connect with others during quarantine.

According to Goldman Sachs, Healthcare is among the top 3 industries that will be the leading adopters of VR Technology. 82% of healthcare professionals said that VR was expected to create a convenient way of learning and practicing for. While it enabled doctors and physicians to diagnose the disease more accurately, it helped surgeons learn procedures in a simulated environment, saving costs and reducing potential medical risks.

The spread of the internet is also expected to drive a surge in VR technology adoption. According to GSMA, a global organization representing the worldwide mobile communications industry, the Asia Pacific region has a mobile broadband coverage of 96%. According to GSMA’s Mobile Economy Asia Pacific 2022 Report, there are expected to be more than 400 million 5G connections by 2025.

Especially in countries like Japan, Singapore, and South Korea, 5G connections are expected to account for nearly 55% of the country’s connections by 2025.

However, issues relating to display latency persists to be a roadblock in the growth trajectory of the VR market. A scientific study, done on the latency impact on Quality of Experience in a Virtual Reality simulator for remote control of machines, showed that latency in the display update had a severe impact and should be avoided or kept limited to 30-35 milliseconds (ms).

Since Covid-19 Pandemic, the use of VR for Learning, Training, and Treatment has significantly increased since it encouraged students, teachers, and professors to learn and educate using VR labs. For instance, EON-XR, EON Reality’s immersive learning solution, helped thousands of primary and secondary school students access quality education through its hardware-agnostic capabilities that could be used on existing tablets and smartphones.

Scope of the Report

A three-dimensional artificial environment created by a computer is virtual reality. By using head-mounted displays, the user can interact with the world intuitively, and gesture tracking sensors assist in identifying our hand or body movement. The total yearly earnings from the components, devices, and technologies that offer a range of product types, such as head-mounted displays, gesture tracking devices, projectors, and display walls within the specified geographic area make up the virtual reality market (in this case - Asia-pacific). However, the distribution margin and their fee for installation and services are not included in the market revenue.

Furthermore, the Virtual Reality Market is segmented by Component, Device Type, and Technology. In addition, the report also covers market size and forecasts for the region's five major countries' Virtual Reality Markets. The revenue used to size and forecast the market for each segment is USD billion.

By Component

  • Hardware
  • Software
  • Content
  • Services

By Device Type

  • Head Mounted Displays
  • Gesture Tracking Devices
  • Projectors and Display Walls
  • Others

By Technology

  • Non-Immersive
  • Semi-Immersive
  • Fully Immersive

By End-User Segment

  • Gaming and Entertainment
  • Automotive
  • Retail and Ecommerce
  • Healthcare
  • Defense and Security
  • Education
  • Architecture & Planning and Real Estate
  • Travel and Tourism
  • Electronics and Engineering Goods
  • Others

By Geography

  • China
  • Japan
  • India
  • South Korea
  • Taiwan
  • Singapore
  • Rest of Asia Pacific (Australia, Bangladesh, Brunei, Indonesia, Sri Lanka Malaysia, Philippines, Vietnam, and Others)

Key Players

  • Meta Platforms Inc
  • Microsoft
  • Samsung
  • Sony
  • Google (Alphabet Inc.)
  • Qualcomm
  • NVIDIA
  • AMD
  • Intel
  • HTC Corporation
  • Eon Reality
  • Autodesk

Key Trends by Market Segment

By Component: Hardware Component holds the largest share of the Asia Pacific Virtual Reality market. The Services component is expected to grow the fastest.

Using 360-degree video, a fully immersive VR experience may be delivered. Multiple research works carried out on the topic show that user interactions with 360-degree films are rapidly increasing, and as a result, it is expected that the adoption of such movies will increase.

The cost of VR headsets is being reduced by major players in the sector, like HTC and Meta, boosting adoption.

Between Q2 2017 and Q1 2022, the number of VR headset shipments from China increased from 80,000 to 257,000.

By Device Type: Gesture Tracking Devices are expected to grow the fastest, owing to the increased efforts by industries to make advanced devices for the user and offer a fully virtual environment where it would be possible to perform various gestures like clapping, high fives, etc.

The entertainment business is experiencing healthy patent activity linked to gesture tracking devices. Between 2016 and the first quarter of 2021, CB Insights discovered more than 500 patent filings relating to gesture recognition or hand gestures.

As an outcome of the physical gathering restrictions induced by the outbreak of the Coronavirus pandemic, according to Pankaj Gupta, founder of Enablex, there was a huge demand for virtual events, eventually resulting in increased adoption of VR. The founder added that demands from private coaching companies and educational institutions also boosted the adoption of VR.

Users with head-mounted displays have the option to design a personalized, interactive environment. It assists in practicing risky scenarios like fires, collisions, etc., or in developing skills with fewer interruptions than the natural environment may provide.

