Asia Pacific Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity

  • Report Code : 1008322
  • Industry : Telecom and IT
  • Published On : Oct 2023
  • Pages : 130
  • Publisher : Grace Market Data
  • Format: WMR PPT FormatWMR PDF Format

Impact Analysis of Covid-19

The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

Asia Pacific virtual reality (VR) market will grow by 28.7% annually with a total addressable market cap of $593.3 billion over 2023-2032, driven by the growing R&D investment, fast evolving technologies, the rising smartphone customer base, and the increasing applications of virtual reality across various industries.
Highlighted with 34 tables and 64 figures, this 130-page report "Asia Pacific Virtual Reality (VR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Nonimmersive, Semi-Immersive, Fully Immersive), Device (HMD, Gesture-Tracking, Projector & Display), Platform (Mobile, Console, PC), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity" is based on a comprehensive research of the entire Asia Pacific virtual reality (VR) market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter's Fiver Forces
The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify Asia Pacific virtual reality (VR) market in every aspect of the classification from perspectives of Offering, Technology, Device, Platform, Industry Vertical, End User, and Country.

Based on Offering, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Services

Based on Technology, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Nonimmersive Technology
• Semi-Immersive Technology
• Fully Immersive Technology

By Device, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Head-Mounted Display (HMD)
• Gesture-Tracking Device
• Projector & Display Wall

By Platform, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Mobile VR
• Console VR
• PC VR

By Industry Vertical, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals

By End User, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)

Geographically, the following national/local markets are fully investigated:
• Japan
• China
• South Korea
• Australia
• India
• Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, Taiwan, and Philippines)
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Technology, Device, and Industry Vertical‬ over the forecast years are also included.

The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd.
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co., Ltd.
Sixense Entertainment, Inc.
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 11
1.2.1 Overview of Market Research Methodology 11
1.2.2 Market Assumption 12
1.2.3 Secondary Data 12
1.2.4 Primary Data 12
1.2.5 Data Filtration and Model Design 13
1.2.6 Market Size/Share Estimation 14
1.2.7 Research Limitations 15
1.3 Executive Summary 16
2 Market Overview and Dynamics 19
2.1 Market Size and Forecast 19
2.1.1 Impact of COVID-19 on World Economy 20
2.1.2 Impact of COVID-19 on the Market 23
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 25
2.2 Major Growth Drivers 29
2.3 Market Restraints and Challenges 33
2.4 Emerging Opportunities and Market Trends 36
2.5 Porter's Fiver Forces Analysis 40
3 Segmentation of Asia Pacific Market by Offering 44
3.1 Market Overview by Offering 44
3.2 Hardware 46
3.2.1 Sensors 48
3.2.2 Semiconductor Component 49
3.2.3 Displays and Projectors 50
3.2.4 Position Trackers 51
3.2.5 Cameras 52
3.2.6 Other Hardware 53
3.3 Software 54
3.3.1 Software Developer Kits 55
3.3.2 Cloud-based Solutions 56
3.4 Services 57
4 Segmentation of Asia Pacific Market by Technology 58
4.1 Market Overview by Technology 58
4.2 Nonimmersive Technology 60
4.3 Semi-Immersive Technology 61
4.4 Fully Immersive Technology 62
5 Segmentation of Asia Pacific Market by Device 63
5.1 Market Overview by Device 63
5.2 Head-Mounted Display (HMD) 65
5.3 Gesture-Tracking Device 66
5.4 Projector & Display Wall 67
6 Segmentation of Asia Pacific Market by Platform 68
6.1 Market Overview by Platform 68
6.2 Mobile VR 70
6.3 Console VR 71
6.4 PC VR 72
7 Segmentation of Asia Pacific Market by Industry Vertical 73
7.1 Market Overview by Industry Vertical 73
7.2 Gaming 75
7.3 Entertainment & Media 76
7.4 Aerospace & Defense 77
7.5 Healthcare 78
7.6 Education 79
7.7 Automotive 80
7.8 Retail & Marketing 81
7.9 Other Verticals 82
8 Segmentation of Asia Pacific Market by End User 83
8.1 Market Overview by End User 83
8.2 Consumer 85
8.3 Enterprise 86
8.3.1 Large Enterprises 87
8.3.2 Small- & Medium-sized Enterprises (SMEs) 88
9 Asia-Pacific Market 2022-2032 by Country 89
9.1 Overview of Asia-Pacific Market 89
9.2 Japan 92
9.3 China 95
9.4 Australia 98
9.5 India 100
9.6 South Korea 102
9.7 Rest of APAC Region 104
10 Competitive Landscape 106
10.1 Overview of Key Vendors 106
10.2 New Product Launch, Partnership, Investment, and M&A 109
10.3 Company Profiles 110
Apple Inc. 110
Atheer, Inc. 112
Cyberglove Systems Inc. 113
EON Reality, Inc. 114
Facebook Inc. 115
Google Inc. 116
Hewlett-Packard Development Company. L.P 117
Leap Motion, Inc. 118
Meta Inc. 119
Microsoft Corporation 120
Nintendo Co., Ltd. 121
Oculus VR, LLC 122
Qualcomm Technologies, Inc. 123
Samsung Electronics Co., Ltd. 124
Sixense Entertainment, Inc. 125
Sony Corporation 126
Total Immersion, Inc. 127
Virtuix 128
Zappar Ltd. 129
RELATED REPORTS 130

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