航空宇宙および防衛におけるバーチャルリアリティ(VR)市場規模、シェア、業界分析および予測 2024-2032年

Virtual Reality (VR) in Aerospace and Defense Market Size, Share & Industry Analysis

航空宇宙および防衛におけるバーチャルリアリティ(VR)市場 : 実装モード(ヘッドマウントディスプレイ/ヘルメットマウントディスプレイ、ヘッドアップデバイス、VRシミュレーター、アプリなど)、用途別(設計と製造、シミュレーションとトレーニング、メンテナンス支援、リモートコラボレーションなど)、エンドユーザー別(民間/商業および防衛)、および地域別の市場規模、シェア、業界分析および予測 2024-2032年
Virtual Reality (VR) in Aerospace and Defense Market Size, Share & Industry Analysis, By Mode of Implementation (Head-mounted displays/Helmet-Mounted Displays, Head-up Devices, VR Simulators, Apps, and Others), By Application (Design & Manufacturing, Simulation & Training, Maintenance Assistance, Remote Collaboration, and Others), By End-user (Civil/Commercial and Defense), and Regional Forecast, 2024-2032

商品番号 : SMB-75257

出版社Fortune Business Insights
出版年月2025年3月
ページ数120
価格タイプシングルユーザライセンス
価格USD 4,850
種別英文調査報告書

Growth Factors of Virtual Reality in Aerospace and Defense Market

The Virtual Reality in Aerospace and Defense Market size was valued at USD 92.0 USD billion in 2023, and the market is now projected to grow to 10.3 USD  billion by 2032, exhibiting a CAGR of 17.0% during the forecast period of 2023-2030.

航空宇宙および防衛におけるバーチャルリアリティ(VR)市場規模は、2023年に920億米ドルと評価され、2032年までに103億米ドルに成長すると予測されており、2023年から2030年の予測期間中に17.0%のCAGRを示します。

The pandemic has been anticipated to be a bane for the entire industrial developments of various market and fields. This has affected the overall supply and demand chains of the particular market. As a result of the government’s lockdown and other steps to stop the coronavirus from spreading, all supply activities were postponed, which decreased the amount of product related to this domain. These factors affected the Virtual Reality in Aerospace and Defense Market growth.

パンデミックは、さまざまな市場や分野の産業発展全体にとっての悩みの種になると予想されています。これは、特定の市場の全体的な供給と需要のチェーンに影響を与えています。政府のロックダウンやコロナウイルスの拡散を阻止するためのその他の措置の結果、すべての供給活動が延期され、この分野に関連する製品の量が減少しました。これらの要因は、航空宇宙および防衛市場におけるバーチャルリアリティの成長に影響を与えました。

航空宇宙および防衛におけるバーチャルリアリティ(VR)市場規模、シェア、業界分析および予測 2024-2032年
virtual_reality_in_aerospace_and_defense_market

In the military, digital transformation is the use of updated technology to enhance procedures and general configurations. It takes many forms, including automating a laborious process, creating engaging experiences with VR and AR, leveraging AI to make well-informed judgments, and employing cloud services to streamline data management. Defense digital transformation is critical because it may improve military operations’ efficiency and productivity. Moreover, digital technology can be utilized to boost military training, supply chain management, logistics, and the development of new armaments and defense systems. The goal of defense digital transformation is to create a more competent and flexible military that can respond to a wide variety of challenges.  These particular growth driving factors have been recorded to attribute the Virtual Reality in Aerospace and Defense Market Share.

It is necessary for a product market to walk with the trends in order to increases its lucracy and profits in shares and all over revenue. The metaverse has created many opportunities for digital transformation, especially through virtual, augmented, and mixed realities. Defense and aerospace companies are spending a lot of time developing AR/VR solutions for aircraft maintenance, repair, and refurbishment as well as flight training, and they are enjoying the full potential of the metaverse by simulating realistic combat scenarios.

Comprehensive Analysis of Virtual Reality in Aerospace and Defense Market

The segmentation of this particular market has been divided and then further subdivided into various categories. The market is divided into several categories based on how they are implemented, including VR simulators, apps, head-mounted displays, head-up devices, and others (handheld devices). Design and manufacturing, simulation and training, maintenance support, remote collaboration, and others (passengers’ entertainment) are the market segments based on application. The market is separated into two segments based on end users: defense and civil/commercial. These particular segmentations have been categorized into such groups so that their attribution to the overall revenue systems are properly recorded studied so as to determine which is the leading and most beneficial segment of all.

