Virtual Reality (VR) – Strategic Intelligence

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Virtual Reality (VR) Strategic Intelligence Report Overview

Virtual reality (VR) is a technology that immerses the user in an entirely artificial world, which has the illusion of reality. VR is a niche technology with gaming, entertainment, and professional training applications. VR has the potential to be a useful tool in various industries, but vendors must overcome barriers of cost, health concerns, and content development if the technology is to achieve mainstream acceptance.

The virtual reality strategic intelligence report provides an overview of the virtual reality theme. It identifies the key trends impacting the growth of the theme over the next 12 to 24 months, split into three categories: technology trends, macroeconomic trends, and regulatory 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).

Key Trends ·       Technology Trends

·       Macroeconomic Trends

·       Regulatory Trends

Key Value Chain Components ·       Hardware

·       Middleware

·       Software

Leading Companies ·       DPVR

·       HTC

·       Lenovo

·       Meta

·       Nvidia

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Key Virtual Reality Trends

The key trends that will influence the VR theme during the next 12 to 24 months are technology trends, regulatory trends, and macroeconomic trends.

Technology Trends: Various evolving technologies including VR software, artificial intelligence, cloud, and 5G among others are impacting the VR theme. The VR landscape is shifting towards open-source platforms, with companies like Meta moving beyond in-house game development.

Macroeconomic Trends: Enterprise adoption, education, and the search for a killer app are influencing the VR theme at the macroeconomic level. VR experiences are becoming more accessible and affordable. VR mimics a safe and immersive space for training and prototyping.

Regulatory Trends: Data privacy and legal challenges will have an impact on the VR theme. The growing awareness of the need to protect user data has led to the introduction of data privacy regulations such as the EU’s General Data Protection Regulation (GDPR), Japan’s Act on the Protection of Personal Information (APPI), and the California Consumer Privacy Act (CCPA).

Buy the Full Report for More Insights on the Key VR Trends,
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Virtual Reality Value Chain Outlook

The main VR value chain components are hardware, middleware, and software.

Hardware: The hardware layer comprises components, semiconductors, and headsets. VR requires dedicated silicon. Several chipmakers are investing in developing VR-specific chipsets, which will enhance the standalone capabilities of devices and make them more versatile.

VR Value Chain Industry Analysis
VR Value Chain Industry Analysis Buy the Full Report for Additional VR Value Chain Analysis, Download a Free Sample Report

Virtual Reality – Competitive Landscape

The leading companies making a mark in the VR theme are:

  • DPVR
  • HTC
  • Lenovo
  • Meta
  • Nvidia

Leading Companies Leveraging the VR Theme
Leading Companies Leveraging the VR ThemeBuy the Full Report for More Insights on the Key Companies Leveraging the VR Theme, Download a Free Sample Report

Sector Scorecard Analysis

Virtual reality is a theme that impacts many of the sectors. The report covers extensive insights into the consumer electronics sector scorecard and gaming sector scorecard. A scorecard approach to predict tomorrow’s leading companies within each sector. Each scorecard comprises a thematic screen, a valuation screen, and a risk screen.

Consumer Electronics Sector Scorecard Thematic Screen Analysis

Consumer Electronics Sector Scorecard Thematic Screen AnalysisBuy The Full Report for More Insights on the Thematic Screen Analysis of the Consumer Electronics Sector Scorecard, Download a Free Sample Report

Scope

  • This report provides an overview of the virtual reality theme.
  • It identifies the key trends impacting the growth of the theme over the next 12 to 24 months, split into three categories: technology trends, macroeconomic trends, and regulatory 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).
  • 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.

Key Highlights

VR is a niche technology with gaming, entertainment, and professional training applications. Despite advances in hardware and software, VR faces significant challenges that will hinder its growth. One of the primary obstacles is cost. VR headsets, even those with basic features, typically cost between $200 and $1,000. Additionally, some VR headsets must be tethered to powerful devices to function effectively, which can further increase the overall cost.

Another challenge is the potential for negative health effects associated with prolonged VR use. Some users have suffered eye strain, headaches, and motion sickness. Addressing these health concerns is crucial to ensure the long-term viability of VR technology. Moreover, the development of compelling and diverse VR content remains a challenge. While there have been some successful VR experiences, creating content that truly captivates users and offers lasting value is not always easy. The lack of a thriving VR content ecosystem could limit the appeal of the technology.

VR has the potential to be a useful tool in various industries, but vendors must overcome barriers of cost, health concerns, and content development if the technology is to achieve mainstream acceptance.

Reasons to Buy

  • Tech companies are expanding the VR ecosystem and positioning it as a next-generation computing platform. This report tells you all you need to know about VR, including market forecasts for 2030 and profiles of the leading companies.

