Virtual Reality Market Research Reports & Industry Analysis
Virtual Reality Industry Research & Market Reports
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Federated Learning Market Share, Size, Trends, Industry Analysis Report, By Application (Industrial Internet of Things, Drug Discovery, Risk Management, Augmented and Virtual Reality, Data Privacy Management, Others); By Industry Vertical; By Region; Segment Forecast, 2022 - 2030
... - 2030 The global federated learning market size is expected to reach USD 266.77 million by 2030, according to a new study by Polaris Market Research. The report “Federated Learning Market Share, Size, Trends, Industry ... Read More
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Hyperscale Edge Computing Market Size by Component (Software, Hardware [Sensors, Nodes], Service [Managed Service, Professional Service]), By Application (Remote Monitoring, Industrial IoT, Content Delivery, AR/VR), By Enterprise Size (Large Enterprises, SMEs), By Industry Vertical (IT & Telecom, Retail, BFSI, Government, Utility, Healthcare, Manufacturing), COVID-19 Impact Analysis, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2022 - 2030
... & Telecom, Retail, BFSI, Government, Utility, Healthcare, Manufacturing), COVID-19 Impact Analysis, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2022 - 2030 The global hyperscale edge computing market size is projected to expand considerably ... Read More
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Global Game Engine Market – Analysis By Game Type (2D, 3D, Others), Device (PC, Console, Mobile, Others), Application, End User, By Region, By Country (2022 Edition): Market Insights and Forecast with Impact of COVID-19 (2022-2027)
... Executive Summary The Global Game Engine Market was valued at USD 2.77 Billion in the year 2021. The growing popularity of virtual gaming in recent years has resulted in accelerated development of the game engine ... Read More
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Audio and Video Editing Software Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Component [Software (Audio Editing Software and Video Editing Software) and Services], Deployment (On premise and Cloud), and End User (Personal and Commercial)
... (Personal and Commercial) The audio and video editing software market is projected to grow from US$ 3,223.12 million in 2022 to US$ 4,562.65 million by 2028. It is estimated to grow at a CAGR of ... Read More
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Edge Computing Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Component (Hardware, Software, and Services), Organization Size (SMEs and Large Enterprises), Application (Smart cities, Industrial Internet of Things (IIoT), Content delivery, Augmented Reality and Virtual Reality, and Others), and Industry (Manufacturing, Energy & Utility, Government, IT and Telecom, Healthcare, Retail and Consumer Goods, and Others)
... Reality and Virtual Reality, and Others), and Industry (Manufacturing, Energy & Utility, Government, IT and Telecom, Healthcare, Retail and Consumer Goods, and Others) The edge computing market is expected to grow from US$ 40.84 million ... Read More
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AR Cloud: The Next Frontier in Augmented Reality
... immersive technologies, which require a point cloud for multiple users to view and access information in real time. Companies have invested in building the point cloud to include advanced technologies and innovations for efficient operations. ... Read More
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Global Wireless Anc Headphone Market Size study, By Price (Below USD 150, USD 151 TO USD 250, Above USD 251), By Application (Gaming, Virtual Reality, Music and Entertainment, Others (Fitness, Sports)), By Distribution Channel (Online, Offline), and Regional Forecasts 2022-2028
... Offline), and Regional Forecasts 2022-2028 Global Wireless Anc Headphone Market is valued approximately USD XX million in 2021 and is anticipated to grow with a healthy growth rate of more than XX % over the ... Read More
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eSports Market Update: The Emerging Influencer Marketer Connection
... companies. It also examines three esports-adjacent market segments: legal tournament cash betting, competitive game cash self-wagering, and competitive game influencer marketing. Revenue going to companies directly or primarily in these five market segments is also ... Read More
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Siemens and NVIDIA Partnership to Develop and Scale the Industrial Metaverse
... and increase the use of AI-driven digital twin technology across the entire product life cycle, from design through operation.With this partnership, Siemens is seeking to help customers build photorealistic, physics-based digital twins that simulate real-world ... Read More
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European Human Augmentation Forecast, 2021-2026: How AR/VR, Biometrics, Wearables, and Other Augmentation Techs Will Elevate Human Skills and Transform Businesses
... forecast between 2021 and 2026. According to IDC, the human augmentation market includes technologies such as augmented and virtual reality (AR/VR), exoskeletons, biometrics, wearables, affective computing, brain computer interfaces, smart home, and medical devices (ingestible, ... Read More
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India Augmented Reality and Virtual Reality Market, By Product (Head Mounted Display, Handheld Applications, Smart Glass, Head-up Display, AR Software), By Organization Size (Small Enterprises, Medium Enterprises, Large Enterprises), By Offering (Hardware, Software, Service), By Application (Enterprise, Consumer), By End-User (Consumer Electronics, Automotive, Healthcare, Manufacturing, Defense, and Others)Trend Analysis, Competitive Market Share & Forecast, 2018-2028
... Application (Enterprise, Consumer), By End-User (Consumer Electronics, Automotive, Healthcare, Manufacturing, Defense, and Others)Trend Analysis, Competitive Market Share & Forecast, 2018-2028 India AR and VR Market to Grow at a CAGR of 28% until 2028 India ... Read More
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Augmented Reality in Retail Market By Component (Hardware, Software, Services), By Device Type (Head Mounted Display, Smart AR Mirror, Handheld Device), By Application (Advertising and Marketing, Try on Solutions, Planning and Designing, Information Systems), By Retail Type (Jewelry, Beauty and Cosmetics, Apparel Fitting, Furniture and Lighting, Grocery Shopping, Footwear, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031
