バーチャルリアリティ(VR)の市場シェア分析、業界動向と統計、成長予測 2025-2030年

Virtual Reality (VR) - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

バーチャルリアリティ(VR)の市場シェア分析、業界動向と統計、成長予測 2025-2030年
Virtual Reality (VR) Market is Segmented by Offering (Hardware, Software, and Services), Device Form Factor (Tethered HMD, Stand-Alone HMD, and More), Immersion Level (Non-Immersive, Semi-Immersive, Fully-Immersive), End-User Industry (Gaming, Healthcare, and More), and by Geography. The Market Forecasts are Provided in Terms of Value (USD).

商品番号 : SMB-77124

出版社Mordor Intelligence
出版年月2025年6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 4,750
種別英文調査報告書

バーチャルリアリティ(VR)市場は、提供内容(ハードウェア、ソフトウェア、サービス)、デバイスフォームファクター(テザーHMD、スタンドアロンHMDなど)、没入度(非没入型、半没入型、完全没入型)、エンドユーザー産業(ゲーム、ヘルスケアなど)、および地域別にセグメント化されています。市場予測は金額(米ドル)で提供されています。

バーチャルリアリティ(VR)市場規模は、2025年には128億8,000万米ドルと推定され、2030年には414億2,000万米ドルに達し、年平均成長率(CAGR)26.30%で成長すると予測されています。企業による没入型トレーニングプラットフォームの急速な導入、複合現実(MR)対応プロセッサの普及、そして5Gエッジインフラの成熟がこの市場拡大を支えています。企業のネットゼロ宣言は、バーチャルファーストイベントの需要を加速させ、治療用途の規制認可は、この技術の適用範囲をエンターテイメントの域にとどまらず拡大させています。ハードウェアのイノベーションは依然として重要ですが、組織がカスタマイズされたコンテンツ、強力な分析、学習管理システムとのシームレスな統合を優先するにつれて、ソフトウェアとサービスが勢いを増しています。

試験的な成功を受けて、組織は本格的なVR研修プログラムを展開し、従来の方法と比較して研修時間が75%短縮され、受講者の自信が275%向上したと報告しています。ボーイング社は研修時間を75%削減し、デルタ航空は技術者の熟練度チェックを5,000%向上させました。損益分岐点は受講者数375人で、受講者数が3,000人を超えると費用対効果が52%向上します。ウォルマートの小売シミュレーションや米陸軍のメンタルヘルスモジュールなど、フォーチュン500企業の75%以上が現在、学習戦略にVRを組み込んでいます。また、SOMPOホールディングスなどの日本の保険会社は、職場における事故を抑制するためにVRハザードシミュレーションを導入しています。その結果、知識の定着率が向上し、職場でのパフォーマンスがより安全になり、研修は企業にとってバーチャルリアリティ市場への主要な入り口としての地位を確立しています。

QualcommのSnapdragon XR2+ Gen 2などの次世代チップセットは、片目あたり4.3Kの解像度を実現し、12台のカメラを連携させて空間マッピングを行うことで、ミッドレンジのヘッドセットにフラッグシップクラスの性能をもたらします。AppleのVision Proは、2,300万画素のマイクロOLEDパネルを駆動するためにデュアルチップを採用しており、処理需要曲線を示しています。ディスプレイ部品だけでも単価が530ドル上昇するため、効率化には動的中心窩レンダリングと視線追跡が不可欠となります。SamsungとGoogle、Qualcommの三社による提携は、これらのシリコン技術の進歩が主流の商業化を示唆しており、価格帯を徐々に引き下げ、仮想現実市場へのアクセスを拡大します。

Virtual Reality (VR) Market Analysis

The Virtual Reality market size is estimated at USD 12.88 billion in 2025 and is projected to reach USD 41.42 billion by 2030, advancing at a 26.30% CAGR. Rapid enterprise adoption of immersive training platforms, rising availability of mixed-reality–ready processors, and maturing 5G edge infrastructure underpin this expansion. Corporate net-zero pledges accelerate demand for virtual-first events, while regulatory clearances for therapeutic applications extend the technology’s reach beyond entertainment. Hardware innovation remains vital, yet software and services gain momentum as organizations prioritize tailored content, robust analytics, and seamless integration with learning-management systems.

