Virtual Reality (VR) Market is expected to reach USD 114.3 billion by 2031 | Microsoft, Sensics, Leap Motion, Sixense Enterprises

The global Virtual Reality (VR) Market was valued at 28.4 billion in 2022 and it is anticipated to grow up to USD 114.3 billion by 2032, at a CAGR of 14.9% during the forecast period.

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Virtual Reality (VR) is a digitally produced experience that simulates a three-dimensional environment in the real world. The technology provides viewers with an immersive experience using VR gadgets such as gloves, headsets or glasses, and bodysuits. Virtual Reality has revolutionized the gaming and entertainment sectors by allowing users to immerse themselves in a highly simulated environment.

Market Trends and Drivers

The growing use of this technology in instructional training, such as for teaching engineers, mechanics, pilots, field workers, defense warriors, and technicians in the manufacturing and oil and gas sectors, is propelling the market growth. Apart from educational and training purposes, virtual reality is widely adopted for various other applications. For instance, the technology allows engineers to experiment with a vehicle’s design and construction at the concept stage before beginning on costly prototypes in the automobile industry. With VR exposure therapy, the technology is also used for treating people with mental health issues. Furthermore, tourism companies use VR technology to enable potential clients or customers to take a virtual tour of monuments, iconic destinations, restaurants, and hotels.

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Market 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.

Major Players in the Global Virtual Reality (VR) Market

Market players are focusing on strategic collaborations to enhance their product offerings. Some prominent participants in the global Virtual Reality (VR) market include Meta, Microsoft, Sensics, Leap Motion, Sixense Enterprises, Eon Reality, Oculus, Alphabet, Unity Technologies Inc., Lenovo Group Ltd. among others.

COVID-19 Impact:

During the COVID-19 outbreak, several industries were shut down temporarily and lockdowns were imposed to arrest the spread of the virus, in turn impacting business operations across regions. However, the increasing need for businesses to continue their activities online resulted in an increased demand for VR. Companies have shifted to virtual platforms to continue their ongoing business activities, such as attending meetings and formulating policies and strategies. Additionally, VR technology is evolving as a promising tool for virtual events. Event planners provide visitors with engaging and diverse experiences by hosting the event on a virtual platform and presenting it as a virtual reality experience. As a result, the growing popularity of virtual events is encouraging market growth

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Global Virtual Reality (VR) Market Segmentation

By Component

  • Hardware
  • Software

By Technology

  • Semi & Fully Immersive
  • Non-immersive

By Devices

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

By Application

  • Aerospace & Defense
  • Consumer
  • Commercial
  • Enterprise
  • Healthcare
  • Others

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