2021 Thematic Research into Virtual Reality – Featuring AMD, Airbnb and Baidu Among Others – ResearchAndMarkets.com

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

Facebook

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