Because of the early acceptance and extensive usage of immersive technology in the aerospace and defense industries in the region, North America has the largest market share. Increased investment in defense-related virtual reality (VR) systems in the United States and Canada has also helped to increase the market share of VR in aerospace and defense. Market expansion is fueled by the region’s robust technological infrastructure, significant defense expenditure, and technological breakthroughs. The region is expected to maintain a significant proportion during the projected period.

Global markets are fiercely competitive and highly fragmented. Due to their creative packaging solutions, a few group of large market companies hold a fair amount of market share. Some of the major Companies includes Vuzix Corporation (U.S.), Collins Aerospace (U.S.), Tecknotrove (India), ESI Group (France), Vection Technologies (Australia), AIRBUS (France), BAE Systems (U.K.), CAE Inc. (Canada), EON Reality (U.S.), and WorldViz, Inc. (U.S.).

In August 2024, This particular company has attributed the market growth in terms of revenue and shares system. In order to implement XR and AI methods in aerospace manufacturing, Jeh Aerospace and GridRaster worked together. In order to inspect, train, and work-associate custom cases in aerospace manufacturing, the partnership seeks to improve spatial AI, virtual reality (VR), and augmented reality (AR) competencies. Jeh Aerospace plans to enhance a number of aspects of its aerospace module manufacturing setups by utilizing the Dynamic XR platform and the Spatial AI of GridRaster.

Segmentation Table

ATTRIBUTE        DETAILS

Study Period          2019-2032

Base Year               2023

Estimated Year      2024

Forecast Period     2024-2032

Historical Period  2019-2022

Growth Rate          CAGR of 17.0% from 2024 to 2032

Unit        Value (USD Million)

Segmentation        By Mode of Implementation

  • Head-mounted displays/Helmet-mounted Displays
  • Head-up Devices
  • VR Simulators
  • Apps
  • Others (Handheld Devices)

By Application

  • Design & Manufacturing
  • Simulation & Training
  • Maintenance Assistance
  • Remote Collaboration
  • Others (Passengers’ Entertainment)

By End-user

  • Civil/Commercial
  • Defense

By Region

North America (By Mode of Implementation, Application, End-user, and Country)

  • U.S.
  • Canada
  • Mexico

Europe (By Mode of Implementation, Application, End-user, and Country)

  • Germany
  • U.K.
  • France
  • Italy
  • Spain
  • Russia
  • Benelux
  • Nordics
  • Rest of Europe

Asia Pacific (By Mode of Implementation, Application, End-user, and Country)

  • China
  • India
  • Japan
  • South Korea
  • ASEAN
  • Oceania
  • Rest of Asia Pacific

Middle East & Africa (By Mode of Implementation, Application, End-user, and Country)

  • Turkey
  • Israel
  • GCC
  • North Africa
  • South Africa
  • Rest of the Middle East & Africa

South America (By Mode of Implementation, Application, End-user, and Country)