ByTechnology: The Fully Immersive technology segment of the Asia Pacific Virtual Reality market is expected to grow the fastest during the forecast period.

Immersive Technology has been adopted in multiple sectors, with significant uptake in South Korea’s manufacturing sector, a sector that contributed to 25% of the country’s GDP in 2021.
360-degree technology is one of the latest innovations helping Virtual Reality experiences to improve.

Manufacturing businesses' productivity and efficiencies are rising due to immersive technology. Immersive technology has a significant advantage in lowering training costs, boosting knowledge, and accelerating product release.

By Geography: China is expected to remain the largest geographic segment within the total Asia Pacific Virtual Reality market.

Due to the increased adoption of Virtual Reality across diverse sectors, and since the current penetration is still at a moderate level, Singapore is anticipated to see the fastest development within the region, with the highest CAGR for the projected period.

According to a report by the India Brand Equity Foundation, the adoption of AR/VR has increased across a variety of business sectors in India.

In India, smartphone penetration was 54% in 2020 and is expected to reach 96% by 2040 which would help immensely in improving VR technology accessibility.

To promote Japan’s local regions, METI (Ministry of Economy, Trade, and Industry) started providing subsidies to create content that utilized technology, such as VR and AR. However, the VR development company needs to follow the guidelines laid out by METI and partner with local businesses. The project has to be below 10 million to be eligible for a 50% subsidy.

Competitive Landscape:

  • The Virtual Reality market is highly competitive with ~500+ players which include globally diversified players, regional players as well as a large number of country-niche players, offering specialized experiences or catering to a particular end-user industry or technology
  • Large global players control about 50% of the market, while regional players hold the second largest share. Some of the major players in the market include HTC Corporation, Meta Platforms Inc., Microsoft, Samsung, Sony, Google (Alphabet Inc.), Qualcomm, NVIDIA, AMD, Intel, Eon Reality, Autodesk
Leading global specialist companies, such as Eon Reality, are highly focused on providing a significant number of Virtual Reality solutions and advanced techniques that can be used across multiple industries, including Automotive, Education, and more.

Recent Developments Related to Major Players

With the help of Meta Horizon Home, which is available from June 2022, customers can invite friends and track their fitness via the Oculus Mobile App, creating a more social VR experience.

HTC revealed that HTC VIVE and Holoride would collaborate to deliver VR entertainment to automobile passengers using the advancements brought on by 5G at the Mobile World Congress 2022.

Microsoft and Samsung, two industrial behemoths, announced their collaboration on December 2021 for their upcoming mixed reality gadget projects like the Hololens, head-mounted mixed reality smart glasses.

To support VictoryXR's VR education initiative, Qualcomm in April 2021 declared that they are working with the company to provide Oculus Quest 2 headsets running on the Qualcomm Snapdragon Mobile platform.

On September 2022, Sony announced another cutting-edge Virtual Reality headset, PlayStation VR2.

Conclusion

The Asia Pacific Virtual Reality Market is forecasted to continue strong growth during the forecast period and reach a revenue of ~US$16 billion by 2030, primarily driven by rising demand for Virtual Reality from all major industry sectors for an immersive experience and improved quality of visualization. Though the market is highly competitive with over 500+ participants, few global players control the dominant share and regional players also hold a significant share.

Note: This is a Planned/On-Demand report, so the figures quoted here for a market size estimate, forecast, growth, segment share, and competitive landscape are based on initial findings and might vary slightly in the actual report. Also, any required customizations can be covered to the best feasible extent for Pre-booking clients, and the report delivered within a maximum of two working weeks.

Key Topics Covered in the Report

  • Snapshot of Asia Pacific Virtual Reality Market
  • Industry Value Chain and Ecosystem Analysis
  • Market size and Segmentation of Asia Pacific Virtual Reality Market
  • Historic Growth of Overall Asia Pacific Virtual Reality Market and Segments
  • Competition Scenario of the Market and Key Developments of Competitors
  • Porter’s 5 Forces Analysis of Asia Pacific Virtual Reality Industry
  • Overview, Product Offerings, and SWOT Analysis of Key Competitors
  • Covid 19 Impact on the Overall Asia Pacific Virtual Reality Market
  • Future Market Forecast and Growth Rates of the Total Asia Pacific Virtual Reality Market and by Segments
  • Market Size of Application/End User Segments with Historical CAGR and Future Forecasts
  • Analysis of Virtual Reality Market in Major Asia Pacific Countries
  • Major Production/Consumption Hubs in the Major Asia Pacific Countries
  • Major Production/Supply and Consumption/Demand Hubs in Each Major Country
  • Major Country-wise Historic and Future Market Growth Rates of the Total Market and Segments
  • Overview of Notable Emerging Competitor Companies within Each Major Country

