Asia Pacific Virtual Reality Market
Market Size in USD Billion
CAGR : %
Forecast Period |
2024 –2031 |
Market Size (Base Year) |
USD 21.82 Billion |
Market Size (Forecast Year) |
USD 182.77 Billion |
CAGR |
|
Major Markets Players |
Asia-Pacific Virtual Reality Market, By Component (Hardware, Software), Device Type (Head-Mounted Displays, Projectors and Display Walls, Gesture-Tracking Devices), Technology (Fully Immersive, Non-Immersive, Semi Immersive), Vertical (Entertainment and Media, Healthcare, Industrial, Commercial, Aerospace and Defense, Automotive, Education, Others) – Industry Trends and Forecast to 2031.
Asia-Pacific Virtual Reality Market Analysis and Size
In gaming and entertainment, virtual reality (VR) transforms the user experience by transporting players into immersive digital environments. VR gaming allows users to interact with virtual worlds using specialized headsets and controllers, providing a heightened sense of presence and interactivity. Players can explore fantastical realms, engage in thrilling adventures, and participate in realistic simulations. VR technology enables developers to create immersive storytelling experiences, interactive environments, and innovative gameplay mechanics.
For Instance,
In July 2021, Virtex announced plans for 'Virtex Stadium,' a virtual reality venue offering fans the unique experience of watching games alongside friends from the center of the field. This innovation aligns with the surge in eSports popularity and the increasing accessibility of VR technology. With the global eSports audience projected to grow from 474 million in 2021 to 577.2 million by 2024, Virtex's VR stadium reach to this expanding market by providing immersive and social viewing experiences for gaming enthusiasts.
Asia-Pacific virtual reality market size was valued at USD 21.82 billion in 2023 and is projected to reach USD 182.77 billion by 2031, with a CAGR of 30.43% during the forecast period of 2024 to 2031. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.
Report Scope and Market Segmentation
Report Metric |
Details |
Forecast Period |
2024-2031 |
Base Year |
2023 |
Historic Years |
2022 (Customizable to 2016-2021) |
Quantitative Units |
Revenue in USD Billion, Volumes in Units, Pricing in USD |
Segments Covered |
Component (Hardware, Software), Device Type (Head-Mounted Displays, Projectors and Display Walls, Gesture-Tracking Devices), Technology (Fully Immersive, Non-Immersive, Semi Immersive), Vertical (Entertainment and Media, Healthcare, Industrial, Commercial, Aerospace and Defense, Automotive, Education, Others) |
Countries Covered |
Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific |
Market Players Covered |
Sony Corporation (Japan), Lenovo (China), Autodesk Inc (U.S.), SKONEC ENTERTAINMENT Co., Ltd (India), bHaptics Inc.(U.S.), FXGear Inc.(U.S.), INNOSIMULATION CO., LTD. (Korea), StarVR Corp (U.S.), Alphabet Inc. (U.S.), Barco (Belgium), CyberGlove Systems, Inc. (France), Meta (U.S.) |
Market Opportunities |
|
Market Definition
Virtual reality (VR) is a computer-generated simulation of an immersive, three-dimensional environment that users can interact with using specialized hardware, such as VR headsets and controllers. It aims to create a sensory experience that mimics the real world or transports users to fantastical realms, often involving sight, sound, and sometimes touch. It tracks head movements and responding in real-time, VR technology creates a sense of presence, allowing users to feel as if they are truly present within the virtual environment.
Virtual Reality Market Dynamics
Drivers
- Expansion in Virtual Reality Content Leads to the Growing VR Hardware Sales
As developers create a diverse range of content including games, simulations, educational experiences, and enterprise applications, the appeal and utility of VR technology broaden. This proliferation of content attracts consumers and meets the increasing demand for immersive experiences across various industries. Moreover, the availability of compelling VR content stimulates the adoption of VR hardware, driving sales and market expansion. The continuous innovation and expansion of VR content contribute to the overall growth and maturity of the VR market, making it an increasingly attractive investment and development opportunity for businesses and developers alike.
- Increased Deployment of Virtual Reality (VR) Technology in the Aerospace Industry
Aerospace companies utilize VR for various applications, including aircraft design, simulation-based training for pilots and astronauts, maintenance and repair procedures, and mission planning. VR enhances safety, efficiency, and cost-effectiveness in aerospace operations by providing realistic simulations and immersive training experiences. The demand for VR solutions in aerospace continues to grow as companies prioritize innovation, training effectiveness, and operational excellence, thereby fueling the expansion of the VR market.
Opportunities
- Growing Technological Advancements Improve the Quality of VR Experiences
Improvements in hardware, such as higher-resolution displays, more accurate tracking systems, and lighter, more comfortable headsets, enhance the immersive experience for users. Similarly, advances in software development, including better rendering techniques, realistic physics simulations, and artificial intelligence integration, enable developers to create more compelling and interactive VR content. Virtual reality advancements improve the quality of its experiences and drive innovation in diverse industries, expanding the potential applications of VR beyond gaming to fields like healthcare, education, training, and virtual collaboration. As technology continues to evolve, the VR market stands poised for continued growth, offering exciting possibilities for immersive experiences and transformative solutions.
