Global Virtual Reality Market 2023-2030

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    GLOBAL VIRTUAL REALITY MARKET

     

    INTRODUCTION

    A technology known as virtual reality (VR) immerses users in a simulated environment, frequently with the aid of specialized headgear and other sensory apparatus. This technology uses several senses, including vision, sound, and occasionally even touch, to simulate the experience of being present in a foreign area, whether it be actual or imagined.

     

    In a variety of industries, including entertainment and gaming, education, training, treatment, and more, VR has attracted substantial attention and found applications. Virtual reality is built around the idea of “presence.” By deceiving the brain into thinking the virtual environment is real, VR aims to produce a sense of presence. 

     

    A flawless fusion of realistic graphics and spatial audio, frequently supplemented by haptic feedback devices that replicate touch sensations, is delivered by high-quality VR systems to accomplish this. Users’ activities and interactions with the environment in these virtual worlds cause reactions, which heightens the sense of immersion as they explore them.

     

    The potential uses for VR are numerous and growing quickly. Virtual reality (VR) has completely changed gaming in the entertainment industry by allowing users to enter fully realized digital worlds and interact with them in ways that were previously unthinkable. New gaming and storytelling genres have emerged as a result, increasing interaction and engagement.

     

    VR has found use in teaching and education, in addition to enjoyment. Professionals and students can encounter true-to-life situations that would be challenging to reproduce without it.

     

    GLOBAL VIRTUAL REALITY MARKET SIZE AND FORECAST

     

    Infogrpahics: Virtual Reality Market,
Virtual Reality Market Size,
Virtual Reality Market Trends,
Virtual Reality Market forecast,
Virtual Reality Market Risks,
Virtual Reality Market Report,
Virtual Reality Market Share

     

    The Virtual Reality Market accounted for $XX Billion in 2022 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2023 to 2030.

     

    NEW PRODUCT LAUNCH

    Meta has unveiled the Quest 3, the company’s future mixed reality headgear as competition from Apple approaches. The Quest 3 will combine color mixed reality, which combines augmented and virtual reality aspects, and be 40% thinner than its predecessor.

     

    Additionally, Meta intends to improve the performance of its current Quest 2 headsets while lowering their price. The Quest 3 is slated for delivery in the fall and will include a new Qualcomm chipset with double the graphics capability of the Quest 2. Just before Apple is expected to reveal its own mixed-reality device, the announcement is made.

     

    The pioneer of virtual reality gaming, Sandbox VR, is pleased to share the newest experience produced by its in-house AAA gaming studio. The interactive adventure Seekers of the Shard: Dragonfire was created by seasoned professionals.

     

    The Lighthouse Faceplate, a new tracking extension accessory for Pimax’s Crystal VR headset, has just been released and claims to improve the VR experience through improved peripheral expansion, high-precision tracking, and a variety of other capabilities.

     

    In order to create an official putter accessory for its virtual reality mini golf game Walkabout Mini Golf, VR company Mighty Coconut announced a partnership with Hello Real.

     

    COMPANY PROFILE

    • Qualcomm
    • Apple
    • Vicarious Surgical
    • Meta
    • Microsoft
    • Matterport
    • Unity
    • Samsung

     

    THIS REPORT WILL ANSWER FOLLOWING QUESTIONS

    1. How many Virtual Reality are manufactured per annum globally? Who are the sub-component suppliers in different regions?
    2. Cost breakup of a Global Virtual Reality and key vendor selection criteria
    3. Where is Virtual Reality manufactured? What is the average margin per unit?
    4. Market share of Global Virtual Reality market manufacturers and their upcoming products
    5. Cost advantage for OEMs who manufacture Global Virtual Reality in-house
    6. key predictions for next 5 years in Global Virtual Reality market
    7. Average B-2-B Virtual Reality market price in all segments
    8. Latest trends in Virtual Reality market, by every market segment
    9. The market size (both volume and value) of the Virtual Reality market in 2023-2030 and every year in between?
    10. Production breakup of Virtual Reality market, by suppliers and their OEM relationship
    Sl no Topic
    1 Market Segmentation
    2 Scope of the report
    3 Abbreviations
    4 Research Methodology
    5 Executive Summary
    6 Introduction
    7 Insights from Industry stakeholders
    8 Cost breakdown of Product by sub-components and average profit margin
    9 Disruptive innovation in the Industry
    10 Technology trends in the Industry
    11 Consumer trends in the industry
    12 Recent Production Milestones
    13 Component Manufacturing in US, EU and China
    14 COVID-19 impact on overall market
    15 COVID-19 impact on Production of components
    16 COVID-19 impact on Point of sale
    17 Market Segmentation, Dynamics and Forecast by Geography, 2023-2030
    18 Market Segmentation, Dynamics and Forecast by Product Type, 2023-2030
    19 Market Segmentation, Dynamics and Forecast by Application, 2023-2030
    20 Market Segmentation, Dynamics and Forecast by End use, 2023-2030
    21 Product installation rate by OEM, 2023
    22 Incline/Decline in Average B-2-B selling price in past 5 years
    23 Competition from substitute products
    24 Gross margin and average profitability of suppliers
    25 New product development in past 12 months
    26 M&A in past 12 months
    27 Growth strategy of leading players
    28 Market share of vendors, 2023
    29 Company Profiles
    30 Unmet needs and opportunity for new suppliers
    31 Conclusion
    32 Appendix
       
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