亚太虚拟现实市场 – 行业趋势及 2031 年预测

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亚太虚拟现实市场 – 行业趋势及 2031 年预测

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  • Upcoming Report
  • Apr 2024
  • Asia-Pacific
  • 350 页面
  • 桌子數: 220
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Asia Pacific Virtual Reality Market

市场规模(十亿美元)

CAGR :  % Diagram

Diagram Forecast Period
2024 –2031
Diagram Market Size (Base Year)
USD 21.82 Billion
Diagram Market Size (Forecast Year)
USD 182.77 Billion
Diagram CAGR
%
Diagram Major Markets Players
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  • Dummy2
  • Dummy3
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  • Dummy5

亚太虚拟现实市场,按组件(硬件、软件)、设备类型(头戴式显示器、投影仪和显示墙、手势跟踪设备)、技术(完全沉浸式、非沉浸式、半沉浸式)、垂直(娱乐和媒体、医疗保健、工业、商业、航空航天和国防、汽车、教育、其他)划分 - 行业趋势和预测到 2031 年。

亚太虚拟现实市场分析及规模

在游戏和娱乐领域,虚拟现实 (VR) 通过将玩家带入沉浸式数字环境来改变用户体验。VR 游戏允许用户使用专用耳机和控制器与虚拟世界互动,从而提供增强的临场感和互动性。玩家可以探索奇幻境界、参与惊心动魄的冒险并参与逼真的模拟。VR 技术使开发人员能够创造沉浸式的故事叙述体验、交互式环境和创新的游戏机制。

例如,

2021 年 7 月,Virtex 宣布了“Virtex Stadium”计划,这是一个虚拟现实场馆,为球迷提供与朋友一起在球场中心观看比赛的独特体验。这项创新与电子竞技人气的飙升和 VR 技术的日益普及相吻合。全球电子竞技观众预计将从 2021 年的 4.74 亿增长到 2024 年的 5.772 亿,Virtex 的 VR 体育场通过为游戏爱好者提供身临其境的社交观看体验,进入了这个不断扩大的市场。

2023 年亚太虚拟现实市场规模价值 218.2 亿美元,预计到 2031 年将达到 1827.7 亿美元,2024 年至 2031 年预测期内的复合年增长率为 30.43%。除了市场价值、增长率、细分市场、地理覆盖范围、市场参与者和市场情景等市场洞察外,Data Bridge 市场研究团队策划的市场报告还包括深入的专家分析、进出口分析、定价分析、生产消费分析和 pestle 分析。

报告范围和市场细分       

报告指标

细节

预测期

2024-2031

基准年

2023

历史岁月

2022 (可定制为 2016-2021)

定量单位

收入(单位:十亿美元)、销量(单位:台)、定价(美元)

涵盖的领域

组件(硬件、软件)、设备类型(头戴式显示器、投影仪和显示墙、手势跟踪设备)、技术(完全沉浸式、非沉浸式、半沉浸式)、垂直(娱乐和媒体、医疗保健、工业、商业、航空航天和国防、汽车、教育、其他) 

覆盖国家

日本、中国、印度、韩国、澳大利亚、新加坡、马来西亚、泰国、印度尼西亚、菲律宾、亚太地区其他地区

涵盖的市场参与者

索尼公司(日本)、联想(中国)、Autodesk Inc(美国)、SKONEC ENTERTAINMENT Co., Ltd(印度)、bHaptics Inc.(美国)、FXGear Inc.(美国)、INNOSIMULATION CO., LTD.(韩国)、StarVR Corp(美国)、Alphabet Inc.(美国)、巴可公司(比利时)、Cyber​​Glove Systems, Inc.(法国)、Meta(美国)

市场机会

  • 不断进步的技术提高了 VR 体验的质量
  • 由于对增强用户体验的需求不断增长,VR 技术的采用率不断上升

市场定义

虚拟现实 (VR) 是一种由计算机生成的沉浸式三维环境模拟,用户可以使用 VR 耳机和控制器等专用硬件与之交互。它旨在创造一种感官体验,模仿现实世界或将用户带入奇幻境界,通常涉及视觉、声音,有时还有触觉。它跟踪头部运动并实时响应,VR 技术创造了一种临场感,让用户感觉自己仿佛真的身处虚拟环境中。

虚拟现实市场动态

驱动程序

  • 虚拟现实内容的扩展带动 VR 硬件销量增长

随着开发人员创建各种内容,包括游戏、模拟、教育体验和企业应用程序,VR 技术的吸引力和实用性不断扩大。内容的激增吸引了消费者,并满足了各行各业对沉浸式体验日益增长的需求。此外,引人入胜的 VR 内容的出现刺激了 VR 硬件的采用,推动了销售和市场扩张。VR 内容的不断创新和扩展促进了 VR 市场的整体增长和成熟,使其成为对企业和开发人员都越来越有吸引力的投资和发展机会。

  • 航空航天业虚拟现实(VR)技术的部署不断增加

航空航天公司将 VR 用于各种应用,包括飞机设计、飞行员和宇航员的模拟训练、维护和维修程序以及任务规划。VR 通过提供逼真的模拟和沉浸式培训体验,提高了航空航天运营的安全性、效率和成本效益。随着公司优先考虑创新、培训效果和卓越运营,航空航天业对 VR 解决方案的需求持续增长,从而推动了 VR 市场的扩张。

机会

  • 不断进步的技术提高了 VR 体验的质量

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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研究方法

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.

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Frequently Asked Questions

Increased Deployment of Virtual Reality (VR) Technology in the Aerospace Industry and Expansion in Virtual Reality Content Leads to the Growing VR Hardware Sales are the growth drivers of the Asia-Pacific virtual reality market.
The component, device type, technology, and vertical are the factors on which the Asia-Pacific virtual reality market research is based.
The major companies in the Asia-Pacific virtual reality 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.)
The Asia-Pacific Virtual Reality Market size will be worth USD 182.77 billion by 2031.
The Asia-Pacific Virtual Reality Market growth rate will be 30.43% by 2031.