バーチャルリアリティ(VR)の市場シェア分析、業界動向と統計、成長予測 2025-2030年
Virtual Reality (VR) – Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 – 2030)

Global Virtual Reality (VR) Market Trends and Insights

Rising Enterprise-Wide VR Training Adoption

Organizations roll out full-scale VR training programs after pilot success, citing a 75% reduction in training time and a 275% jump in learner confidence versus conventional methods. Boeing recorded a 75% cut in training hours, and Delta Air Lines raised technician proficiency checks by 5,000%. Break-even arrives at 375 learners and becomes 52% more cost-effective once cohorts exceed 3,000. Over 75% of Fortune 500 companies now embed VR in learning strategies, including Walmart’s retail simulations and the U.S. Army’s mental-health modules, while Japanese insurers such as SOMPO deploy VR hazard simulations to curb workplace incidents. The outcome is stronger knowledge retention and safer on-the-job performance, cementing training as the principal enterprise gateway into the Virtual Reality market.

Mainstreaming of Mixed-Reality-Ready GPUs and SoCs

Next-generation chipsets like Qualcomm’s Snapdragon XR2+ Gen 2 deliver 4.3 K-per-eye resolution and orchestrate a dozen cameras for spatial mapping, bringing flagship performance to mid-range headsets. Apple’s Vision Pro employs dual chips to drive 23 million-pixel micro-OLED panels, illustrating processing demand curves. Display components alone add USD 530 to unit costs, so dynamic foveated rendering and eye-tracking become essential for efficiency. Samsung’s three-way alliance with Google and Qualcomm signals mainstream commercialisation of these silicon advances, progressively lowering price points and broadening access to the Virtual Reality market.

Cybersickness and Long-Term Vestibular Concerns

Motion-to-photon discrepancies trigger nausea, headache, and disorientation, discouraging extended sessions. Sensory-conflict research pinpoints combined visual-vestibular mismatch as the main cause, intensified in mobile VR where device sway adds complexity. FDA guidelines for medical-grade headsets mandate prominent nausea warnings, highlighting clinical gravity. Hardware makers pursue higher refresh rates and latency cuts, yet physiological limits persist. Enterprises mitigate risk through shorter modules, raising content design costs and dampening near-term Virtual Reality market growth.

Other drivers and restraints analyzed in the detailed report include:

  • 5G/Edge-Powered Untethered Streaming of VR Content
  • Corporate Net-Zero Pledges Driving Virtual-First Events
  • Eye-Box Heat Build-Up Limiting Continuous Usage

For complete list of drivers and restraints, kindly check the Table Of Contents.

List of Companies Covered in this Report:

  • Meta Platforms (Meta Quest)
  • Sony Corporation
  • HTC Corporation
  • Samsung Electronics Co. Ltd
  • Apple Inc.
  • Qualcomm Technologies Inc.
  • Lenovo Group Ltd
  • Pico Interactive Inc.
  • Valve Corporation
  • Varjo Technologies Oy
  • Microsoft Corporation
  • Magic Leap Inc.
  • Vuzix Corporation
  • FOVE Inc.
  • DPVR (Lexiang Tech Co. Ltd)
  • Unity Technologies Inc.
  • Unreal Engine (Epic Games Inc.)
  • Autodesk Inc.
  • Dassault Systèmes SE
  • 3D Systems Corporation