  • Brazil
  • Argentina
  • Rest of South America

Table of Contents

1. Introduction
1.1. Definition, By Segment
1.2. Research Methodology/Approach
1.3. Data Sources
2. Executive Summary
3. Market Dynamics
3.1. Macro and Micro Economic Indicators
3.2. Drivers, Restraints, Opportunities and Trends
3.3. Impact of Generative AI
4. Competition Landscape
4.1. Business Strategies Adopted by Key Players
4.2. Consolidated SWOT Analysis of Key Players
4.3. Global Virtual Reality (VR) in Aerospace and Defense Key Players (Top 3 – 5) Market Share/Ranking, 2023
5. Global Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
5.1. Key Findings
5.2. By Mode of Implementation (USD)
5.2.1. Head-mounted displays/Helmet-mounted Displays
5.2.2. Head-up Devices
5.2.3. VR Simulators
5.2.4. Apps
5.2.5. Others (Handheld Devices, etc.)
5.3. By Application (USD)
5.3.1. Design & Manufacturing
5.3.2. Simulation & Training
5.3.3. Maintenance Assistance
5.3.4. Remote Collaboration
5.3.5. Others (Passengers’ Entertainment, etc.)
5.4. By End-user (USD)
5.4.1. Civil/ Commercial
5.4.2. Defense
5.5. By Region (USD)
5.5.1. North America
5.5.2. Europe
5.5.3. Asia Pacific
5.5.4. Middle East & Africa
5.5.5. South America
6. North America Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
6.1. Key Findings
6.2. By Mode of Implementation (USD)
6.2.1. Head-mounted displays/Helmet-mounted Displays
6.2.2. Head-up Devices
6.2.3. VR Simulators
6.2.4. Apps
6.2.5. Others
6.3. By Application (USD)
6.3.1. Design & Manufacturing
6.3.2. Simulation & Training
6.3.3. Maintenance Assistance
6.3.4. Remote Collaboration
6.3.5. Others
6.4. By End-user (USD)
6.4.1. Civil/ Commercial
6.4.2. Defense
6.5. By Country (USD)
6.5.1. United States
6.5.2. Canada
6.5.3. Mexico
7. Europe Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
7.1. Key Findings
7.2. By Mode of Implementation (USD)
7.2.1. Head-mounted displays/Helmet-mounted Displays
7.2.2. Head-up Devices
7.2.3. VR Simulators
7.2.4. Apps
7.2.5. Others
7.3. By Application (USD)
7.3.1. Design & Manufacturing
7.3.2. Simulation & Training
7.3.3. Maintenance Assistance
7.3.4. Remote Collaboration
7.3.5. Others
7.4. By End-user (USD)
7.4.1. Civil/ Commercial
7.4.2. Defense
7.5. By Country (USD)
7.5.1. United Kingdom
7.5.2. Germany
7.5.3. France
7.5.4. Italy
7.5.5. Spain
7.5.6. Russia
7.5.7. Benelux
7.5.8. Nordics
7.5.9. Rest of Europe
8. Asia Pacific Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
8.1. Key Findings
8.2. By Mode of Implementation (USD)
8.2.1. Head-mounted displays/Helmet-mounted Displays
8.2.2. Head-up Devices
8.2.3. VR Simulators
8.2.4. Apps
8.2.5. Others
8.3. By Application (USD)
8.3.1. Design & Manufacturing
8.3.2. Simulation & Training
8.3.3. Maintenance Assistance
8.3.4. Remote Collaboration
8.3.5. Others
8.4. By End-user (USD)
8.4.1. Civil/ Commercial
8.4.2. Defense
8.5. By Country (USD)
8.5.1. China
8.5.2. India
8.5.3. Japan
8.5.4. South Korea
8.5.5. ASEAN
8.5.6. Oceania
8.5.7. Rest of Asia Pacific
9. Middle East & Africa Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
9.1. Key Findings
9.2. By Mode of Implementation (USD)
9.2.1. Head-mounted displays/Helmet-mounted Displays
9.2.2. Head-up Devices
9.2.3. VR Simulators
9.2.4. Apps
9.2.5. Others
9.3. By Application (USD)
9.3.1. Design & Manufacturing
9.3.2. Simulation & Training
9.3.3. Maintenance Assistance
9.3.4. Remote Collaboration
9.3.5. Others
9.4. By End-user (USD)
9.4.1. Civil/ Commercial
9.4.2. Defense
9.5. By Country (USD)
9.5.1. Turkey
9.5.2. Israel
9.5.3. GCC
9.5.4. North Africa
9.5.5. South Africa
9.5.6. Rest of MEA
10. South America Virtual Reality (VR) in Aerospace and Defense Market Size Estimates and Forecasts, By Segments, 2019-2032
10.1. Key Findings
10.2. By Mode of Implementation (USD)
10.2.1. Head-mounted displays/Helmet-mounted Displays
10.2.2. Head-up Devices
10.2.3. VR Simulators
10.2.4. Apps
10.2.5. Others
10.3. By Application (USD)
10.3.1. Design & Manufacturing