For Instance,
In March 2022, Liquid Avtar Technologies Inc launches the inaugural loyalty program and payment card tailored for the metaverse, aligning with the trend of virtual reality advancements. This physical card, powered by OptimizeFT's Engage360 platform, signifies the intersection of fintech solutions with immersive digital experiences, offering users in the U.S. novel opportunities for engagement and transactions within virtual environments
- Rising Adoption of VR Technology due to Growing Demand for Enhanced User Experiences
Consumers increasingly seek more immersive and interactive experiences across various sectors, including gaming, entertainment, education, and training. VR technology offers unparalleled immersion, enabling users to explore virtual worlds, interact with digital environments, and engage in realistic simulations. Businesses can captivate audiences with innovative storytelling by leveraging VR, interactive content, and immersive brand experiences, driving customer engagement and loyalty. This demand creates a fertile ground for VR developers and content creators to innovate, expand their offerings, and capitalize on the growing appetite for enhanced user experiences in the digital realm.
Restraints/Challenges
- High Cost of Virtual Reality (VR) Technology for Developers
VR hardware, including headsets and controllers, often comes with a hefty price tag, making it inaccessible to a large segment of consumers, especially those with limited disposable income. The need for powerful computing devices to run VR applications further adds to the overall cost. This barrier inhibits mass adoption of VR technology and slows down market expansion. High costs also deter developers from investing in VR content creation, limiting the availability of compelling experiences.
- Complex Regulatory hurdles Limits the Innovation in the VR Industry
The lack of established regulations specific to VR complicates compliance efforts for manufacturers and developers. Issues such as data privacy, user safety, and potential health risks require careful consideration and may vary across different regions and jurisdictions. Uncertainty surrounding regulatory frameworks can impede investment and innovation in the VR industry, hindering its growth and adoption. Additionally, navigating complex regulatory landscapes increases compliance costs and operational challenges for businesses operating in the VR market.
This market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.
Recent Developments
- In March 2022, DPVR launches the DPVR 4G/5G module for its VR headsets, facilitating mobile usage and remote work in industries like training, healthcare, education, and conferences. With support for global frequency bands, this advancement enhances accessibility and flexibility for VR integration across various verticals
- In January 2022, Sony Entertainment's acquisition of Bungie, renowned for creating Destiny and Halo games, for USD 3.6 billion aims to bolster Sony's reach to a broader audience worldwide. Bungie's expertise in game development and its established franchises align with Sony's strategy to expand its gaming portfolio and engage millions of gamers globally
- In October 2021, Capcom collaborates with Oculus Studios and Armature Studio to launch Resident Evil 4 exclusively for Oculus Quest 2 in VR format. The acclaimed game offers an immersive first-person perspective, providing comfort options for both seated and standing players. With support for teleportation and room-scale movement, players can explore the game's world in a more immersive and interactive manner
Virtual Reality Market Scope
The market is segmented based on component, device type, technology, and vertical. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.
Component
- Hardware
- Software
Device Type
- Head-Mounted Displays
- Projectors and Display Walls
- Gesture-Tracking Devices
Technology
- Fully Immersive
- Semi Immersive
- Non-Immersive
Vertical
- Automotive
- Aerospace and Defense
- Entertainment and Media
- Healthcare
- Education
- Industrial
- Commercial
- Others
Asia-Pacific Virtual Reality Market Region Analysis/Insights
The market is analyzed, and market size insights and trends are provided by the country, component, device type, technology, and vertical as referenced above.
The countries covered in the market covers countries are Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, and rest of Asia-Pacific.
China is expected to dominate the virtual reality market, propelled by rapid adoption of VR devices for educational and training purposes. The country's robust growth stems from its burgeoning market for VR technology, particularly in sectors such as education and training. With a vast potential market and increasing investment in VR infrastructure, China is experiencing accelerated growth in the adoption of virtual reality, positioning itself as a key player in shaping the future of the industry.
The country section of the global sales force automation software market report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points such as consumption volumes, production sites and volumes, import export analysis, price trend analysis, cost of raw materials, down-stream and upstream value chain analysis are some of the major pointers used to forecast the market scenario for individual countries. Also, presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.
Competitive Landscape and Virtual Reality Market Share Analysis
The market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, Global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to market.
Some of the major players operating in the market are:
- Sony Corporation (Japan)
- Lenovo (China)
- Autodesk Inc (U.S.)
- SKONEC ENTERTAINMENT Co., Ltd (India)
- bHaptics Inc.(U.S.)
- FXGear Inc.(U.S.)
- INNOSIMULATION CO., LTD. (Korea)
- StarVR Corp (U.S.)
- Alphabet Inc. (U.S.)
- Barco (Belgium)
- CyberGlove Systems, Inc. (France)
- Meta (U.S.)
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Research Methodology
Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.
The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.
Customization Available
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