Middle East And Africa Virtual Reality Market
市场规模(十亿美元)
CAGR : %
Forecast Period |
2024 –2031 |
Market Size (Base Year) |
USD 3.78 Billion |
Market Size (Forecast Year) |
USD 68.72 Billion |
CAGR |
|
Major Markets Players |
>中东和非洲虚拟现实市场,按组件(硬件和软件)、设备类型(头戴式显示器、投影仪和显示墙以及手势跟踪设备)、技术(完全沉浸式、非沉浸式和半沉浸式)、垂直(娱乐和媒体、医疗保健、工业、商业、航空航天和国防、汽车、教育等)划分 - 行业趋势和预测到 2031 年。
中东和非洲虚拟现实市场市场分析和规模
虚拟现实市场为各个行业提供沉浸式体验,增强教育、培训和娱乐。其好处包括提高学习记忆力、技能发展的真实模拟和创新的游戏体验。在医疗保健领域,VR 有助于治疗和外科手术培训。在建筑领域,它促进了设计可视化。总体而言,VR 彻底改变了参与和互动。
Data Bridge Market Research 分析称,2023 年中东和非洲虚拟现实市场规模价值 37.8 亿美元,预计到 2031 年将达到 687.2 亿美元,2024 年至 2031 年预测期内的复合年增长率为 43.7%。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 Market Research 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 至 2031 年 |
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(硬件和软件)、设备类型(头戴式显示器、投影仪和显示墙以及手势跟踪设备)、技术(完全沉浸式、非沉浸式和半沉浸式)、垂直(娱乐和媒体、医疗保健、工业、商业、航空航天和国防、汽车、教育等) |
覆盖国家 |
沙特阿拉伯、阿联酋、南非、埃及、以色列以及中东和非洲其他地区 |
涵盖的市场参与者 |
索尼公司(日本)、联想(中国)、Autodesk Inc.(美国)、任天堂(日本)、Sixense Enterprises Inc.(美国)、HTC Corporation(台湾)、谷歌(美国)、巴可公司(比利时)、微软(美国)、LG 电子(韩国)、三星(韩国)、Axis Communications AB(瑞典)、江森自控(爱尔兰)、Avigilon Corporation(加拿大)、松下公司(日本)、Arcules, Inc.(美国)、EON Reality(美国)、Vuzix(美国)、CyberGlove Systems Inc.(美国)和 Ultraleap, Inc.(美国) |
市场机会 |
|
市场定义
Virtual reality (VR) is an immersive technology that simulates realistic experiences through computer-generated environments. Users typically interact with VR through specialized headsets that track head movements, creating a sense of presence in a virtual world. VR finds applications in gaming, education, training, therapy, and various industries for enhanced immersion.
Middle East and Africa Virtual Reality Market Dynamics
Drivers
- Rising Application in Enterprises
VR technology is gaining traction in enterprise applications such as training simulations, virtual meetings, product prototyping, and architectural visualization. Businesses see the potential for cost savings and efficiency gains through immersive experiences. VR enables realistic scenarios, fosters better collaboration, and streamlines design processes, driving its adoption across industries for enhanced training, communication, and prototyping solutions.
- Increased Adoption in Gaming
VR gaming has surged in popularity, driven by a growing number of developers crafting immersive experiences. The demand for top-tier gaming content propels the VR market forward, enticing players and creators. This trend reflects a burgeoning appetite for immersive, interactive gameplay, fueling innovation and investment in VR technology within the gaming industry.
For instance: Capcom launched Resident Evil 4 in VR for Oculus Quest 2 in October 2021. Developed in partnership with Oculus Studios and Armature Studio, it delivers a first-person VR perspective. It maximizes player immersion with comfort options for both standing and seated play, including teleportation and room-scale movement.
Opportunities
- Increasing Healthcare and Medical Training
VR technology is revolutionizing healthcare by offering immersive medical training, surgical simulations, therapy, and pain management solutions. Its capability to simulate realistic scenarios in a controlled environment drives its adoption in the healthcare sector. VR enables medical professionals to practice procedures, enhance skills, and improve patient care outcomes through safe and realistic experiences.
For instance: DPVR, headquartered in Shanghai, launched the DPVR 4G/5G in March 2022, enhancing its all-in-one VR headsets. This module facilitates mobile usage and remote work integration in various sectors such as training, healthcare, and education. It offers versatile connectivity options with global support for 2G/3G/4G and 5G bands.
- Integration with Augmented Reality (AR) and Mixed Reality (MR)
The fusion of virtual reality (VR) with augmented reality (AR) and mixed reality (MR) technologies is revolutionizing immersive experiences. This integration unlocks synergies, offering new opportunities across industries. From enhanced training simulations to interactive consumer experiences, the convergence of VR, AR, and MR is reshaping how we interact with digital content, blurring the lines between the physical and virtual worlds.
Restraints/Challenges
- High Cost of VR Devices
The high cost of VR devices presents a significant barrier to widespread adoption, limiting access for a large population segment. This financial constraint hampers market growth as it inhibits mass consumer participation. Affordability remains critical in expanding VR's reach and unlocking its potential across various industries, from gaming to education and beyond, necessitating efforts to reduce price barriers.
