{"id":67279,"date":"2020-09-05T03:00:00","date_gmt":"2020-09-05T03:00:00","guid":{"rendered":"https:\/\/icrowdnewswire.com\/?p=2724402"},"modified":"2020-09-05T03:00:00","modified_gmt":"2020-09-05T03:00:00","slug":"virtual-reality-market-worth-20-9-billion-by-2025","status":"publish","type":"post","link":"https:\/\/ipsnews.net\/business\/2020\/09\/05\/virtual-reality-market-worth-20-9-billion-by-2025\/","title":{"rendered":"Virtual Reality Market worth $20.9 billion by 2025"},"content":{"rendered":"<p>According to the new market research report<strong>&#8220;<\/strong><strong>Virtual Reality Marketwith COVID-19 Impact Analysis by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare) and Geography &#8211; Global Forecast to 2025&#8243;<\/strong>, published by MarketsandMarkets<img decoding=\"async\" src=\"https:\/\/s.w.org\/images\/core\/emoji\/11.2.0\/72x72\/2122.png\" alt=\"&trade;\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><em>,<\/em>the Virtual Reality Marketsize is projected to grow from<span class=\"xn-money\">USD 6.1 billion<\/span>in 2020 to<span class=\"xn-money\">USD 20.9 billion<\/span>by 2025; it is expected to grow at a CAGR of 27.9% from 2020 to 2025. Increase in demand for hardware devices is the major reason for the growth of the VR market. The VR content creation market is expected to witness a surge in its growth to bring in the inflow of the content to fulfill the requirements of different applications using virtual reality HMDs. This will be a massive boost to the high growth of the virtual reality market as a whole. The increased need for content in the virtual reality market will also pave the path for many content creation start-ups. The use of virtual reality for commercial purposes to attract customers has been on the rise with business owners using virtual reality headsets to build their sales.<\/p>\n<p><strong>Ask for PDF Brochure:<\/strong><\/p>\n<p><a href=\"https:\/\/www.marketsandmarkets.com\/pdfdownloadNew.asp?id=458#utm_source=icrowdnewswire&amp;utm_medium=referral&amp;utm_campaign=paidpr\" target=\"_blank\" rel=\"nofollow noopener noreferrer\">https:\/\/www.marketsandmarkets.com\/pdfdownloadNew.asp?id=458<\/a><\/p>\n<p><strong>COVID-19 has adversely impacted the supply chain of the VR market<\/strong><\/p>\n<p>The growth rate of the VR market is likely to witness a significant drop in the first two quarters of 2020, due to the widespread of the coronavirus. It is expected that COVID-19 will adversely impact the supply chain of the VR market as most of the players are based in APAC, which is among the most affected region. Also, in light of the current situation, major VR players are focusing on education, healthcare, and enterprise applications of VR to reduce the loss and recover at a rapid pace.<\/p>\n<p><strong><span class=\"xn-location\">North America<\/span>to hold the largest market share in 2019<\/strong><\/p>\n<p><span class=\"xn-location\">North America<\/span>held the major market share in the VR market in 2019.<span class=\"xn-location\">North America<\/span>would have a slightly lower growth rate than APAC during the forecast period. The adoption rate of AR devices is likely to be high in APAC during the forecast period. The enterprise application in<span class=\"xn-location\">North America<\/span>would witness a high growth due to the high adoption of new technologies by enterprises. The VR market in<span class=\"xn-location\">North America<\/span>would witness high growth owing to the use of VR in gaming and entertainment, sports, and enterprise applications. For example, US athletes use VR technology to prepare for the Winter Olympics. The US Ski and Snowboard have been working with a VR training start-up based in<span class=\"xn-location\">California<\/span>, Strivr. The national governing body uses Strivr&#8217;s platform to train their athletes for World Cup competitions and the Olympics.