デフォルト表紙
市場調査レポート
商品コード
1690025

バーチャルリアリティ市場規模、シェア、成長分析:提供別、デバイスタイプ別、技術別、用途別、地域別 - 産業予測 2025~2032年

Virtual Reality Market Size, Share, and Growth Analysis, By Offering (Hardware, Software), By Device Type (Head-Mounted Displays, Gesture-Tracking Devices), By Technology, By Application, By Region - Industry Forecast 2025-2032


出版日
発行
SkyQuest
ページ情報
英文 270 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=146.08円
バーチャルリアリティ市場規模、シェア、成長分析:提供別、デバイスタイプ別、技術別、用途別、地域別 - 産業予測 2025~2032年
出版日: 2025年03月24日
発行: SkyQuest
ページ情報: 英文 270 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

バーチャルリアリティの世界市場規模は2023年に153億米ドルとなり、予測期間(2025-2032年)のCAGRは23.0%で、2024年の188億2,000万米ドルから2032年には985億9,000万米ドルに成長する見通しです。

バーチャルリアリティ市場は、急速な技術進歩やエンターテインメントおよびゲーム分野での採用の高まりに後押しされ、大きな成長を遂げています。臨場感の向上、優れたグラフィックス、先進的なハードウェアやモーションコントローラの開発が、これまで以上に消費者を惹きつけています。しかし、高品質なVRソフトウェアやハードウェアの初期コストが高いため、企業や個人への幅広い普及には課題があります。さらに、視野の狭さ、乗り物酔い、解像度の低さといった懸念は、ユーザー体験にマイナスの影響を与えかねないです。このようなハードルにもかかわらず、特にコンシューマーアプリケーションの拡大やヘルスケア産業での利用拡大など、チャンスは豊富にあります。市場が成熟するにつれて、既存の障壁を克服することが、VRの普及とイノベーションにとって極めて重要になります。

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
  • ポーターの分析

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
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析
  • 技術分析
  • ケーススタディ
  • 顧客と購買基準の分析
  • 貿易分析
  • 特許分析

バーチャルリアリティ市場規模:提供別& CAGR(2025-2032)

  • 市場概要
  • ハードウェア
    • センサー
    • 加速度計
    • ジャイロスコープ
    • 磁力計
    • 近接センサー
    • 半導体部品
    • コントローラとプロセッサ
    • 集積回路
    • ディスプレイとプロジェクター
    • 位置トラッカー
    • カメラ
    • その他のコンポーネント
  • ソフトウェア
    • SDKS
    • クラウドベースのサービス

バーチャルリアリティ市場規模:デバイスタイプ別& CAGR(2025-2032)

  • 市場概要
  • ヘッドマウントディスプレイ
  • ジェスチャー追跡デバイス
    • データグローブ
    • その他のジェスチャートラッキングデバイス
  • プロジェクターとディスプレイウォール

バーチャルリアリティ市場規模:技術別& CAGR(2025-2032)

  • 市場概要
  • 非没入型テクノロジー
  • 半没入型および完全没入型テクノロジー

バーチャルリアリティ市場規模:用途別& CAGR(2025-2032)

  • 市場概要
  • 消費者
    • ゲームとエンターテイメント
    • スポーツ
  • 商業用
    • 小売業と電子商取引
    • 教育とトレーニング
    • 旅行と観光
    • 広告
  • 企業(製造業)
  • ヘルスケア
    • 手術
    • 患者ケア管理
    • フィットネス管理
    • 薬局経営
    • 医療研修と教育
  • 航空宇宙および防衛
  • その他の用途
    • 自動車
    • 不動産(アーキテクチャ・建築設計)
    • 地理空間マイニング

バーチャルリアリティ市場規模:地域別& CAGR(2025-2032)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 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・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(2024年)
  • 主な市場企業が採用した戦略
  • 最近の市場動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 企業の詳細
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022-2024)

主要企業プロファイル

  • Apple(United States)
  • Microsoft(United States)
  • Samsung Electronics(South Korea)
  • Unity(United States)
  • General Motors(United States)
  • Qualcomm(United States)
  • Transfr(United States)
  • Vicarious Surgical(United States)
  • Sandbox VR(United States)
  • Dreamscape(United States)
  • Meta(United States)
  • Applied VR(United States)
  • Wevr(United States)
  • LiveLike(United States)
  • Subvrsive(United States)
  • Virtuix Omni(United States)
  • Bigscreen(United States)
  • Framestore(United Kingdom)
  • Meow Wolf(United States)
  • WorldViz(United States)

結論と提言

目次
Product Code: SQMIG45J2070

Global Virtual Reality Market size was valued at USD 15.3 billion in 2023 and is poised to grow from USD 18.82 billion in 2024 to USD 98.59 billion by 2032, growing at a CAGR of 23.0% during the forecast period (2025-2032).