Major Companies Covered in the Report

  • Meta Platforms Inc
  • Microsoft
  • Samsung
  • Sony
  • Google (Alphabet Inc.)
  • Qualcomm
  • NVIDIA
  • AMD
  • Intel
  • HTC Corporation
  • Eon Reality
  • Autodesk
  • NOLO
  • Realis
  • UtoVR
  • Holoeyes
  • Nurve
  • Cluster
  • VA Corporation
  • TEELABS
  • Nunaps
  • Foyr
  • QuaQua
  • Parallax Labs
  • VRcollab
  • Mind Palace
  • ALO

Key Target Audience - Organizations and Entities Who Can Benefit by Subscribing This Report

  • Virtual Reality Solutions Development Companies
  • Virtual Reality Equipment and Solutions Distributors
  • Potential Investors in Virtual Reality Companies
  • Virtual Reality Association
  • Utilities Sector Organizations
  • Automotive Display Systems Development Companies
  • Transportation Equipment Manufacturers
  • Urban Mobility Systems Companies
  • Industrial Power Generation Equipment Companies
  • Commercial Power Generation Equipment Companies
  • Research & Development Institutes
  • Government Ministries and Departments of Information Technology
  • Investors and financial community professionals
  • PE and VC Firms focused on Information Technology Sector

Time Period Captured in the Report

  • Historical Period: 2019-2021
  • Forecast Period: 2022E-2030F

Frequently Asked Questions

  • What is the Study Period of this Market Report?

  • The Asia Pacific Virtual Reality Market is covered from 2019 - 2030 in this report, which includes a forecast for the period 2022-2030

What is the Future Growth Rate of the Asia Pacific Virtual Reality Market?

  • The Asia Pacific Virtual Reality Market is expected to witness a CAGR of about 20% over the forecasted period

What are the Key Factors Driving the Asia Pacific Virtual Reality Market?

  • Rising demand for Virtual Reality among all major end-user sectors and increased usage are expected to be the primary drivers of this market

Which is the Largest Technology Segment within the Asia Pacific Virtual Reality Market?

  • Fully Immersive Technology holds the largest share of the Asia Pacific Virtual Reality Market

Who are the Key Players in Asia Pacific Virtual Reality Market?

  • HTC Corporation, Meta Platforms Inc., Microsoft, Samsung, Sony, Google (Alphabet Inc.), Qualcomm, NVIDIA, AMD, Intel, Eon Reality, and Autodesk are the major companies operating in Asia Pacific Virtual Reality Market.