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION

1.1 Study Assumptions and Market Definition

1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET LANDSCAPE

4.1 Market Overview

4.2 Market Drivers

4.2.1 Rising enterprise-wide VR training adoption

4.2.2 Mainstreaming of “mixed reality-ready” GPUs and SoCs

4.2.3 5G/Edge-powered untethered streaming of VR content

4.2.4 Corporate Net-Zero pledges driving ‘virtual-first’ events

4.2.5 Regulatory approvals for VR-based mental-health therapies

4.2.6 Ultrasound-haptics enabling controller-free interaction

4.3 Market Restraints

4.3.1 Cybersickness and long-term vestibular concerns

4.3.2 Eye-box heat build-up limiting continuous usage

4.3.3 Scarcity of AAA-grade VR content outside gaming

4.3.4 Data-privacy compliance costs for eye-tracking analytics

4.4 Supply-Chain Analysis

4.5 Regulatory Landscape

4.6 Technological Outlook

4.7 Porter’s Five Force Analysis

4.7.1 Bargaining Power of Suppliers

4.7.2 Bargaining Power of Buyers

4.7.3 Threat of New Entrants

4.7.4 Threat of Substitutes

4.7.5 Intensity of Rivalry

4.8 Assessment of Macroeconomic Factors

5 MARKET SIZE AND GROWTH FORECASTS (VALUE)

5.1 By Offering

5.1.1 Hardware

5.1.2 Software

5.1.3 Services

5.2 By Device Form Factor

5.2.1 Tethered HMD

5.2.2 Stand-alone HMD

5.2.3 Screenless Viewer

5.2.4 CAVE / Immersive Rooms

5.3 By Immersion Level

5.3.1 Non-Immersive

5.3.2 Semi-Immersive

5.3.3 Fully-Immersive

5.4 By End-User Industry

5.4.1 Gaming

5.4.2 Media and Entertainment

5.4.3 Healthcare

5.4.4 Education and Training

5.4.5 Military and Defense

5.4.6 Retail and eCommerce

5.4.7 Real Estate and Architecture

5.5 By Geography

5.5.1 North America

5.5.1.1 United States

5.5.1.2 Canada

5.5.1.3 Mexico

5.5.2 South America

5.5.2.1 Brazil

5.5.2.2 Argentina

5.5.2.3 Rest of South America

5.5.3 Europe

5.5.3.1 Germany

5.5.3.2 United Kingdom

5.5.3.3 France

5.5.3.4 Italy

5.5.3.5 Spain

5.5.3.6 Rest of Europe

5.5.4 Asia-Pacific

5.5.4.1 China

5.5.4.2 Japan

5.5.4.3 India

5.5.4.4 South Korea

5.5.4.5 Australia

5.5.4.6 Rest of Asia-Pacific

5.5.5 Middle East and Africa

5.5.5.1 Middle East

5.5.5.1.1 Saudi Arabia

5.5.5.1.2 United Arab Emirates

5.5.5.1.3 Turkey

5.5.5.1.4 Rest of Middle East

5.5.5.2 Africa

5.5.5.2.1 South Africa

5.5.5.2.2 Nigeria

5.5.5.2.3 Egypt

5.5.5.2.4 Rest of Africa

6 COMPETITIVE LANDSCAPE

6.1 Market Concentration

6.2 Strategic Moves

6.3 Market Share Analysis

6.4  Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share, Products and Services, Recent Developments)

6.4.1 Meta Platforms (Meta Quest)

6.4.2 Sony Corporation

6.4.3 HTC Corporation

6.4.4 Samsung Electronics Co. Ltd

6.4.5 Apple Inc.

6.4.6 Qualcomm Technologies Inc.

6.4.7 Lenovo Group Ltd

6.4.8 Pico Interactive Inc.

6.4.9 Valve Corporation

6.4.10 Varjo Technologies Oy

6.4.11 Microsoft Corporation

6.4.12 Magic Leap Inc.

6.4.13 Vuzix Corporation

6.4.14 FOVE Inc.

6.4.15 DPVR (Lexiang Tech Co. Ltd)

6.4.16 Unity Technologies Inc.

6.4.17 Unreal Engine (Epic Games Inc.)

6.4.18 Autodesk Inc.

6.4.19 Dassault Systèmes SE

6.4.20 3D Systems Corporation

7 MARKET OPPORTUNITIES AND FUTURE OUTLOOK

7.1 White-space and Unmet-Need Assessment