Global Virtual Reality Technologies Market Outlook to 2028 – Asia Pacific is Fastest Growing Market, Projected to Reach $27.4 Billion by 2028

DUBLIN, Dec. 21, 2023 /PRNewswire/ — The “Virtual Reality Technologies: Global Markets” report has been added to ResearchAndMarkets.com’s offering.

The VR market is poised for significant growth, which can be attributed to the growth of the mobile industry, decreasing costs of hardware and software, and rising penetration of industries such as retail, healthcare, e-commerce and automotive. VR standards have been established to ensure a more immersive experience.

In this report, the global VR technologies market is segmented by component, device type, technology, application and region. Components include hardware and software. The hardware segment was valued at $9.7 billion in 2022. It is estimated the VR market for hardware will grow at a CAGR of 23.6% and is forecast to reach $33.6 billion by the end of 2028.

Device types include head-mounted displays (HMDs), projectors and display walls, gesture-control devices and others. Technologies include semi- and fully immersive technology and non-immersive technology. Applications include consumer, commercial, enterprise, healthcare, aerospace and defense, and others.

In this report, the VR market is segmented by region into North America, Europe, Asia-Pacific and RoW. The Asia-Pacific region accounts for the largest share of the global VR technologies market. In 2022, the Asia-Pacific VR market was valued at $6.6 billion. It is projected to be the fastest growing market for VR during the forecast period, growing at a CAGR of 27.5% to reach $27.4 billion by the end of 2028.

This report’s scope includes a detailed study of the global and regional markets of VR technology by component, device type, technology and application. The report examines each of these market segments, determines its current market size, and estimates its future market size and compound annual growth rate (CAGR).

The report also provides detailed profiles of the significant VR players and their strategies to enhance their market presence.

The Report Includes

46 data tables and 18 additional tables
An overview and up-to-date analysis of the global market for virtual reality (VR) technologies
Analyses of the global market trends, with historic market revenue (sales figures) for 2022, estimates for 2023, forecasts for 2024, and projections of compound annual growth rates (CAGRs) through 2028
An evaluation of the upcoming market opportunities and emerging applications of VR technology, as well as forecasts for the market’s segments and sub-segments
An estimate of the actual market size. a revenue forecast for the VR technologies market, and a market share analysis based on component, technology, device type, application, and region
In-depth information on R&D investments, key technology issues, industry challenges, major end-user markets and the impact on device sales
Coverage of the technological, economic and business considerations of VR technology, with market data analyses and growth forecasts through 2028
Insights into the impact of ESG factors on company performance and the ESG practices followed
Identification of the companies best positioned to meet the surging demand for VR technology market
An analysis of patent activity
A look into the VR industry structure, the supplier landscape, new products and developments, and company value share analysis based on segmental revenues
Company profiles of the leading players

Key Topics Covered:

Chapter 1 Introduction

Chapter 2 Summary and Highlights

Chapter 3 Market Overview

Current Market Overview
Market Evolution
VR in the 21St Century
Future Expectations
Current VR Trends
Emerging Trends
Macro Factors
Impact of COVID-19
Impact of Russia-Ukraine War
Value Chain Analysis
Component Manufacturers and Systems Software Developers
Device Manufacturers
Enterprise Application Developers
Distributors and Retailers
End-users
Porter’s Five Forces Analysis

Chapter 4 Market Dynamics

Market Drivers

Growing Use of HMDS in Gaming and Entertainment
Falling Cost of VR Hardware
Increasing Use of VR in Automobiles

Market Restraints

Effects on Health
Global Trade War
High Initial Cost

Market Opportunities

Role of 5G in Virtual Reality
Corporate Training

Chapter 5 Market Breakdown by Component

Hardware
Displays and Projectors
Cameras
Semiconductor Components
Sensors
Position Trackers

Chapter 6 Market Breakdown by Device Type

Head-Mounted Displays
Projectors and Display Walls
Gesture Control Devices
Other Device Types

Chapter 7 Market Breakdown by Technology

Semi- and Fully Immersive Technology
Non-Immersive Technology

Chapter 8 Market Breakdown by Application

Consumer
Gaming and Entertainment
Sports
Commercial
Retail and E-Commerce
Education and Training
Travel and Tourism
Advertising
Enterprise (Manufacturing)
Healthcare
Aerospace and Defense

Chapter 9 Market Breakdown by Region

Chapter 10 Sustainability in Virtual Reality Market: An Esg Perspective

Chapter 11 Patent Analysis

Chapter 12 M&A and Venture Funding Outlook

Chapter 13 Competitive Landscape

Chapter 14 Company Profiles

7D Vision Technology
Apple
Christie Digital Systems
DPVR (Shanghai Lexiang Technology
Emagin
Eon Reality
Gravity Jack
HTC
Meta Platforms Technologies
Microsoft
Nvidia
Pico Technology
Sony
Curvature Games
Varjo
Vedx Solutions
Vrpharma
Ximmerse

For more information about this report visit https://www.researchandmarkets.com/r/iq0spu

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