Virtual Reality (VR) Market Size (Value & Volume), Future Trends, Opportunities and Sales Channels, Forecast 2031

 Virtual Reality equipment such as gloves, headsets or glasses, and bodysuits are used to provide viewers with an immersive experience. By allowing users to immerse themselves in a fully realistic environment, virtual reality has changed the gaming and entertainment industries. In addition, the expanding usage of this technology in instructional training, such as for instructing engineers, mechanics, pilots, field workers, defense warriors, and technicians in the manufacturing and oil and gas industries, is propelling market expansion.

The easy availability of affordable VR devices is a major element pushing VR device adoption. Local companies’ launches of VR gadgets in countries like China and India have aided in making such devices inexpensive and promoting their widespread adoption.

In the last few years, virtual reality technology has carved out a niche in the game industry. VR has ushered in a new era of gaming, one in which gamers may immerse themselves in first-person experiences. Developers like Oculus and HTC have worked hard in recent years to make virtual reality more accessible and inexpensive. Oculus previously released the Oculus Quest, a standalone wireless virtual reality headset.

Game developers in emerging economies are also working to improve players’ experiences by releasing and rewriting codes for a variety of platforms, such as PlayStation, Xbox, and Windows PC, which are then packaged as a separate product and distributed to gamers via a cloud platform.

COVID-19 Impact Analysis

Several industries were temporarily shut down and lockdowns were enacted during the COVID-19 outbreak to stop the virus from spreading, affecting commercial operations across regions. However, as businesses increasingly need to conduct their operations online, VR has become more popular. Companies have turned to virtual platforms to maintain their day-to-day operations, such as attending meetings and developing policies and plans. Furthermore, virtual reality (VR) is developing as a viable technique for virtual events.

As a result, the pandemic has had a moderately positive impact on this sector in the short term. People in the actual world, used virtual technology to better their health and well-being, entertainment, live shows, virtual conferences, and meetings.

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Key Trends and Drivers:

  • The increasing usage of the 5G network is driving virtual technology adoption. High-bandwidth and ultra-low latency are key features of 5G services. The promotes the use of virtual reality technology in applications such as entertainment, training, and simulation.
  • Head Mounted Displays (HMDs) have been widely used in the gaming and entertainment industries. With the introduction of VR and 3D technology, the gaming industry has undergone a technical transformation. The use of HMDs for gaming is the primary driver of the VR HMD market’s growth. The advent of low-cost VR HMDs has also aided in the growth of the VR segment’s shipments.
  • Improving consumer comfort levels in situational uses, such as VR gaming and VR calls, are among the aspects that point to a promising future for VR technology in gaming.

Restraints and Challenges:

  • The primary purpose of VR-enabled equipment is to generate visuals from a moving or stationary source. Latency is defined as any time difference between the actual or perceived reaction time and the required response time. Latency in VR applications can be caused by a number of issues, including a discrepancy in data processing speeds between the microprocessor and the input or output devices.
  • The technology necessitates the use of high-performance hardware and computational power. The bulk of modern desktop accessories, on the other hand, are incompatible with programs.

Segmentation:

By Device

  • Head-mounted Display (HMD)
  • Gesture-tracking Device (GTD)
  • Projectors & Display Wall (PDW)

By Offering

  • Hardware
    • Sensors
    • Semiconductor Components
    • Displays and Projectors
    • Position Trackers
    • Cameras
  • Software
    • Software Development Kits
    • Cloud-Based Services
    • VR Content Creation

By End Use Industry

  • Consumer
    • Gaming and Entertainment
    • Commercial

        • Retail and Ecommerce
        • Education and Training
        • Travel and Tourism
        • Advertising
    • Healthcare
      • Surgery
      • Patient Care Management
      • Fitness Management
      • Pharmacy Management
      • Medical Training and Education
    • Energy
    • Aerospace & Defense

Key Players:

  • Meta
  • Microsoft
  • Sensics
  • Leap Motion
  • Sixense Enterprises
  • Eon Reality
  • Oculus
  • Alphabet
  • Unity Technologies Inc.
  • Lenovo Group Ltd.

Read Detailed Insight: https://www.globalinsightservices.com/reports/virtual-reality-vr-market/

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