The Global Market for Virtual Reality (VR) is Forecast to Reach US$41.2 Billion by 2024

Virtual Reality Emerges as the Stairway to Digital Immersion in Industrial, Enterprise & Commercial Sectors, According to a New Report by Global Industry Analysts, Inc.

GIA launches comprehensive analysis of industry segments, trends, growth drivers, market share, size and demand forecasts on the global Virtual Reality (VR) market. The global market for Virtual Reality (VR) is forecast to reach US$41.2 billion by 2024, driven by blossoming new applications of deep media” digital immersion in industrial, enterprise and commercial sectors.

Ever since the development of multimedia technologies such as computers and the Internet, there has been increased interest in creating a more realistic experience of the virtual world. The world is approaching an era where digital participation is deemed more important than just watching. This new concept of “deep media” immersion is throwing the spotlight on virtual reality (VR). Immersion is defined as a state of emotional, sensory, cognitive and physical involvement in the digital environment. With the promise of turning “science fiction into reality”, investments in virtual reality are beginning to regain momentum alongside the other popular technologies such as blockchain, artificial intelligence (AI) and machine learning. Forecasted is a lightning rod of activity among VR start-ups and future growth and commercialization potential will move from consumer electronics and entertainment towards industrial, commercial, enterprise, and healthcare service applications. While investments in VR entertainment continues to grow albeit at a decelerating pace, investments in enterprise grade applications are witnessing robust gains. Tools and platforms for VR are also witnessing encouraging growth with infrastructure for tethered and standalone head-mounted displays leading the race.

Enterprise VR with its promise of bringing in productivity enhancements and benefits will rise to power growth in the market. In short, the problem solving ability of VR will be the key reason for the optimistic expectations of higher ROI on VR investments.  The time is now ripe for VR to emerge from its hitherto confining role of being just a form of interactive entertainment towards being a productivity and efficiency enhancer with more important uses in military, education & training, sports, healthcare, marketing/retailing, among others. Real world benefits offered by VR include improved and more effective communication and collaboration for businesses way superior to traditional conferencing solutions; ability to provide practical experience of real-life scenario via VR simulation in education and training; ability to showcase products in a manner much superior to conventional digital marketing platforms; ability to design and simulate production-line processes, prototyping and design in manufacturing; enabling telepresence and the ability to carry out business processes similar to the physical world ranging from customer services to marketing, finance, HR and production in a virtual environment; new possibilities in designing next generation automotive safety and electronic designs; among numerous other benefits. A part of the optimism surrounding VR’s potential as a disruptive potential laden technology is the successful commercialization of solutions beyond 360-degree video to true VR and development of all-in-one, standalone devices, such as the Oculus Go and HTC Vive Focus.

As stated by the new market research report on Virtual Reality (VR) the United States represents the largest market worldwide, followed by Europe. Asia-Pacific is forecast to emerge as the fastest growing market with a CAGR of 60.2% over the analysis period led by factors such as emerging VR start-ups in emerging southeast Asian economies; digitalizing lifestyles of the growing base of affluent middle class population and the successful development and launch of VR gaming arcades in the region; robust enterprise and industrial investments in disruptive technologies and a parallel opening up of application opportunities for VR in these sectors.    

Major players in the market include VR Hardware Manufacturers and VR Software Developers (Includes Software Tools for VR Content, VR Video Capture, and VR App Developers). VR Hardware Manufacturers include Barco N.V, EON Reality Inc., Google Inc., HTC Corporation, Immersive Robotics, Intel Corporation, Kopin Corporation, Inc., Leap Motion, Inc., Lenovo (China), MindMaze Holding SA, Oculus VR, LLC, Pimax Technology (Shanghai) Co., LTD, Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Sensics, Inc., Sixense Enterprises Inc., Sony Interactive Entertainment, StarVR Corporation, Varjo Technologies, Virtalis Limited, VirtaMed AG, VRgineers, Inc. and WorldViz among others.  VR Software Developers (Includes Software Tools for VR Content, VR Video Capture, and VR App Developers) includes Advanced Micro Devices, Inc., AppReal-VR , Cubicle Ninjas, Crytek GmbH, Epic Games, Inc., Erminesoft, Firsthand Technology Inc., Hyperlink Infosystem, Jaunt, Inc., NVIDIA Corporation, Pixvana, Inc., Unigine Corp., and Unity Technologies, Inc. among others.

The research report titled “Virtual Reality (VR): A Global Strategic Business Report” announced by Global Industry Analysts Inc., provides a comprehensive review of market trends, issues, drivers, mergers, acquisitions and other strategic industry activities of global companies.  The report provides market estimates and projections for all major geographic markets such as the USA, Canada, Japan, Europe (France, Germany, Italy, UK and Rest of Europe), Asia-Pacific, and Rest of World. The report also provides market estimates and projections for all major end-use markets such as Consumer Electronics, Industrial, Aerospace and Others (including Medical, and Commercial, among others).

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