Virtual Reality Market Size, Share, Opportunities, COVID-19 Impact, And Trends By Component (Hardware, Software), By Devices (Head-Mounted Displays (HMDs), Gesture Control Devices), By End-User Industry (Aerospace And Defence, Healthcare, Manufacturing, Media And Entertainment, Others), And By Geography - Forecasts From 2021 To 2026

  • Published : Oct 2021
  • Report Code : KSI061610381
  • Pages : 119

The global virtual reality market is expected to grow at a compound annual growth rate of 48.38% over the forecast period to reach a market size of US$179.399 billion in 2026, from US$11.329 billion in 2019. 

Increased use of virtual reality in the defence sector, growing use of head-mounted displays (HMD) in the entertainment and gaming sector along declining prices of displays and hardware components are some of the key factors propelling the market. Other driving factors complementing the growth of the virtual reality market are the higher interest of large technology companies in virtual reality and the easy availability of head-mounted displays leading to an improving adoption rate of these solutions. Other end-user industries apart from the traditional ones are also beginning to experiment with VR solutions leading to increased demand for these solutions. However, the major challenges faced by the virtual reality market are display latency, energy consumption, and health concerns.

Virtual Reality in Defense.

The market is expected to surge in the coming years, due to the increasing usage of virtual reality in the defence sector, worldwide. From the modernization of tactical training for training personnel or soldiers, or digital training for maintaining aircraft, the demand for virtual reality solutions is expected to surge at an exponential rate, in the coming years. Militaries and governments, worldwide, have been investing resources and capital to integrate VR into their military and defence training processes. For instance, the United States Army Fort Bragg N.C has been developing a major realistic training program to enable and allow its officers to prepare for novel missions. In Norway, there are trials that are expected to be scheduled to test how virtual reality can help train soldiers and army personnel to drive tanks. Major companies have been making significant developments in the market, in the past few years. For instance, Tecknorove Systems Pvt Ltd., one of the key players in the market, has been providing Virtual Reality solutions for the military and defence sectors. The company's team has been developing immersive and bespoke scalable VR applications that will enhance the quality of personnel training programs.

Virtual Reality in the Education sector.

The market is expected to surge in the coming years, due to the increasing demand for virtual reality solutions in the education sector, worldwide. 360VR, a type of VR, is commonly used in education. With this VR, real-world locations are caught and captured with high-profile equipment and cameras. Virtual reality can enhance education by providing and enabling students with immersive and memorable experiences, within a classroom. VR has been accessible to all students and can be easily controlled and monitored by teachers. There have been several developments in the market in the past few years. In August 2021, the Department of Science and Technology at the University of Johannesburg announced the launch of a novel virtual reality teaching and research hub, intending to surge the development and innovation in the respective field and educate and enhance the next generation of practitioners and researchers. In August 2021, the Indian Institute of Technology Madras announced the launch of a consortium for VR, known as the "Consortium for VR/AR/MR Engineering Mission in India."

Virtual Reality in the Gaming sector.

The market is expected to surge in the coming years, due to the increasing usage of virtual reality in the gaming sector, globally. The rising demand for 3D experience, real-time interaction, and creative content in the gaming industry has the potential to accelerate the demand for virtual reality solutions. Several companies have been making significant developments in the market. For instance, Facebook announced over 60 games that are available for the Oculus Quest and Quest 2. The company bought Oculus, a VR headset developer, for US$2 billion in the year 2014. These developments are expected to enhance the market growth, in the coming years. Sony has also been providing virtual reality solutions and devices for the gaming sector. The company's PS VR, when connected to its PS5 console, provides an immersive experience for VR-supported games.

Latest Developments.

In July 2021, GBL Systems and Samsung announced the deployment of novel 5G testbeds for military experiments with VR training applications to the U.S. Army bases. Pentagon had launched an initiative to award US$600 million in contracts to test 5G, VR, and AR solutions at multiple military bases.

In August 2021, Golden Traingle Ventures Inc. announced the execution of a novel five-year exclusive partnership agreement with a major VR technology company, Positron. The company under this agreement would develop an immersive platform for VR events and live streaming concerts. Golden Triangle Ventures entertainment division, Lavish Entertainment, would enhance and elevate concerts by offering audiences to join on VR headsets and other devices.

