DUBLIN–(BUSINESS WIRE)–The “Virtual Reality (VR) – Thematic Research” report has been added to ResearchAndMarkets.com’s offering.
VR has been around for over six decades, in one form or another, but is still not a mainstream technology. Both VR hardware and software have evolved significantly in recent years, but issues like latency, nausea, high prices, privacy concerns, and a dearth of compelling content prevent widespread adoption.
While technologies such as 5G, cloud services, and motion tracking are used to address latency and nausea issues, improving content and developing effective data privacy practices will be paramount for VR’s success. VR will be a key technology in the future of work, and the development of enterprise-grade metaverse platforms will further enhance its appeal.
Key Highlights
The global VR market, worth nearly $5bn in 2020, will generate revenues of $51bn by 2030, expanding at a compound annual growth rate (CAGR) of 27% over the 10-year period, according to the Publisher forecasts.
The market remains heavily gaming-oriented, but VR is gaining traction in areas such as social media and live streaming. Consumer-focused VR companies are striving for a semi-mythical killer app that would make VR a mainstream hit. Meanwhile, VR headset makers are increasingly exploring growth among enterprises.
Scope
This report provides an overview of the virtual reality theme.
It identifies the key trends impacting growth of the theme over the next 12 to 24 months, split into four categories: technology trends, macroeconomic trends, regulatory trends, and media trends.
It includes comprehensive industry analysis, including forecasts for virtual reality revenues to 2030. These forecasts are split by end-user (consumer and enterprise) and platform (hardware and software). There is also market share information for the VR headsets markets.
It contains details of M&A deals driven by the virtual reality theme, and a timeline highlighting milestones in the development of virtual reality.
The detailed value chain shows comprises five segments: semiconductors, components, headsets, platforms, and applications and content. Leading and challenging vendors are identified across all five segments.
Reasons to Buy
Tech companies are constantly working on expanding the VR ecosystem and positioning it as a next-generation computing platform; VR will be a key enabler of the metaverse, an emerging mega-theme that could revolutionize digital media.
This report tells you need to know about VR, including market forecasts to 2030 and profiles of the leading companies.
Key Topics Covered:
Executive summary
Players
Technology briefing
Trends
Industry analysis
Value chain
Companies
Sector scorecards
Glossary
Further reading
Thematic methodology
Companies Mentioned
AMD
AAC Technologies
AdHawk Microsystems
AG Microsystems
Airbnb
Airbus
Akamai
Alibaba
Alphabet (Google)
Alphabet (YouTube)
Amazon
Ambarella
Analog Devices
ANIMA RES
ANTVR
ApertusVR
AppGameKit
Apple
Applied Materials
AppliedVR
Autodesk
BAE Systems
Baidu
Baobab Studios
BBK Electronics
BigScreenVR
Blu Wireless
Boeing
Bosch
Broadcom
Burberry
BYD
ByteDance (Pico)
Cadence
CAE
Canbor
Capcom
Carl Zeiss
CBAK Energy Technology
Chukong Technologies
CineVR
Cirrus Logic
Cloudflare
Cognex
Colopl
Crytek
Dassault Systemes
Dialog Semiconductor
Digital Domain (3Glasses)
Dish Network (Sling TV)
Dolby Labs
DPVR
eBay
Elbit System
Electronic Arts
Enhance
EON Reality
Epic Games
F5 Networks
Fable Studio
Fastly
Felix & Paul Studios
Firsthand Technology
Fove
Foxconn
Fulldrive
FundamentalVR
Garmin
G’Audio
Genius Electronic Optical
GestureTek
Godot
Goertek
Gravity Sketch
HaptX
Himax
HP
HTC
Huawei
ImmersiveTouch
Infineon
Intel
Invensense (TDK)
iQiyi
Japan Display
JD.com
jsDelivr
Kinicho
Kioxia
Knowles Electronics
Leica
Lenovo
LG Chem
LG Display
LG Electronics
Lockheed Martin
LVMH (Christian Dior)
Macronix
Mantis Vision
Manus Machinae
Matterport
MediaTek
Medical Realities
MeetinVR
Merge Labs
Micron
Microsoft
Mimi (3D Sound Labs)
MindMotionPro
Mozilla (Hubs)
Murata
Myer
Nanome
Nanya Tech
NetEase
Netflix
Nexon
Nikon
Nintendo
Northrop Grumman
Nvidia
NXP Semiconductors
Occipital
Olympus
OmniVision
Omron
Oncomfort
OnSemi
OpenXR
Osso VR
Oxford VR
Panasonic
Penrose Studios
Pimax
Psious
Qorvo
Qualcomm
Resolution Games
Ricoh
Safran
Samsung Electronics
Seiko Epson
Sennheiser
Sensata
Shanghai Optics
Shenzhen Arashi
Shinecon
SideQuest
Sine Wave
Sixense
SK Hynix
Skyworks
Softbank (Arm)
Sony
Spatial Systems
Square Enix
StackPath
STMicroelectronics
Suning.com
SUPERHOT
TDK (ATL)
TDK (InvenSense)
Tencent
Tencent (WeChat)
Texas Instruments
Toshiba
Tsinghua Unigroup
TSMC
Ubisoft
Ultrahaptics
Unity
Unity Technologies
Universal Display
USound
Valve
Varjo
Verizon
Vicarious Surgical
Vicon
VR Lens Lab
VRChat
Walt Disney
WearVR
Western Digital
Wild Technology
Wookey Technologies
WorldViz
Xiaomi
Xilinx
Young Optics
Yulio Technologies
For more information about this report visit https://www.researchandmarkets.com/r/4vcsrl