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Virtual reality market size, share, growth forecast in 2023-2029

Posted on January 3, 2023

VR refers to the use of computer technology to create a simulated, three-dimensional environment that can be interacted with in a seemingly real or physical way by a person using special equipment such as a headset with a screen or gloves fitted with sensors.

The global virtual reality market size was valued at USD 11.64 billion in 2021. The market is projected to grow from USD 16.67 billion in 2022 to USD 227.34 billion by 2029, exhibiting a CAGR of 45.2% during the forecast period.

The growth of the VR market is being driven by the increasing use of VR in gaming and entertainment, the growing adoption of VR in healthcare and education, and the increasing use of VR in training and simulation.

Key players in the VR market include Oculus, HTC, and Sony, as well as newer entrants such as Pico and Quest.

Virtual reality (VR) is a technology that allows users to interact with a simulated, three-dimensional environment in a seemingly real or physical way. It is typically experienced through a headset with a screen or gloves fitted with sensors, which track the user’s movements and provide haptic feedback.

There are several types of VR technology, including:

Non-immersive VR: This type of VR uses a computer or smartphone as the display and does not require any specialized equipment, such as a headset. Examples include Google Cardboard and Google Street View.

Semi-immersive VR: This type of VR uses a headset with a screen, but the user is not completely cut off from the physical world. Examples include the Oculus Quest 2 and the HTC Vive.

Fully immersive VR: This type of VR uses a headset with a screen and specialized equipment such as gloves or haptic feedback devices to fully immerse the user in the virtual environment. Examples include the Oculus Rift and the HTC Vive Pro.

The increasing use of VR in gaming and entertainment: VR is being used to create immersive gaming experiences and to bring movies and other entertainment content to life.

The growing adoption of VR in healthcare and education: VR is being used to train healthcare professionals and to provide educational content in a more engaging way.

The increasing use of VR in training and simulation: VR is being used to train people for a variety of industries, including aviation, military, and emergency response. It is also being used to simulate dangerous or difficult situations, such as fires or earthquakes, to help people prepare for emergencies.

The growing trend of personalization: VR allows users to customize their experiences, which is attractive to consumers.

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Key players in the VR market include Oculus, HTC, and Sony, as well as newer entrants such as Pico and Quest. These companies offer a range of VR products, including headsets, gloves, and haptic feedback devices.

In conclusion, VR is a technology that is expected to grow significantly in the coming years, with a wide range of applications in gaming, entertainment, healthcare, education, training, and simulation. Key players in the VR market include Oculus, HTC, and Sony, as well as newer entrants such as Pico and Quest.

https://www.fortunebusinessinsights.com/industry-reports/virtual-reality-market-101378

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