- Privacy and Security Concerns
Privacy and security concerns in VR, particularly regarding collecting sensitive biometric and behavioral data, pose significant barriers to market growth. Fear of data breaches and misuse of personal information deters potential users, undermining trust in VR platforms. Without robust measures to address these concerns, the market may struggle to attract and retain users, impeding its broader adoption and potential for success.
This virtual reality 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 virtual reality 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, Liquid Avtar Technologies Inc. debuted a loyalty program and payment card tailored for the metaverse, leveraging OptimizeFT's Engage360 platform. This initiative aims to bolster financial transactions and foster user engagement within the growing virtual reality (VR) market, reflecting the increasing integration of VR technologies into everyday consumer experiences
- In April 2021, Microsoft secured a USD 21.88 billion contract with the U.S. military, focusing on augmented reality (AR) headgear for soldiers. This HoloLens initiative underscores Microsoft's strides in the AR domain, expanding its product portfolio and advancing AR applications in both military and commercial sectors, thus contributing to the growth of the virtual reality market
- 2020 年 6 月,联想在 VR/AR 全球峰会线上会议上推出了 Mirage VR S3 一体机,提供增强的视觉效果和免提控制。该产品的首次亮相反映了联想致力于虚拟现实市场的创新,满足了消费者对沉浸式体验的需求,并为行业的技术进步做出了贡献
- 2020 年 6 月,Meta 收购了 Ready at Dawn,这是一家基于 VR 的视频游戏开发商,旨在为 Oculus Studios 创造身临其境的体验。这一战略举措凸显了 Meta 致力于通过引人入胜的内容丰富虚拟现实市场,并凸显了 VR 在游戏和娱乐行业日益增长的重要性
- 2020 年 5 月,Apple Inc. 收购了 NextVR Inc.,增强了其娱乐和体育内容的 VR 能力。此次收购凸显了 Apple 致力于探索虚拟现实市场的新途径,并凸显了该行业向从游戏到现场活动等各个领域提供沉浸式体验的演变
中东和非洲虚拟现实市场范围
虚拟现实市场根据组件、设备类型、技术和垂直行业进行细分。这些细分市场之间的增长情况将帮助您分析行业中增长缓慢的细分市场,并为用户提供有价值的市场概览和市场洞察,帮助他们做出战略决策,确定核心市场应用。
成分
- 硬件
- 软件
设备类型
- 头戴式显示器
- 系留式 HMD
- 独立式 HMD
- 无屏查看器
- 投影仪和显示墙
- 手势追踪设备
技术
- 完全沉浸式
- 非沉浸式
- 半沉浸式
垂直的
- 娱乐和媒体
- 卫生保健
- 工业的
- 商业的
- 航空航天和国防
- 汽车
- 教育
- 其他的
中东和非洲虚拟现实市场区域分析/见解
对虚拟现实市场进行了分析,并按国家、组件、设备类型、技术和垂直行业提供了市场规模洞察和趋势,如上所述。
虚拟现实市场报告涉及的国家包括沙特阿拉伯、阿联酋、南非、埃及、以色列、中东其他地区和非洲。
以色列有望在市场中占据主导地位,这得益于其充满活力的数字化工作场所和移动劳动力。以色列有望实现快速增长,其主导地位源于其创新方法、培养沉浸式体验以及利用尖端虚拟现实技术改变各个行业。
沙特阿拉伯是增长最快的虚拟现实市场,对技术进步表现出了非凡的响应能力。企业利用移动设备、云计算和物联网推动市场增长。这种积极主动的方法促进了创新,将虚拟现实融入各个领域,推动经济发展,并增强了各行业的用户体验。
报告的国家部分还提供了影响单个市场因素和国内市场监管变化,这些因素和变化会影响市场的当前和未来趋势。下游和上游价值链分析、技术趋势和波特五力分析、案例研究等数据点是用于预测单个国家市场情景的一些指标。此外,在提供国家数据的预测分析时,还考虑了全球品牌的存在和可用性以及它们因来自本地和国内品牌的激烈或稀缺竞争而面临的挑战、国内关税和贸易路线的影响。
竞争格局和中东及非洲虚拟现实市场份额分析
全球虚拟现实市场竞争格局按竞争对手提供详细信息。详细信息包括公司概况、公司财务状况、收入、市场潜力、研发投资、新市场计划、全球影响力、生产基地和设施、生产能力、公司优势和劣势、产品发布、产品宽度和广度、应用主导地位。以上提供的数据点仅与公司对市场的关注有关。
虚拟现实市场的一些主要参与者包括:
- 索尼公司(日本)
- 联想 (中国)
- Autodesk Inc.(美国)
- 任天堂(日本)
- Sixense Enterprises Inc.(美国)
- HTC 股份有限公司 (台湾)
- 谷歌(美国)
- 巴可 (比利时)
- 微软 (美国)
- LG 电子 (韩国)
- 三星(韩国)
- Axis Communications AB(瑞典)
- 江森自控(爱尔兰)
- Avigilon 公司(加拿大)
- 松下公司(日本)
- Arcules, Inc.(美国)
- EON Reality(美国)
- Vuzix(美国)
- CyberGlove Systems Inc.(美国)
- Ultraleap, Inc.(美国)
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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.
可定制
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