Virtual reality market size, share, research methodology, revenue for 2028

According to the latest analysis by Emergen Research, the size of the global virtual reality (VR) market will reach US $ 43.01 million at a constant CAGR of 27.5% in 2028.

He Global virtual reality market Research Report, published by Emergen Research, is a methodical description of key components of the industry that helps the reader form a clear picture of historical, current, and future market trends. The latest research report presents a complete market research, with special attention to the main growth trends and opportunities available to the main market candidates.

Virtual reality has gained popularity in recent years and is becoming increasingly accessible. The environment created by the technology can help users to relax in various experiences, as users enjoy the ability to visually transport to different environments that help them relax and enjoy the experience.

Virtual reality provides a realistic simulation of various environments with continuous advances in screens, and this is a trend that is expected to continue.

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Some key aspects of the report

  • In March 2021, Square Yards, which is a brokerage firm, acquired PropVR, which is an AI-based platform specializing in the development of digital property experiences using 3D, augmented reality and virtual reality technologies. PropVR turns the physical space or plant into an interactive 3D tour. Square Yards covers the entire real estate journey from searches and discoveries, mortgages, transactions, rentals, interiors, property management and after-sales services.
  • Virtual reality has proven to be a game changer in the gaming industry as it increases the user experience. RV provides players with attractive virtual objects and allows them to invite players to the game in real time. Broadcasters also broadcast live games in virtual reality and plan to sell virtual tickets for live games in the future so that anyone from anywhere in the world can watch the event. It will allow you to remotely include those fans who can’t afford to travel to the event.
  • The North American virtual reality market accounted for the largest share of revenue among other regional markets in 2020 due to the increased adoption of technology in the education system of all countries in the region to help students with learning disabilities and autism. Increasing demand for virtual reality technology in the U.S. military for training purposes will also drive market growth in the future.
  • Major market players include Microsoft, Samsung Electronics, Google, Eon Reality, Sony, Mindmaze, Panasonic Corporation, HTC, Firsthand Technology and Cyberglove Systems.

Market segmentation:

Emergen Research has segmented the global virtual reality market by supply, technology, device type, application, and region:

  • Outlook Offer (Revenue, Millions of Dollars; 2018-2028)
    • Hardware
      1. Screens and projectors
      2. Sensors
      3. Cameras
      4. Position followers
      5. Semiconductor components
      6. Others (computer / video generator and combiner)
    • Software
      1. Cloud-based services
      2. Software development kits
      3. VR content creation
    • Technology perspectives (revenue, millions of dollars; 2018-2028)
      • Not immersive
      • Semi and totally immersive
    • Device Type Outlook (Revenue, $ 1 billion; 2018-2028)
      • Head-mounted screens
      • Projectors and display walls
      • Gesture tracking devices
    • Application Outlook (Revenue, Million Dollars; 2018-2028)
      • Consumer
        1. Games and entertainment
        2. sports
      • Commercial
        1. Education and formation
        2. Retail and e-commerce
        3. Advertising
        4. Travel and tourism
      • Company
      • Health care
        1. Patient care management
        2. Surgery
        3. Pharmacy management
        4. Fitness management
        5. Medical training and education
      • Aerospace and defense
      • Others
        1. Automotive
        2. Geospatial Mining
        3. Real estate (architecture and building design)

Regional segmentation:

North America (USA, Canada)

Europe (United Kingdom, Italy, Germany, France, Rest of the EU)

AsiaPacific (India, Japan, China, South Korea, Australia, Rest of APAC)

Latin America (Chile, Brazil, Argentina, Rest of Latin America)

Middle East and Africa (Saudi Arabia, United Arab Emirates, South Africa, Rest of MEA)

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Global Virtual Reality Market Report – Key points:

  • The latest research report analyzes the changing competitive scenario.
  • The report has an unbiased outlook towards global market performance.
  • The study presents an eight-year assessment of the global market and its major product segments.
  • Market dynamics, such as engines, opportunities, constraints, and threats, have been discussed in detail in the report.
  • Analytical data and strategic planning methodologies are expected to help companies make decisions
  • The report serves as a comprehensive regional analysis of the global virtual reality market, systematically presenting the business profiles of various stakeholders.
  • In addition, the report provides valuable data on the critical factors influencing market progress.

Table of Contents

Chapter 1. Methodology and sources
1.1. Market definition
1.2. Field of research
1.3. Methodology
1.4. Sources of research
1.4.1. Primary
1.4.2. Secondary
1.4.3. Sources of payment
1.5. Market estimation technique
Chapter 2. Executive Summary
2.1. Snapshot summary, 2020-2028
Chapter 3. Key Information
Chapter 4. Virtual reality market segmentation and impact analysis
4.1. Analysis of the segmentation of the material of the virtual reality market
4.2. Industrial perspectives
4.2.1. Analysis of market indicators
4.2.2. Market engine analysis
4.2.2.1. Advancing technology and increasing digitization
4.2.2.2. Growing adoption of HMD in different industries
4.2.2.3. Penetration of HMDs in the gaming and entertainment sector after COVID-19
4.2.3. Analysis of market constraints
4.2.3.1. Screen latency and power consumption affect the overall performance of VR devices
4.3. Technological insights
4.4. Regulatory framework
4.5. Analysis of the five Porter forces
4.6. Analysis of the competitive metric space
4.7. Price trend analysis
4.8. Covid-19 impact analysis

KEEP ON .. !!

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