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Table of Contents

1. Executive Summary
1.1. Highlights of Total Asia Pacific Virtual Reality Market Historic Growth & Forecast
1.2. Highlights of Market Trends, Challenges, and Competition
1.3. Highlights of Market Revenue Share by Segments
2. Market Overview and Key Trends Impacting Growth
2.1. Market Definition and Key Terms & Abbreviations
2.2. Asia Pacific Virtual Reality Market Taxonomy
2.3. Industry Value Chain
2.4. Ecosystem of Major Entities in Asia Pacific Virtual Reality Market
2.5. Government Regulations & Developments
2.6. Key Growth Drivers Impacting the Market
2.7. Issues and Challenges in the Asia Pacific Virtual Reality Market
2.8. Key Trends in Asia Pacific Virtual Reality Market
2.9. Covid-19 Impact on Asia Pacific Virtual Reality Market
2.10. Total Asia Pacific Virtual Reality Market Historic Growth by Segment, 2019-2021
  • By Component
  • By Device Type
  • By Technology
  • By Geography
  • By End User Industry
2.11. Total Asia Pacific Virtual Reality Market Historic Growth and Forecasts, 2019-2030
2.12. Key Takeaways
3. Total Asia Pacific - Market Segmentation by Component, Historic Growth, Outlook & Forecasts
3.1. Market Definition - Segmentation by Component
3.2. Market Revenue Share, Historic Growth, Outlook and Forecasts by Component, 2019-2030
  • Hardware
  • Software
  • Content
  • Services
3.3. Key Developments in Component Segments Impacting Market Future Growth
3.4. Key Takeaways from Market Segmentation by Component
4. Total Asia Pacific - Market Segmentation by Device, Historic Growth, Outlook & Forecasts
4.1. Market Definition - Segmentation by Device
4.2. Market Revenue Share, Historic Growth, Outlook and Forecasts by Device, 2019-2030
  • Head-Mounted Displays
  • Gesture Tracking Device
  • Projectors and Display Walls
4.3 Key Developments in Device type Segments Impacting Market Future Growth
4.4 Key Takeaways from Market Segmentation by Device Type
5. Total Asia Pacific - Market Segmentation by Technology, Historic Growth, Outlook & Forecasts
5.1. Market Definition - Segmentation by Technology
5.2. Market Revenue Share, Historic Growth, Outlook and Forecasts by Technology, 2019-2030
  • Non-Immersive
  • Semi Immersive
  • Fully Immersive
5.3. Key Developments in Technology Segment Impacting Market Future Growth
5.4. Key Takeaways from Market Segmentation by Technology
6. Total Asia Pacific Market Segmentation by End-User Segment/Industry, Growth, Outlook & Forecasts
6.1. Market Definition - Segmentation by End User Industry
6.2. Benefits of Virtual Reality Adoption in End User Industries
6.3. Market Revenue Share, Historic Growth, Outlook and Forecasts by End-User Industry, 2019-2030
  • Gaming and Entertainment
  • Automotive
  • Retail and Ecommerce
  • Healthcare
  • Defence and Security
  • Education
  • Architecture & Planning and Real Estate
  • Travel and Tourism
  • Engineering and Electronic Goods
  • Others
6.4. Key Developments in the Asia Pacific Virtual Reality End User Industries Impacting Market Future Growth
6.5. Covid-19 Impact on End-User Segments/Industries
6.6. Key Takeaways from Market Segmentation by End-User Industry
7. Industry/Competition Analysis - Competitive Landscape
7.1. Types of Players (Competitors) & Share of Competition
7.2. Porter’s 5 Forces Analysis of Asia Pacific Virtual Reality Competitors
7.3. Key Developments in the Asia Pacific Virtual Reality Competitors Impacting Market Growth
7.4. Comparison of Leading Competitors within Asia Pacific Virtual Reality Market
7.5. Key Takeaways from Competitive Landscape
  • Key Competitor Profiles (Company Overview, Product Offerings, SWOT Analysis)
  • Meta Platforms Inc.
  • HTC Corporation
  • Microsoft
  • Samsung
  • Sony
  • Qualcomm
  • Nvidia
  • Google (Alphabet Inc.)
  • AMD
  • Intel
  • EON Reality
  • Autodesk
9. Geographic Analysis & Major Countries Market Historic Growth, Outlook and Forecasts
9.1. Total Asia Pacific - Market Revenue Share, Historic Growth, Outlook and Forecasts by Geography, 2019-2030
  • China - Virtual Reality Market Analysis
  • Major Production and Consumption Hubs in China
  • Notable Emerging Virtual Reality Companies in China
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Component Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Device Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Technology Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by End-User Industry, 2019-2030
  • Japan - Virtual Reality Market Analysis
  • Major Production and Consumption Hubs in Japan
  • Notable Emerging Virtual Reality Companies in Japan
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Component Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Device Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Technology Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by End-User Industry, 2019-2030
  • South Korea - Virtual Reality Market Analysis
  • Major Production and Consumption Hubs in South Korea
  • Notable Emerging Commercial and Industrial Robots Companies in South Korea
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Component Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Device Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Technology Type, 2019-2030Market Revenue Share, Historic Growth, Outlook and Forecasts by End-User Industry, 2019-2030
  • India - Commercial And Industrial Robots Market Analysis
  • Major Production and Consumption Hubs in India
  • Notable Emerging Commercial and Industrial Robots Companies in India
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Product Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Mobility Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Application, 2019-2030Market Revenue Share, Historic Growth, Outlook and Forecasts by End-User Industry, 2019-2030
  • Taiwan - Commercial And Industrial Robots Market Analysis
  • Major Production and Consumption Hubs in Taiwan
  • Notable Emerging Commercial and Industrial Robots Companies in Taiwan
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Product Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Mobility Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Application, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by End-User Industry, 2019-2030
  • Rest of Asia Pacific - Commercial And Industrial Robots Market Analysis
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Product Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Mobility Type, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by Application, 2019-2030
  • Market Revenue Share, Historic Growth, Outlook and Forecasts by End-User Industry, 2019-2030
9.2. Key Takeaways from Geographic Analysis and Major Country Market Forecasts
10. Industry Experts Opinions/Perspectives
10.1. Notable Statements/Quotes from Industry Experts and C-Level Executives on current and future state of the industry
11. Analyst Recommendations
11.1. Analyst Recommendations on Identified Major Opportunities and Potential Strategies to Gain from Opportunities
12. Appendix
12.1. Research Methodology - Market Size Estimation, Forecast and Sanity Check Approach
12.2. Sample Discussion Guide
  • Disclaimer

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Meta Platforms Inc.,
  • Microsoft,
  • Samsung,
  • Sony,
  • Google (Alphabet Inc.),
  • Qualcomm,
  • NVIDIA,
  • AMD,
  • Intel,
  • HTC Corporation,
  • Eon Reality,
  • Autodesk
  • NOLO
  • Realis
  • UtoVR
  • Holoeyes
  • Nurve
  • Cluster
  • VA Corporation
  • TEELABS
  • Nunaps
  • Foyr
  • QuaQua
  • Parallax Labs
  • VRcollab
  • Mind Palace
  • ALO