<\/p>\n<p><strong>Strong presence of VR companies in the US likely to drive<\/strong><\/p>\n<p>Presence of companies such as Google (US). Facebook (US), Microsoft (US), DAQRI (US), and PTC (US) in the region drive the growth of the VR and AR market. The use of VR technology for marketing and promotion campaigns would help the VR market grow faster in the country. The construction sector is among the fastest-growing sectors in the US. It is likely to witness high growth with the use of VR technology.<\/p>\n<p><em>Browsein-depth TOC on<\/em><strong>&#8220;<\/strong><a href=\"https:\/\/www.marketsandmarkets.com\/Market-Reports\/reality-applications-market-458.html\" target=\"_blank\" rel=\"nofollow noopener noreferrer\">Virtual Reality Market<\/a><strong>&#8220;<\/strong><\/p>\n<p><strong>121 &ndash; Tables<br class=\"dnr\" \/>46 &ndash; Figures<br class=\"dnr\" \/>196 &ndash; Pages<\/strong><\/p>\n<p><strong>Inquiry Before Buying:<\/strong><\/p>\n<p><a href=\"https:\/\/www.marketsandmarkets.com\/Enquiry_Before_BuyingNew.asp?id=458#utm_source=icrowdnewswire&amp;utm_medium=referral&amp;utm_campaign=paidpr\" target=\"_blank\" rel=\"nofollow noopener noreferrer\">https:\/\/www.marketsandmarkets.com\/Enquiry_Before_BuyingNew.asp?id=458<\/a><\/p>\n<p><strong>VR market for hardware currently leads the virtual reality<\/strong><\/p>\n<p>The VR market for hardware currently leads the virtual reality market space. Companies such as Oculus, Sony, Samsung, HTC, and Google have been active enough in the VR hardware space, and the availability of VR hardware from these companies has helped in the growth of the VR market for hardware. Currently, virtual reality hardware devices are easily available in the market; however, there would be an increase in the need for content creation for VR hardware in the near future. This would, in turn, drive a higher growth of the virtual reality market for software during the forecast period. The market for VR software is expected to surpass the VR market for hardware by 2025.<\/p>\n<p>Sony (<span class=\"xn-location\">Japan<\/span>), Samsung Electronics (<span class=\"xn-location\">South Korea<\/span>), Google (US), Microsoft (US), HTC (<span class=\"xn-location\">Taiwan<\/span>), Oculus (US), Eon Reality (US), Vuzix (US), CyberGlove Systems (US), Leap Motion (US), Sixense Enterprises (US), Nintendo (<span class=\"xn-location\">Japan<\/span>), Psious (<span class=\"xn-location\">Spain<\/span>), Mindmaze (<span class=\"xn-location\">Switzerland<\/span>), WorldViz (US), Firsthand Technology (US), Virtuix (US), Survios (US), Merge Labs (US), SpaceVR (US), and Virtually Live (<span class=\"xn-location\">Switzerland<\/span>) are the key players in the virtual reality market.<\/p>\n<p><strong>Related Reports:<\/strong><\/p>\n<p><a href=\"https:\/\/www.marketsandmarkets.com\/Market-Reports\/micro-led-market-119830236.html\" target=\"_blank\" rel=\"nofollow noopener noreferrer\">Micro-LED Market<\/a>by Application (Display (Smartwatch, NTE Device (AR HMD, VR HMD), Smartphone, Television, HUD, Digital Signage, Laptop and Monitor, Lighting (General, Automotive), Display Panel Size, Vertical, and Region &#8211; Global Forecast to 2026<\/p>\n<p><a href=\"https:\/\/www.marketsandmarkets.com\/Market-Reports\/augmented-reality-virtual-reality-market-1185.html\" target=\"_blank\" rel=\"nofollow