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

March 2021 | 92 pages | ID: V227EDBB59EEN
Renub Research

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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 Renub Research latest report, the Global Virtual Reality Market will be USD 80.16 Billion by the end of 2026.

In this report, we have 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 our 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.

Renub Research 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
1. INTRODUCTION

2. RESEARCH & METHODOLOGY

3. 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


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