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市場調査レポート
商品コード
1596901

ゲームにおけるバーチャルリアリティの市場規模、シェア、成長分析、コンポーネント別、接続デバイス別、エンドユーザー別、地域別 - 産業予測、2024年~2031年

Virtual Reality in Gaming Market Size, Share, Growth Analysis, By Component (Hardware, Software), By Connecting Device (Gaming Console, PC/ Desktop), By End User (Commercial Space, Individual), By Region - Industry Forecast 2024-2031


出版日
発行
SkyQuest
ページ情報
英文 242 Pages
納期
3~5営業日
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=146.99円
ゲームにおけるバーチャルリアリティの市場規模、シェア、成長分析、コンポーネント別、接続デバイス別、エンドユーザー別、地域別 - 産業予測、2024年~2031年
出版日: 2024年11月18日
発行: SkyQuest
ページ情報: 英文 242 Pages
納期: 3~5営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

ゲームにおけるバーチャルリアリティの世界市場規模は、2022年に71億米ドルと評価され、2023年の104億1,000万米ドルから2031年には924億9,000万米ドルに成長し、予測期間(2024-2031年)のCAGRは31.4%で成長する見通しです。

バーチャルリアリティ(VR)市場は、コンピュータやゲーム機と互換性のあるVR周辺機器の急速な進歩によって、大きな成長が見込まれています。VRゲーム分野に参入するさまざまな企業の関心が急増していることから、特にゲーム愛好家の間で、ヘッドマウントディスプレイ(HMD)、ボディスーツ、モーショントラッカー、手袋などのウェアラブル・コンポーネントの需要が高まりそうです。これらのデバイスの展開は一部の国で始まるが、24カ国で発売されたHTC Viveに見られるように、アーリーアダプターがより広く受け入れられる道を開くと思われます。投資家や起業家の関心の高まりは、VR分野での勢いをさらに増幅させています。没入型技術への多額の投資は、エンターテインメントとコンピューティングの環境に顕著な変化が起きていることを示しています。NASSCOMが報告しているように、コンテンツ制作ツールは過去5年間のVR資金調達総額の43.5%という大きな割合を占めており、ユーザーとのエンゲージメントを維持し、没入型VR体験の需要を促進する上で、高品質なコンテンツ制作が重要な役割を担っていることを裏付けています。この動向は、豊富で革新的なVRデバイスを約束するだけでなく、仮想現実ゲームやその先の消費者体験全体を向上させる魅力的なコンテンツの重要性を強調する新興市場を浮き彫りにしています。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次データと一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーター分析と影響
    • 競争企業間の敵対関係
    • 代替品の脅威
    • 買い手の交渉力
    • 新規参入業者の脅威
    • 供給企業の交渉力

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 技術の進歩
  • 規制情勢
  • バリューチェーン分析
  • ケーススタディ分析
  • PESTEL分析
  • スタートアップ分析
  • 市場の魅力指数

ゲームにおけるバーチャルリアリティの市場規模:コンポーネント別

  • ハードウェア
  • ソフトウェア

ゲームにおけるバーチャルリアリティの市場規模:接続デバイス別

  • ゲーム機
  • PC/デスクトップ
  • スマートフォン

ゲームにおけるバーチャルリアリティの市場規模:エンドユーザー別

  • 商業スペース
  • 個人

ゲームにおけるバーチャルリアリティの市場規模:地域別

  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • スペイン
    • フランス
    • イタリア
    • その他欧州地域
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東およびアフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2023年)
  • 主な市場企業が採用した戦略
  • 市場の最近の動向
  • 企業の市場シェア分析(2023年)
  • 主要企業の企業プロファイル
    • 会社概要
    • 製品ポートフォリオ分析
    • セグメント別シェア分析
    • 収益の前年比比較(2021-2023)

主要企業プロファイル

  • Meta
  • Google VR
  • Sony Interactive Entertainment LLC
  • Microsoft Corporation
  • HTC Corporation
  • Samsung Electronics Co., Ltd
  • Unity Technologies
  • Crytek GmbH
  • Valve Corporation
  • Epic Games, Inc.
  • NVIDIA Corporation.
  • Sixense Enterprises, Inc.
  • Virtuix Holdings, Inc.
  • Survios, Inc.
  • MindMaze SA
  • WorldViz LLC
  • Starbreeze AB
  • Groove Jones
  • HTC VIVEPORT
  • Varjo Technologies

結論と推奨事項

目次
Product Code: SQMIG45D2048

Global Virtual Reality in Gaming Market size was valued at USD 7.1 billion in 2022 and is poised to grow from USD 10.41 billion in 2023 to USD 92.49 billion by 2031, growing at a CAGR of 31.4% in the forecast period (2024-2031).