Virtual Reality Market Scope:

Report Metric Details
 Market size value in 2019  US$11.329 billion
 Market size value in 2026  US$179.399 billion
 Growth Rate  CAGR of 48.38% from 2019 to 2026
 Base year  2019
 Forecast period  2021–2026
 Forecast Unit (Value)  USD Billion
 Segments Covered  Component, Devices, End-User Industry, And Geography
 Regions covered  North America, South America, Europe, Middle East and Africa, Asia Pacific
 Companies covered Facebook Inc., Sony Corporation, HTC Corporation, EON Reality Inc., Google LLC, Microsoft Corporation, Vuzix Corporation, GoPro, Samsung Electronics Co. Ltd., Talespin Reality Labs Inc
 Customization scope  Free report customization with purchase

 

Segmentation:

  • By Component
    • Hardware
    • Software
  • By Devices
    • Head-Mounted Displays (HMDs)
    • Gesture Control Devices
  • By End-User Industry
    • Aerospace & Defense
    • Healthcare
    • Manufacturing
    • Media & Entertainment
    • Others
  • By Geography
    • North America
      • USA
      • Canadá
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Others
    • Europe
      • UK
      • Germany
      • France
      • Italy
      • Spain
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Israel
      • Others
    • Asia Pacific
      • Japan
      • China
      • India
      • South Korea
      • Thailand
      • Taiwan
      • Indonesia
      • Australia
      • Others

Frequently Asked Questions (FAQs)

Q1. What are the growth prospects for the virtual reality market?
A1. The virtual reality market is expected to grow at a CAGR of 48.38% over the forecast period.


Q2. What will be the virtual reality market size by 2026?
A2. The global virtual reality market is expected to reach a total market size of US$179.399 billion in 2026.


Q3. What is the size of the global virtual reality market?
A3. Virtual Reality Market was valued at US$11.329 billion in 2019.


Q4. How is the global virtual reality market segmented?
A4. The global virtual reality market has been segmented by component, devices, end-user industry, and geography.


Q5. What factors are anticipated to drive the virtual reality market growth?
A5. Increased use of virtual reality in the defense sector, growing use of head-mounted displays in the entertainment and gaming sector along declining prices of displays and hardware components are some of the key factors propelling the virtual reality market.


1. Introduction
1.1. Market Definition
1.2. Market Segmentation

2. Research Methodology
2.1. Research Data
2.2. Assumptions

3. Executive Summary
3.1. Research Highlights

4. Market Dynamics
4.1. Market Drivers
4.2. Market Restraints
4.3. Porters Five Forces Analysis
4.3.1. Bargaining Power of Suppliers
4.3.2. Bargaining Power of Buyers
4.3.3. The Threat of New Entrants
4.3.4. Threat of Substitutes
4.3.5. Competitive Rivalry in the Industry
4.4. Industry Value Chain Analysis

5. Global Virtual Reality Market Analysis, By Component 
5.1. Introduction
5.2. Hardware
5.3. Software

6. Global Virtual Reality Market Analysis, By Devices
6.1. Introduction
6.2. Head Mounted Displays (HMDs)
6.3. Gesture Control Devices

7. Global Virtual Reality Market Analysis, By End-User Industry 
7.1. Introduction
7.2. Aerospace & Defense
7.3. Healthcare
7.4. Manufacturing
7.5. Media & Entertainment
7.6. Others

8. Global Virtual Reality Market Analysis, By Geography 
8.1.  Introduction
8.2.  North America
8.2.1. United States
8.2.2. Canada
8.2.3. Mexico
8.3. South America
8.3.1. Brazil
8.3.2. Argentina
8.3.3. Others
8.4. Europe
8.4.1. UK
8.4.2. France
8.4.3. Germany
8.4.4. Italy
8.4.5. Spain
8.4.6. Others
8.5. Middle East and Africa
8.5.1. Saudi Arabia
8.5.2. UAE
8.5.3. Israel
8.5.4. Others
8.6. Asia Pacific
8.6.1. Japan
8.6.2. China
8.6.3. India
8.6.4. Thailand
8.6.5. Taiwan
8.6.6. Indonesia
8.6.7. Australia
8.6.8. Others

9.  Competitive Environment and Analysis
9.1. Major Players and Strategy Analysis
9.2.  Emerging Players and Market Lucrativeness
9.3.  Mergers, Acquisitions, Agreements, and Collaborations
9.4.  Vendor Competitiveness Matrix

10. Company Profiles
10.1. Facebook Inc.
10.2. Sony Corporation
10.3. HTC Corporation
10.4. EON Reality Inc.
10.5. Google LLC
10.6. Microsoft Corporation
10.7. Vuzix Corporation
10.8. GoPro
10.9. Samsung Electronics Co. Ltd.
10.10. Talespin Reality Labs Inc.

Facebook Inc.

Sony Corporation

HTC Corporation

EON Reality Inc.

Google LLC

Microsoft Corporation

Vuzix Corporation

GoPro

Samsung Electronics Co. Ltd.

Talespin Reality Labs Inc