AAC Technologies
ABB
Acer
Adlens
AEye
AI21 Labs
Airbnb
Airbus
Akamai
Alibaba
Alphabet
Altair
Alteryx
Amazon
Amazon
Ambarella
AMD
Amelia
Analog Devices
Anima Res
Anthropic
ANTVR
ANYbotics
ApertusVR
AppGameKit
Apple
AppliedVR
Arm
Augment
Aurora
Autodesk
Avegant
BAE Systems
Baidu
Basler
Beijing Academy of Artificial
BigBear.ai
BigML
BigScreenVR
Blu Wireless
BOE Technology
Boeing
Bosch
Brain Corp
Broadcom
Burberry
BYD
ByteDance (Pico)
C3.ai
Cadence
Canbor
Capcom
Carl Zeiss
CBAK Energy Technology
Chukong Technologies
CineVR
Cirrus Logic
Clarifai
Cloudera
Cloudfare
Cognex
Cohere
Colopl
Consortium (Semantic Web)
Contextual AI
Crytek
Dassault Systèmes
Databricks
DataRobot
Desay Battery
DigiLens
Dispelix
Dolby Labs
DPVR
Dynapack
eBay
Elbit Systems
Electronic Arts
EON Reality
Epic Games
Facewatch
Fastly
Festo
Fetch Robotics
Firsthand Technology
Fove
Fresnel Technologies
Fulldrive
Fullldrive
FundamentalVR
Genius Electronic Optical
GM (Cruise)
Godot
Goertek
Grakn Labs
Gravity Sketch
H2O.ai
Hahn Group (Rethink Robotics)
Himax
Hive
HP
HTC
Huawei
Hugging Face (Bloom)
Hyundai (Boston Dynamics)
IBM
iFlytek
Ikea
ImmersiveTouch
Infineon
Inflection AI
Intel
Intelligence (Wu Dao)
iQiyi
iRobot
Japan Display
Jasper Art
JsDelivr
Kandao
Keras
Kernel
Keyence
Khronos Group (OpenCL)
Kinicho
Kioxia
Kopin
Largan Precision
Leica
Lenovo
Lens Technology
LetinAR
LG Display
LG Energy Solution
LG Innotek
Lockheed Martin
Lumus
LVMH
Magic Leap
MakeML
Mantis Vision
MathWorks
MediaTek
Medical Realities
MeetinVR
Megvii (Face++)
Merative
Merge Labs
Meta
Micron
Microoled
Microsoft
Midea (KUKA)
Midjourney
Mimi (3D Sound Labs)
Mindmaze
MindMotionPro
Mistral AI
Mobileye
Mojo Vision
Murata
Myer
Nanome
Nanya Tech
Nauto
NetEase
Netflix
Neurala
Neuralink
Neuroelectrics
NightCafe
Northgrop Grumman
Nvidia
NXP Semiconductors
Occipital
Olympus
OmniVision
Omron
Oncomfort
OnSemi
OpenAI
OpenNN
OpenXR
Oracle
Osmo.ai
OssoVR
OxfordVR
Panasonic
Penrose Studios
Pimax
PMD
Pony.ai
Qorvo
Qualcomm
Qualcomm (Wikitude)
Renesas
Rockwell Automation
ROS-Industrial
Samsung Electronics
Samsung SDI
Saphlux
SAS
SeeYA Technology
Seiko Epson
Sennheiser
Sensata
SenseTime
Sherpa.ai
Shinecon
SideQuest
Sighthound
Sine Wave
Sixense
SK Hynix
Skydance
Skyworks
Sony
SoundHound
SparkCognition
Square Enix
Stability.ai
StackPath
STMicroelectronics
Superhot
Synopsys
TDK (ATL)
TDK (InvenSense)
Tecnotree
Tencent
Teradyne
Tesla
Texas Instruments
Timbr.ai
Toshiba
TSMC
Ubisoft
Ultraleap
Unisoc Technologies
Unity Technologies
Universal Display
USound
Valve
Varjo
Verizon
Vicon
ViewAR
Visometry
VividQ
WayRay
Western Digital
Wild Technology
Wolfram
World Wide Web
WorldViz
X (Grok)
Xiaomi
Yangtze Memory
Young Optics
Yulio Technologies

Table of Contents

  • 1. Executive Summary
  • 2. Players
  • 3. Technology Briefing
  • 4. Trends

    • 4.1. Technology trends
    • 4.2. Macroeconomic trends
    • 4.3. Regulatory trends

  • 5. Industry Analysis

    • 5.1. Market size and growth forecasts
    • 5.2. Use cases
    • 5.3. Timeline

  • 6. Signals

    • 6.1. M&A trends
    • 6.2. Company filing trends
    • 6.3. Patent trends

  • 7. Value Chain

    • 7.1. Semiconductors
    • 7.2. Components
    • 7.3. Headsets
    • 7.4. Platforms
    • 7.5. Apps and content

  • 8. Companies

    • 8.1. Sector Scorecards
    • 8.2. Consumer electronics sector scorecard
    • 8.3. Gaming sector scorecard

  • 9. Glossary
  • 10. Further Reading
  • 11. Our Thematic Research Methodology
  • 12. About GlobalData
  • 13. Contact Us

Frequently asked questions

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