noopener noreferrer\">Augmented Reality and Virtual Reality Market<\/a>by Offering (Hardware &amp; Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Geography &#8211; Global Forecast to 2023<\/p>\n<p class=\"tags\">Tags: <a href=\"https:\/\/icrowdnewswire.com\/tag\/virtual-reality-market\/\" rel=\"tag\">Virtual Reality Market<\/a><\/p>\n<div><strong>See Campaign: <\/strong><a href=\"https:\/\/www.marketsandmarkets.com\/Market-Reports\/reality-applications-market-458.html\" target=\"_blank\">https:\/\/www.marketsandmarkets.com\/Market-Reports\/reality-applications-market-458.html<\/a><br \/><b>Contact Information:<\/b><br \/>Mr. Aashish Mehra<br \/>\nMarketsandMarkets<img decoding=\"async\" src=\"https:\/\/s.w.org\/images\/core\/emoji\/11.2.0\/72x72\/2122.png\" alt=\"&trade;\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/> INC.<br \/>\n630 Dundee Road<br \/>\nSuite 430<br \/>\nNorthbrook, IL 60062<br \/>\nUSA: +1-888-600-6441<\/p>\n<p><b>Tags:<\/b><br \/><a href=\"\"><\/a>, <a href=\"https:\/\/icrowdnewswire.com\/category\/ips\/\" rel=\"category tag\">IPS<\/a>, <a href=\"https:\/\/icrowdnewswire.com\/category\/news-category\/extended-distribution\/\" rel=\"category tag\">Extended Distribution<\/a>, <a href=\"https:\/\/icrowdnewswire.com\/category\/news-category\/icn_internal_distribution\/\" rel=\"category tag\">iCN Internal Distribution<\/a>, <a href=\"https:\/\/icrowdnewswire.com\/category\/news-category\/wire\/\" rel=\"category tag\">Wire<\/a>, <a href=\"https:\/\/icrowdnewswire.com\/category\/news-category\/research-newswire\/\" rel=\"category tag\">Research Newswire<\/a>, <a href=\"https:\/\/icrowdnewswire.com\/category\/language\/english\/\" rel=\"category tag\">English<\/a><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\" alt=\"image\" width=\"400\" height=\"300\" class=\"cwdfimg\" \/><\/div>\n<div>\n<h3>Contact Information:<\/h3>\n<p>Mr. Aashish Mehra<br \/>\nMarketsandMarkets\u2122 INC.<br \/>\n630 Dundee Road<br \/>\nSuite 430<br \/>\nNorthbrook, IL 60062<br \/>\nUSA: +1-888-600-6441<\/p>\n<\/p><\/div>\n","protected":false},"excerpt":{"rendered":"<p>According to the new market research report&nbsp;&ldquo;Virtual Reality Market&nbsp;with COVID-19 Impact Analysis by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare) and Geography &ndash; Global Forecast to 2025&Prime;, published by MarketsandMarkets&trade;,&nbsp;the Virtual Reality Market&nbsp;size is projected to grow from&nbsp;USD 6.1 billion&nbsp;in 2020 to&nbsp;USD 20.9 billion&nbsp;by 2025; it &hellip; <a href=\"https:\/\/icrowdnewswire.com\/2020\/09\/04\/virtual-reality-market-worth-20-9-billion-by-2025\/\">Continue reading <span>Virtual Reality Market worth $20.9 billion by 2025<\/span><\/a> <a href=\"https:\/\/ipsnews.net\/business\/2020\/09\/05\/virtual-reality-market-worth-20-9-billion-by-2025\/\" class=\"more-link\">Continue Reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":44,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,5,67,57,4,54],"tags":[],"class_list":["post-67279","post","type-post","status-publish","format-standard","hentry","category-english","category-extended-distribution","category-icn-internal-distribution","category-ips","category-research-newswire","category-wire"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.9 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Virtual Reality Market worth $20.9 billion by 2025 - Business<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/ipsnews.net\/business\/2020\/09\/05\/virtual-reality-market-worth-20-9-billion-by-2025\/\" \/>\n<meta property=\"og:locale\" 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