The virtual reality (VR) market is poised for significant growth, driven by the rapid advancements in VR peripherals compatible with computers and gaming consoles. The surge of interest from various companies entering the VR gaming space is likely to fuel demand for wearable components, including Head-Mounted Displays (HMDs), bodysuits, motion trackers, and gloves, particularly among gaming enthusiasts. While the rollout of these devices will begin in select countries, early adopters will pave the way for broader acceptance, as seen with the HTC Vive, which launched in 24 countries. The escalating interest from investors and entrepreneurs further amplifies the momentum within the VR sector, where substantial investments in immersive technology indicate a notable shift in the entertainment and computing landscapes. As reported by NASSCOM, content creation tools have captured a significant 43.5% of total VR funding over the past five years, underscoring the vital role of high-quality content production in sustaining user engagement and driving demand for immersive VR experiences. This trend highlights an emerging market that not only promises a wealth of innovative VR devices but also emphasizes the importance of compelling content to enhance the overall consumer experience in virtual reality gaming and beyond.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Reality In Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Virtual Reality In Gaming Market Segmental Analysis

Global Virtual Reality Market is segmented by component, by Connecting Device, by End User and by Region. Based on component, the market is segmented into Hardware, Software. Based on Connecting Device, the market is segmented into Gaming Console, PC/ Desktop, Smartphone Based on End User, the market is segmented into Commercial Space, Individual. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Driver of the Global Virtual Reality In Gaming Market

The global market for Virtual Reality in Gaming is being significantly driven by advancements in technology and enhanced graphics capabilities. Innovations like Full High Definition (FHD), Ultra-High Definition (UHD), and 4K displays have not only transformed how people watch movies but have also elevated the gaming experience. Increased investments in cutting-edge technologies are further fueling the growth of VR in the gaming sector. By offering a more immersive and realistic gaming environment, VR attracts gamers looking for intuitive and engaging experiences. Devices such as the Oculus Rift, which features dual HD screens for each eye, enhance this sense of presence, enriching interaction, emotions, and cognitive engagement in gameplay.

Restraints in the Global Virtual Reality In Gaming Market

The Global Virtual Reality in Gaming market faces significant restraints primarily due to potential negative health impacts associated with prolonged use of VR technology. Gamers may experience motion sickness as a result of the disconnection between perceived movement and actual physical stillness. Additionally, concerns surrounding addiction to VR gaming could adversely affect mental health, as players might become detached from reality. Psychologists warn that exposure to violent or criminal content in games could influence gamers, leading to undesirable real-life behaviors. Consequently, as immersive and interactive gaming experiences grow in popularity, there is a rising concern regarding their detrimental effects on player well-being, which may inhibit the market's growth trajectory.

Market Trends of the Global Virtual Reality In Gaming Market

The Global Virtual Reality in Gaming market is experiencing a significant upward trend, driven by the adoption of cloud-based gaming models. By enabling seamless access to VR games from various devices and locations, these systems enhance user experience and facilitate personalized game libraries. The demand for cloud-centric virtual reality software is escalating, fueled by features like live streaming, extensive storage, and cross-device connectivity. Strategic alliances among major players, such as the partnership between Microsoft and Sony to develop innovative cloud gaming solutions, are propelling market growth. Investments in advanced GPU-as-a-service technologies by companies like NVIDIA and Huawei further bolster VR's presence in the gaming sector.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Technological Advancement
  • Regulatory Landscape
  • Value Chain Analysis
  • Case Study Analysis
  • PESTEL Analysis
  • Startup Analysis
  • Market Attractiveness Index

Global Virtual Reality in Gaming Market Size by Component & CAGR (2024-2031)

  • Hardware
  • Software

Global Virtual Reality in Gaming Market Size by Connecting Device & CAGR (2024-2031)

  • Gaming Console
  • PC/Desktop
  • Smartphone

Global Virtual Reality in Gaming Market Size by End User & CAGR (2024-2031)

  • Commercial Space
  • Individual

Global Virtual Reality in Gaming Market Size by Region & CAGR (2024-2031)

  • North America, (by Component, by Connecting Device, by End User)
    • US
    • Canada
  • Europe, (by Component, by Connecting Device, by End User)
    • UK
    • Germany
    • Spain
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific, (by Component, by Connecting Device, by End User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, (by Component, by Connecting Device, by End User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa, (by Component, by Connecting Device, by End User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2023
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Meta
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google VR
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Interactive Entertainment LLC
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics Co., Ltd
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Crytek GmbH
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sixense Enterprises, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtuix Holdings, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Survios, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MindMaze SA
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WorldViz LLC
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Starbreeze AB
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Groove Jones
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC VIVEPORT
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Varjo Technologies
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation