DUBLIN – (COMMERCIAL THREAD)–The “Global Virtual Reality Market Forecast by Software Application, Regions, End User Hardware, Company Analysis” report was added to ResearchAndMarkets.com offer.
The global virtual reality market will reach $ 80.16 billion by the end of 2026, up from $ 23.70 billion in 2020
Virtual Reality (VR) is a technology that produces a 3D computing environment where a person can walk through, interconnect, and participate in an unrealistic world.
Virtual reality marketing strategy is changing the way products and services are developed and delivered, further transforming into increased productivity and operational efficiency in areas such as live events, video entertainment, video games, l education, retail, health, military, engineering and real estate. Globally, virtual reality is likely to have several advanced applications for consumers and businesses in the coming years.
In this report, the publisher has divided the virtual reality market into hardware and software. The virtual reality hardware market is making up sensors in the headset, which track the user’s movement and change the user’s perspective accordingly. In addition, it also gives users the apprehension of the physical ubiquity in this environment.
Learning, training, and scientific visualization are among the most vital applications of virtual reality technology. It decreases investments and brings improvement in a wide range of industries to provide extreme training situations. It is used for educational purposes in several industries including healthcare, machine operation, and corporate training. In addition, it also reduces the training budget in the form of equipment durability and logistics discount.
In 2020, with the COVID-19 epidemic, virtual reality has played a vital role in providing a comprehensive platform. Pop has led to an increase in the number of virtual tech conferences and gatherings as several organizations have canceled their events and meetings. As an event, tech giant Microsoft has announced that it will be holding all of its events digitally through July 2021, including its flagships Microsoft Ignite and Microsoft Build 2020.
Europe has grown in importance in recent years with the development and launch of innovative VR headsets aimed primarily at the region’s gaming community. However, advancements in immersive technology have widened the reach of the technology in several applications. The virtual reality segment is growing, consumers are showing interest, and industry leaders recognize these areas as a potential growth opportunity in the region. According to the research analysis, the global virtual reality industry is expected to grow with a double-digit CAGR of 22.52% from 2020 to 2026.
Likewise, in the Asia-Pacific region, Japan introduced 5G commercial services in 2019, which has led telecom companies to take strategic initiatives to offer VR viewing platforms using 5G connectivity. In addition, favorable government initiatives, such as funds and investments to support virtual reality companies, are also boosting the adoption of virtual reality technology in the region. This unique and useful advantage is expected to develop the virtual reality market in the years to come.
This report has analyzed the competitive landscape and provided the profiles of key players such as Sony, Facebook (Oculus) and HTC. This market research report provides a comprehensive analysis of the global virtual reality market growth drivers, challenges and projections from 2021 to 2026.
Main topics covered:
2. Research and methodology
3. Executive summary
4. Market dynamics
4.1 Growth drivers
5. Global Virtual Reality Market
6. Market share
6.1 Software vs. hardware
6.2 Software Market Share by Application
6.3 Software Market Share by Region
6.4 Hardware market share by end user
6.5 Hardware Market Share by Country
7. Software applications market
7.1 Video games
7.2 Live events
7.3 Video entertainment
7.4 Real estate
7.5 Retail trade
7.7 Health care
8. Software region market
8.1 North America
8.2 Latin America
8.5 Rest of the world
9. End-user hardware market
10. Country hardware market
10.3 United States
11. Volume – Virtual Reality Headset (HMD)
12. Business analysis
12.1.1 Company overview
12.1.2 Virtual reality exhibition / initiatives
12.1.3 Sales Analysis
12.2.1 Company overview
12.2.2 Virtual reality exhibition / initiatives
12.2.3 Facebook VR Sales Analysis
12.3.1 Company overview
12.3.2 Virtual reality exhibition / initiatives
12.3.3 Sales Analysis of HTC VR
For more information on this report, visit https://www.researchandmarkets.com/r/iu2on2