The virtual reality market is experiencing significant growth, fueled by rapid technological advancements and heightened adoption within the entertainment and gaming sectors. Enhanced realism, superior graphics, and the development of advanced hardware and motion controllers are attracting consumers more than ever. However, high initial costs for quality VR software and hardware pose challenges for broader adoption among businesses and individuals. Additionally, concerns such as limited field of view, motion sickness, and low resolution can negatively impact the user experience. Despite these hurdles, opportunities abound, particularly with expanding consumer applications and increased utilization in the healthcare industry. As the market matures, overcoming existing barriers will be crucial for widespread VR acceptance and innovation.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Reality 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 Market Segments Analysis

Global Virtual Reality Market is segmented by Offering, Device Type, Technology, Application and region. Based on Offering, the market is segmented into Hardware and Software. Based on Device Type, the market is segmented into Head-Mounted Displays, Gesture-Tracking Devices and Projectors & Display Walls. Based on Technology, the market is segmented into Non-Immersive Technology and Semi-Immersive and Fully Immersive Technology. Based on Application, the market is segmented into Consumers, Commercial, Enterprises (Manufacturing), Healthcare, Aerospace & Defense and Other Applications. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Virtual Reality Market

The global virtual reality market is significantly driven by its increasing application in various sectors such as training, education, architecture, and real estate. As organizations recognize the immersive potential of virtual reality to enhance learning experiences and provide realistic simulations, its adoption is rapidly expanding. In the education sector, VR is revolutionizing traditional teaching methods by allowing students to engage with content in a more interactive manner. Meanwhile, in architecture and real estate, VR enables clients to visualize projects and spaces before they are built, thereby streamlining decision-making processes. This rising trend showcases the transformative impact of virtual reality across multiple industries.

Restraints in the Global Virtual Reality Market

One of the significant challenges facing the Global Virtual Reality market is the high cost associated with vegan products. These premium-priced offerings can hinder widespread adoption and accessibility, limiting their appeal to a broader consumer base. As consumers increasingly seek environmentally friendly and ethical alternatives, the financial barrier posed by high-priced vegan items can deter potential buyers, impacting overall market growth. Addressing this issue will be crucial for companies looking to expand their reach and foster inclusivity within the market. By finding ways to reduce costs without compromising quality, businesses can attract a larger audience and enhance their competitive edge.

Market Trends of the Global Virtual Reality Market

The Global Virtual Reality market is increasingly driven by the rise of social virtual reality experiences, which have garnered significant attention in recent years. As users seek greater connectivity, these platforms allow individuals to interact in shared virtual spaces, transcending geographical barriers. With advancements in VR software and hardware, the potential for more immersive and realistic social interactions is set to expand significantly. This trend indicates a shift towards enhanced community-building in virtual environments, making social VR a prominent focus for developers and investors alike, as it aligns with the growing demand for innovative communication solutions in a digitally connected world.

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
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • 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
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technology Analysis
  • Case Studies
  • Customer And Buying Criteria Analysis
  • Trade Analysis
  • Patent Analysis

Global Virtual Reality Market Size by Offering & CAGR (2025-2032)

  • Market Overview
  • Hardware
    • Sensors
    • Accelerometers
    • Gyroscopes
    • Magnetometers
    • Proximity sensors
    • Semiconductor Components
    • Controllers & processors
    • Integrated circuits
    • Display & Projectors
    • Position Trackers
    • Cameras
    • Other Components
  • Software
    • SDKS
    • Cloud-Based Services

Global Virtual Reality Market Size by Device Type & CAGR (2025-2032)

  • Market Overview
  • Head-Mounted Displays
  • Gesture-Tracking Devices
    • Data Gloves
    • Other Gesture-Tracking Devices
  • Projectors & Display Walls

Global Virtual Reality Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Non-Immersive Technology
  • Semi-Immersive and Fully Immersive Technology

Global Virtual Reality Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Consumers
    • Gaming & Entertainment
    • Sports
  • Commercial
    • Retail & Ecommerce
    • Education & Training
    • Travel & Tourism
    • Advertising
  • Enterprises (Manufacturing)
  • Healthcare
    • Surgery
    • Patient Care Management
    • Fitness Management
    • Pharmacy Management
    • Medical Training & Education
  • Aerospace & Defense
  • Other Applications
    • Automotive
    • Real Estate (Architecture & Building Design)
    • Geospatial Mining

Global Virtual Reality Market Size & CAGR (2025-2032)

  • North America (Offering, Device Type, Technology, Application)
    • US
    • Canada
  • Europe (Offering, Device Type, Technology, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Offering, Device Type, Technology, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Offering, Device Type, Technology, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Offering, Device Type, Technology, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Apple (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • General Motors (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Qualcomm (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Transfr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicarious Surgical (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sandbox VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dreamscape (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Applied VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wevr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LiveLike (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Subvrsive (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtuix Omni (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bigscreen (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Framestore (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meow Wolf (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WorldViz (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations