2021 Thematic Research on Virtual Reality – With AMD, Airbnb and Baidu, among others – ResearchAndMarkets.com |

DUBLIN – (BUSINESS WIRE) – December 1, 2021–

The “Virtual Reality (VR) – Thematic Research” the report was added to ResearchAndMarkets.comoffer.

Virtual reality has been around for over six decades in one form or another, but still isn’t a mainstream technology. Virtual reality hardware and software have evolved dramatically in recent years, but issues like latency, nausea, high prices, privacy concerns, and a lack of compelling content are preventing widespread adoption.

As 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 critical to the success of the virtual reality. Virtual reality will be a key technology in the future of work, and the development of enterprise-level metaverse platforms will further enhance its appeal.

Highlights

  • The global virtual reality market, worth nearly $ 5 billion in 2020, will generate revenues of $ 51 billion by 2030, growing at a compound annual growth rate (CAGR) of 27% over the 10-year period, according to the publisher’s forecasts.
  • The market remains heavily focused on games, but virtual reality is gaining ground in areas such as social media and live streaming. Consumer-focused VR companies are working hard to create a semi-mythical killer app that would make VR a mainstream hit. Meanwhile, VR headset manufacturers are increasingly exploring growth within businesses.

Scope

  • This report provides an overview of the topic of virtual reality.
  • It identifies key trends impacting the theme’s growth over the next 12-24 months, broken down into four categories: technology trends, macroeconomic trends, regulatory trends, and media trends.
  • It includes a comprehensive analysis of the industry, including VR revenue forecast to 2030. These forecasts are broken down by end user (consumer and business) and by platform (hardware and software). There is also market share information for VR headset markets.
  • It contains details of the M&A transactions carried out by the VR theme, as well as a timeline highlighting the milestones in VR development.
  • The detailed value chain shows five segments: semiconductors, components, headsets, platforms, applications and content. The main and most demanding suppliers are identified in the five segments.

Reasons to buy

  • Tech companies are constantly working to expand the virtual reality ecosystem and position it as a next-generation computing platform; Virtual reality will be a key part of the metaverse, an emerging mega-theme that could revolutionize digital media.
  • This report states that you need to know more about Virtual Reality, including market forecast to 2030 and profiles of major companies.

Main topics covered:

  • Abstract
  • Players
  • Technological briefing
  • Tendencies
  • Industry Analysis
  • Value chain
  • Companies
  • Sector dashboards
  • Glossary
  • Further reading
  • Thematic methodology

Companies mentioned

  • AMD
  • AAC Technologies
  • AdHawk Microsystems
  • AG Microsystems
  • Airbnb
  • Airbus
  • Akamai
  • Ali Baba
  • Alphabet (Google)
  • Alphabet (YouTube)
  • Amazon
  • Ambarella
  • Analog devices
  • ANIMA RES
  • ANTVR
  • ApertusVR
  • AppGameKit
  • Apple
  • Materials applied
  • VR applied
  • Autodesk
  • BAE systems
  • Baidu
  • Baobab Studio
  • BBK electronics
  • BigScreenVR
  • Wireless blu
  • Boeing
  • Bosch
  • Broadcom
  • Burberry
  • BYD
  • ByteDance (Pico)
  • Cadence
  • CAE
  • Canbor
  • Capcom
  • Carl Zeiss
  • CBAK energy technology
  • Chukong Technologies
  • CineVR
  • Logic Cirrus
  • Cloudflare
  • Cognex
  • Colopl
  • Crytek
  • Dassault Systèmes
  • Dialogue semiconductor
  • Digital domain (3 glasses)
  • Dish Network (Sling TV)
  • Dolby Laboratories
  • DPVR
  • eBay
  • Elbit System
  • Electronic arts
  • To improve
  • EON Reality
  • Epic games
  • F5 networks
  • Studio of fables
  • Facebook
  • Quickly
  • Félix & Paul Studios
  • First-hand technology
  • Fove
  • Foxconn
  • Full disc
  • FundamentalVR
  • Garmin
  • G’Audio
  • Optical Electronics Engineering
  • GestureTek
  • Godot
  • Goertek
  • Gravity sketch
  • HaptX
  • Hi Max
  • HP
  • HTC
  • Huawei
  • ImmersiveTouch
  • Infineon
  • Intelligence
  • Invensense (TDK)
  • iQiyi
  • Japan Display
  • JD.com
  • jsDelivery
  • Kinicho
  • Kioxia
  • Knowles Electronics
  • Leica
  • Lenovo
  • LG Chem
  • LG screen
  • LG Electronics
  • Lockheed Martin
  • LVMH (Christian Dior)
  • Macronix
  • Mantis vision
  • Manus Machine
  • Matterport
  • MediaTek
  • Medical realities
  • MeetinVR
  • Merge laboratories
  • Micron
  • Microsoft
  • Mimi (3D sound laboratories)
  • MindMotionPro
  • Mozilla (hubs)
  • Murata
  • Myer
  • Nanome
  • Nanya Tech
  • NetEase
  • Netflix
  • Nexon
  • Nikon
  • Nintendo
  • Northrop Grumman
  • Nvidia
  • NXP semiconductors
  • Occipital
  • Olympus
  • OmniVision
  • Omron
  • Comfort
  • OnSemi
  • OpenXR
  • Osso VR
  • Oxford RV
  • Panasonic
  • Penrose Studios
  • Pimax
  • Psious
  • Qorvo
  • Qualcomm
  • Solving games
  • Ricoh
  • Saffron
  • Samsung Electronics
  • Seiko Epson
  • Sennheiser
  • Sensata
  • Shanghai Optics
  • Shenzhen arashi
  • Shinecon
  • Secondary quest
  • Sine wave
  • Sixense
  • SK Hynix
  • Skyworks
  • Softbank (Arm)
  • Sony
  • Space systems
  • Square Enix
  • Stack path
  • STMicroelectronics
  • Suning.com
  • VERY HOT
  • TDK (ATL)
  • TDK (InvenSense)
  • Tencent
  • Tencent (WeChat)
  • Texas instruments
  • Toshiba
  • Tsinghua Unigroup
  • TSMC
  • Ubisoft
  • Ultrahaptic
  • Unity
  • Unity Technologies
  • Universal display
  • USound
  • Valve
  • Varjo
  • Verizon
  • Vicarious surgery
  • Vicon
  • VR lens lab
  • VRChat
  • Walt disney
  • WearVR
  • western digital
  • Wild technology
  • Wookey technology
  • WorldViz
  • Xiaomi
  • Xilinx
  • Young Optic
  • Yulio Technologies

For more information on this report, visit https://www.researchandmarkets.com/r/4vcsrl

View source version on businesswire.com:https://www.businesswire.com/news/home/20211201006042/en/

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KEYWORD:

INDUSTRY KEYWORD: CONSUMER ELECTRONICS TECHNOLOGY ELECTRONIC GAMES ENTERTAINMENT COMMUNICATIONS SOCIAL MEDIA OTHER TECHNOLOGIES AUDIO / VIDEO SOFTWARE INTERNET HARDWARE

SOURCE: Research and markets

Copyright Business Wire 2021.

PUB: 12/01/2021 2:27 PM / DISC: 12/01/2021 2:27 PM

http://www.businesswire.com/news/home/20211201006042/en

Copyright Business Wire 2021.

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