Virtual Reality (VR) Market - Growth, Trends, and Forecast (2019 - 2024)

The report is segmented by Type (Hardware, Software), End-user Vertical (Consumer, Commercial), and Region - Growth, Trends, and Forecast (2019 - 2024)

Market Snapshot

VR - 1
Study Period:

2018-2024

Base year:

2018

Fastest growing market:

Asia Pacific

Largest market:

Asia Pacific

Key Players:

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Market Overview

VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises. Numerous players are emerging in this market with the hopes to navigate it toward mainstream adoption.

  • The launch of commercial virtual reality headsets is expected to accelerate the growth of the market. Technological advancements in VR are expected to generate a plethora of VR solutions with diverse capabilities, which allow consumers to experience the utmost immersion. Making the VR experience more real serves as a key driver for market adoption and penetration. 
  • Virtual reality has often found its application compelling, with interactive video games or even movie and television series. Virtual reality serves as a platform to project things that are otherwise too dangerous, expensive, or impractical to do. 
  • Investments by the technology vendors are creating an advancement in the field of display technology, which is likely to change the vision of the traditional methodology. With technology giants, like Google, investing considerable amounts in the tech startups for the development of VR devices, along with other prominent players investing in their R&D over this segment, the future of the market is expected to be more competitive.

Scope of the Report

Virtual reality blurs the line between digital and physical worlds, thereby, generating a sense of being present in the virtual environment for consumers. Several multinational corporations, such as Sony and HTC, are venturing into this market space. 

By Type
Hardware
Mobile
Console
PC
Software
By End-user Vertical
Consumer
Gaming
Media and Entertainment
Commercial
Retail
Healthcare
Military and Defense
Real Estate
Education
Geography
North America
Europe
Asia-Pacific
Latin America
Middle East & Africa

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Key Market Trends

Mobile Hardware expected to Hold Major Share

Mobile virtual reality (VR) is the most affordable experience for consumers who want to explore VR without spending a substantial amount of money. Additionally, the portability and massive install base of smartphone users, across the world, lead to its wide-scale adoption. VR headsets rely on the smartphone to display content and use numerous specially developed apps for the same.

For instance, Matterport VR Showcase is a virtual reality app compatible with Samsung Galaxy series (Android KitKat 4.4+), for which the Oculus Gear VR app needs to be installed on the device.

In 2016, approximately 87% of the virtual reality headsets sold worldwide were mobile phone-based, meaning a user’s smartphone mounted on the headset and operated as the screen. Popular mobile phone VR headsets include the Google Daydream View and Samsung Gear VR.

While VR for mobile is currently a less immersive experience than console and PC-based VR, its adoption is expected to increase over the forecast period, due to a host of technological advancements in the mobile VR space. Also, with the growth of smartphones, there is massive potential for the VR market, over the forecast period.

VR -2

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Asia-Pacific Region expected to Witness Significant Growth

Asia-Pacific is expected to hold the major share, owing to the presence of large and several emerging economies, along with the rising acceptance of virtual reality devices in the region. This is, in turn, expected to encourage industry players to invest in the region. China is expected to account for a prominent share in the region, owing to the rising adoption of VR technology in the country. VR took the center stage in China’s tech scenario in 2016. Many startups related to virtual reality are also growing in the country. For instance, Palapple is developing its own VR products. The company also created a project called VResidence, which offers a number of virtual reality real estate products, including an online platform for second-hand property.

VR - 3

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Competitive Landscape

The global virtual reality market is witnessing a rise in competitiveness among the companies. The market consists of various major players, such as Oculus, Google, HTC, Samsung, Sony, and Lenovo. In terms of market share, these major players currently dominate the market. However, with increasing innovations in the technology, many of the companies are increasing their market presence by securing new contracts and by tapping new markets.

For instance, in June 2018, Oculus Go was launched in the United Kingdom, Europe, and Canada, less than two months after its US debut. The prices for the standalone VR headset started at EUR 199 (EUR 219/CDN 270). Further, in 2018, Sony Corporation patented a VR headset that combats simulation sickness with eye-tracking and more. According to the patents, the headset would use these features to establish a “health threshold value” that could presumably tell when a VR experience was becoming too intense for the user and then act accordingly.

Major Players

  1. Oculus VR LLC
  2. Sony Corporation
  3. Samsung Electronics Co. Ltd.
  4. Google LLC
  5. Lenovo Group Ltd

* Complete list of players covered available in the table of contents below

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Download the market shares of key players in this industry.

Table of Contents

  1. 1. INTRODUCTION

    1. 1.1 Scope of the Study

    2. 1.2 Study Assumptions

    3. 1.3 Study Deliverables

  2. 2. RESEARCH METHODOLOGY

  3. 3. EXECUTIVE SUMMARY

  4. 4. MARKET DYNAMICS

    1. 4.1 Market Overview

    2. 4.2 Industry Value Chain Analysis

    3. 4.3 Introduction to Market Drivers and Restraints

    4. 4.4 Market Drivers

      1. 4.4.1 Increasing Adoption of Virtual Reality in Commercial Application

      2. 4.4.2 Increasing Demand for VR Setup for Training Across Various End-user Segments

    5. 4.5 Market Restraints

      1. 4.5.1 Health Risks from Using Virtual Reality Headsets in the Long Run

    6. 4.6 Industry Attractiveness – Porter’s Five Forces Analysis

      1. 4.6.1 Bargaining Power of Suppliers

      2. 4.6.2 Bargaining Power of Consumers

      3. 4.6.3 Threat of New Entrants

      4. 4.6.4 Threat of Substitute Products

      5. 4.6.5 Competitive Rivalry within the Industry

  5. 5. MARKET SEGMENTATION

    1. 5.1 By Type

      1. 5.1.1 Hardware

        1. 5.1.1.1 Mobile

        2. 5.1.1.2 Console

        3. 5.1.1.3 PC

      2. 5.1.2 Software

    2. 5.2 By End-user Vertical

      1. 5.2.1 Consumer

        1. 5.2.1.1 Gaming

        2. 5.2.1.2 Media and Entertainment

      2. 5.2.2 Commercial

        1. 5.2.2.1 Retail

        2. 5.2.2.2 Healthcare

        3. 5.2.2.3 Military and Defense

        4. 5.2.2.4 Real Estate

        5. 5.2.2.5 Education

    3. 5.3 Geography

      1. 5.3.1 North America

      2. 5.3.2 Europe

      3. 5.3.3 Asia-Pacific

      4. 5.3.4 Latin America

      5. 5.3.5 Middle East & Africa

  6. 6. COMPETITIVE LANDSCAPE

    1. 6.1 Company Profiles

      1. 6.1.1 Oculus VR LLC

      2. 6.1.2 Sony Corporation

      3. 6.1.3 Samsung Electronics Co. Ltd.

      4. 6.1.4 Google LLC

      5. 6.1.5 Lenovo Group Ltd.

      6. 6.1.6 Pico Interactive Inc.

      7. 6.1.7 StarVR Corporation

      8. 6.1.8 FOVE Inc.

      9. 6.1.9 Unity Technologies Inc.

      10. 6.1.10 Unreal Engine (Epic Games Inc.)

      11. 6.1.11 Crytek GmbH

      12. 6.1.12 Autodesk Inc.

      13. 6.1.13 Eon Reality Inc.

      14. 6.1.14 3D Systems Corporation

      15. 6.1.15 Dassault Systemes SE

    2. *List Not Exhaustive
  7. 7. INVESTMENT ANALYSIS

  8. 8. MARKET OPPORTUNITIES AND FUTURE TRENDS

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