... Retail Type (Jewelry, Beauty and Cosmetics, Apparel Fitting, Furniture and Lighting, Grocery Shopping, Footwear, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031 Augmented reality is a technology, which uses the existing user’s environment and overlays ... Read More
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Wireless Anc Headphone Market By Price (Below USD 150, USD 151 TO USD 250, Above USD 251), By Application (Gaming, Virtual Reality, Music and Entertainment, Others (Fitness, Sports)), By Distribution Channel (Online, Offline): Global Opportunity Analysis and Industry Forecast, 2021-2031
... Analysis and Industry Forecast, 2021-2031 The global wireless ANC headphone market was valued at $11.67 billion in 2021, and is projected to reach $49.58 billion by 2031, registering a CAGR of 6.67% from 2022 to ... Read More
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Game-Based Learning Market By Component (Solution, Services), By Deployment Model (On Premise, Cloud), By Game Type (AR VR games, AI based games, Location based games, Assessment and evaluation games, Training, knowledge and skill based games, Language learning games, Others), By Industry Vertical (Consumer, Education, Government, Enterprises): Global Opportunity Analysis and Industry Forecast, 2021-2031
... Language learning games, Others), By Industry Vertical (Consumer, Education, Government, Enterprises): Global Opportunity Analysis and Industry Forecast, 2021-2031 Game-based learning refers to the borrowing of certain gaming principles and applying them to real-life settings to ... Read More
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Wireless Headphone Market By Price Point (Economic, Premium, Ultra Premium), By Technology (Bluetooth, Infrared (IR), Radiofrequency (RF), Kleer), By Headphone Type (Over-ear, On-ear, In-ear), By Distribution Channel (Supermarket/Hypermarket, Independent Retail Stores, E-commerce, Others), By Category (Branded, Private Label), By Application (Entertainment, Gaming, Fitness, Virtual Reality, Others), By Device Application (Smartphones, Laptops, Desktop, Others), By End User (Commercial, Consumer, Others), By Functionality (With Microphone, Without Microphone), By End User Generation (Gen Z, Millennials, Gen X, Boomers), By Ingress Protection (Protection from solid objects, Protection from water, Combined): Global Opportunity Analysis and Industry Forecast, 2021-2031
... (Branded, Private Label), By Application (Entertainment, Gaming, Fitness, Virtual Reality, Others), By Device Application (Smartphones, Laptops, Desktop, Others), By End User (Commercial, Consumer, Others), By Functionality (With Microphone, Without Microphone), By End User Generation (Gen ... Read More
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Metaverse Meets Business - Creating Value in the Alternative Digital World
... (VR), mixed reality (MR), augmented reality (AR), and blockchain technology to enable businesses and people to find new opportunities for collaboration, asset ownership, entertainment, and social networking, among others. With Facebook's recent rebranding to Meta, ... Read More
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Worldwide Augmented and Virtual Reality Hardware Forecast Update, 2022–2026: CY 3Q22
... heading for slow and certain growth in the years ahead," says Ramon T. Llamas, research director for IDC's Augmented and Virtual Reality team. "Gaming and entertainment will keep VR volumes moving at a fast pace, ... Read More
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The Metaverse Tech Ecosystem: How and When Human Augmentation Technologies will Support the Metaverse
... of the metaverse technology ecosystem. It details when consumers and enterprises will embrace a metaverse paired with human augmentation techs and highlights the consumer and enterprise use cases that the metaverse can enable. It also ... Read More
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Military Wearables Market by End User (Army, Navy, Air Force), Technology, Wearable Type (Headwear, Eyewear, Wristwear, Hearables and Bodywear) and Region (North America, Europe, Asia Pacific, Middle East, Rest of the World) - Global Forecast to 2027
... to 2027 The military wearables market size is projected to grow from USD 3.1 Billion in 2022 to USD 3.4 Billion by 2027, at a CAGR of 1.8% from 2022 to 2027. The military wearables ... Read More
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Consumer Metaverse Market
... offers a comprehensive assessment of the most important market dynamics. After conducting thorough research on the historical and current growth parameters, the growth prospects of the market are obtained with maximum precision. Market Segmentation The ... Read More
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AR/VR Display Market Intelligence Report - Global Forecast to 2027
... the forecast period. Market Statistics: The report provides market sizing and forecast across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange ... Read More
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Virtual Production Market by Offering (Hardware, Software, Services), Type (Pre-Production, Production, Post-Production), End User (Movies, Television Series, Commercial Advertisement, Online Videos), Region - Global Forecast to 2027
... to be USD 2.6 billion in 2022 and is projected to reach 5.1 billion by 2027, at a CAGR of 14.5% during the forecast period. The market has a promising growth potential due to several ... Read More
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Metaverse Implications for Financial Services
... metaverse may still be a somewhat abstract concept to many and its ultimate shape is still far off in the future, there are many significant developments from major players, such as Meta, which give indication ... Read More
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Maintenance Services Market Global Briefing 2022
... Briefing 2022 provides strategists, marketers and senior management with the critical information they need to assess the global maintenance services sector. Reasons to Purchase Fully updated for 2022 Identify growth segments and opportunities. Facilitate decision ... Read More
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China NFT Market Intelligence and Future Growth Dynamics Databook – 50+ KPIs on NFT Investments by Key Assets, Currency, Sales Channels - Q2 2022
... in China is expected to grow by 69.5% on an annual basis to reach US$4882.5 million in 2022. The NFT industry is expected to grow steadily over the forecast period, recording a CAGR of 49.6% ... Read More