10.3.2. Simulation & Training
10.3.3. Maintenance Assistance
10.3.4. Remote Collaboration
10.3.5. Others
10.4. By End-user (USD)
10.4.1. Civil/ Commercial
10.4.2. Defense
10.5. By Country (USD)
10.5.1. Brazil
10.5.2. Argentina
10.5.3. Rest of South America
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
11.1. Vuzix Corporation
11.1.1. Overview
11.1.1.1. Key Management
11.1.1.2. Headquarters
11.1.1.3. Offerings/Business Segments
11.1.2. Key Details (Key details are consolidated data and not product/service specific)
11.1.2.1. Employee Size
11.1.2.2. Past and Current Revenue
11.1.2.3. Geographical Share
11.1.2.4. Business Segment Share
11.1.2.5. Recent Developments
11.2. Collins Aerospace
11.2.1. Overview
11.2.1.1. Key Management
11.2.1.2. Headquarters
11.2.1.3. Offerings/Business Segments
11.2.2. Key Details (Key details are consolidated data and not product/service specific)
11.2.2.1. Employee Size
11.2.2.2. Past and Current Revenue
11.2.2.3. Geographical Share
11.2.2.4. Business Segment Share
11.2.2.5. Recent Developments
11.3. Tecknotrove
11.3.1. Overview
11.3.1.1. Key Management
11.3.1.2. Headquarters
11.3.1.3. Offerings/Business Segments
11.3.2. Key Details (Key details are consolidated data and not product/service specific)
11.3.2.1. Employee Size
11.3.2.2. Past and Current Revenue
11.3.2.3. Geographical Share
11.3.2.4. Business Segment Share
11.3.2.5. Recent Developments
11.4. ESI Group
11.4.1. Overview
11.4.1.1. Key Management
11.4.1.2. Headquarters
11.4.1.3. Offerings/Business Segments
11.4.2. Key Details (Key details are consolidated data and not product/service specific)
11.4.2.1. Employee Size
11.4.2.2. Past and Current Revenue
11.4.2.3. Geographical Share
11.4.2.4. Business Segment Share
11.4.2.5. Recent Developments
11.5. Vection Technologies
11.5.1. Overview
11.5.1.1. Key Management
11.5.1.2. Headquarters
11.5.1.3. Offerings/Business Segments
11.5.2. Key Details (Key details are consolidated data and not product/service specific)
11.5.2.1. Employee Size
11.5.2.2. Past and Current Revenue
11.5.2.3. Geographical Share
11.5.2.4. Business Segment Share
11.5.2.5. Recent Developments
11.6. AIRBUS
11.6.1. Overview
11.6.1.1. Key Management
11.6.1.2. Headquarters
11.6.1.3. Offerings/Business Segments
11.6.2. Key Details (Key details are consolidated data and not product/service specific)
11.6.2.1. Employee Size
11.6.2.2. Past and Current Revenue
11.6.2.3. Geographical Share
11.6.2.4. Business Segment Share
11.6.2.5. Recent Developments
11.7. BAE Systems
11.7.1. Overview
11.7.1.1. Key Management
11.7.1.2. Headquarters
11.7.1.3. Offerings/Business Segments
11.7.2. Key Details (Key details are consolidated data and not product/service specific)
11.7.2.1. Employee Size
11.7.2.2. Past and Current Revenue
11.7.2.3. Geographical Share
11.7.2.4. Business Segment Share
11.7.2.5. Recent Developments
11.8. CAE Inc.
11.8.1. Overview
11.8.1.1. Key Management
11.8.1.2. Headquarters
11.8.1.3. Offerings/Business Segments
11.8.2. Key Details (Key details are consolidated data and not product/service specific)
11.8.2.1. Employee Size
11.8.2.2. Past and Current Revenue
11.8.2.3. Geographical Share
11.8.2.4. Business Segment Share
11.8.2.5. Recent Developments
11.9. EON Reality
11.9.1. Overview
11.9.1.1. Key Management
11.9.1.2. Headquarters
11.9.1.3. Offerings/Business Segments
11.9.2. Key Details (Key details are consolidated data and not product/service specific)
11.9.2.1. Employee Size
11.9.2.2. Past and Current Revenue
11.9.2.3. Geographical Share
11.9.2.4. Business Segment Share
11.9.2.5. Recent Developments
11.10. WorldViz, Inc.
11.10.1. Overview
11.10.1.1. Key Management
11.10.1.2. Headquarters
11.10.1.3. Offerings/Business Segments
11.10.2. Key Details (Key details are consolidated data and not product/service specific)
11.10.2.1. Employee Size
11.10.2.2. Past and Current Revenue
11.10.2.3. Geographical Share
11.10.2.4. Business Segment Share
11.10.2.5. Recent Developments
12. Key Takeaways