Global VR In Healthcare Market Forecast 2022-2030

Global VR In Healthcare Market Forecast 2022-2030

KEY FINDINGS

The global VR in healthcare market is forecasted to register a CAGR of 30.62% over the estimated years 2022 to 2030. The market’s growth is accredited to the increasing use of VR technology for training purposes, the rising aging population, the upgradation of technology in healthcare, growth in the number of VR-based start-ups, and improved expenditure on healthcare.

MARKET INSIGHTS

Virtual reality (VR) constitutes VR headsets and software that generate simulated environments for numerous applications. These include entertainment, gaming, education, simulation & training, healthcare, and others. In the sphere of healthcare, virtual reality can be utilized for surgical procedures, education and training, diagnosis, and pain management, among other aspects. Furthermore, healthcare is also becoming one of the most crucial sectors that effectively use VR in present systems.

The increasing number of VR-based start-ups are set to play a pivotal role in augmenting the global VR in healthcare market. These primarily include DeepStream VR, MindMaze, zSpace, FundamentalVR, RealView Imaging, Surgical Theater, Augmedics, Vicarious Surgical, Firsthand, HITLab, Embodied Labs, KineQuantum, Oxford VR, Psious, EchoPixel, Medical Realities, and Limbix. In addition, the rise in investments from the public and private sectors for the implementation of VR technology across various industry verticals further bolsters the market’s growth.

REGIONAL INSIGHTS

The global VR in healthcare market growth assessment entails the in-depth study of North America, Europe, Asia-Pacific, and Rest of World. North America held the highest market share in 2021. The regional market’s growth is facilitated by the research endeavors associated with novel technologies as well as the increasing healthcare expenditure in the United States and Canada.

COMPETITIVE INSIGHTS

Key contributors to the market generally attempt to augment their international reach by implementing different strategies like acquisitions with well-established organizations and end-users of the market. Therefore, the impact on the market is considered to be high. Some of the top players operating in the market are Microsoft Corporation, General Electric, Sony Corporation, Alphabet Inc (Google), etc.

Our report offerings include:
Explore key findings of the overall market
Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
Market Segmentation cater to a thorough assessment of key segments with their market estimations
Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments


1. Research Scope & Methodology
1.1. Study Objectives
1.2. Scope Of Study
1.3. Methodology
1.4. Assumptions & Limitations
2. Executive Summary
2.1. Market Size & Estimates
2.2. Market Overview
3. Market Dynamics
3.1. Parent Market Analysis: VR (Virtual Reality) Market
3.2. Key Drivers
3.2.1. Increasing Use Of VR Technology For Training Purposes
3.2.2. Growth In The Number Of VR Based Start-ups
3.2.3. Increasing Aging Population
3.2.4. Improving Spending On Healthcare
3.2.5. Upgradation Of Technology In Healthcare
3.3. Key Restraints
3.3.1. Shortage Of Skilled Labor And Required Infrastructure
3.3.2. Data Security
4. Key Analytics
4.1. Impact Of Covid-19 On VR In Healthcare Market
4.2. Key Market Trends
4.3. Porter’s Five Forces Analysis
4.3.1. Buyers Power
4.3.2. Suppliers Power
4.3.3. Substitution
4.3.4. New Entrants
4.3.5. Industry Rivalry
4.4. Opportunity Matrix
4.5. Vendor Landscape
4.6. Value Chain Analysis
5. Market By End-user
5.1. Hospitals & Clinics
5.2. Research Laboratories
5.3. Others
6. Market By Application
6.1. Surgical Planning
6.2. Behavioral Neurology/Rehabilitation
6.3. Pain Management
6.4. Other Applications
7. Market By Component
7.1. Hardware
7.2. Software
8. Market By Product Type
8.1. VR Semiconductor Components
8.2. VR Devices
8.3. VR Sensors
8.4. Others
9. Market By Technology
9.1. Head Mounted
9.2. Gesture Tracking
9.3. Projectors And Displays
10. Geographical Analysis
10.1. North America
10.1.1. Market Size & Estimates
10.1.2. Key Growth Enablers
10.1.3. Key Challenges
10.1.4. Key Players
10.1.5. Country Analysis
10.1.5.1. United States
10.1.5.2. Canada
10.2. Europe
10.2.1. Market Size & Estimates
10.2.2. Key Growth Enablers
10.2.3. Key Challenges
10.2.4. Key Players
10.2.5. Country Analysis
10.2.5.1. United Kingdom
10.2.5.2. Germany
10.2.5.3. France
10.2.5.4. Italy
10.2.5.5. Belgium
10.2.5.6. Poland
10.2.5.7. Rest Of Europe
10.3. Asia-pacific
10.3.1. Market Size & Estimates
10.3.2. Key Growth Enablers
10.3.3. Key Challenges
10.3.4. Key Players
10.3.5. Country Analysis
10.3.5.1. China
10.3.5.2. Japan
10.3.5.3. India
10.3.5.4. South Korea
10.3.5.5. Indonesia
10.3.5.6. Thailand
10.3.5.7. Vietnam
10.3.5.8. Australia & New Zealand
10.3.5.9. Rest Of Asia-pacific
10.4. Rest Of World
10.4.1. Market Size & Estimates
10.4.2. Key Growth Enablers
10.4.3. Key Challenges
10.4.4. Key Players
10.4.5. Regional Analysis
10.4.5.1. Latin America
10.4.5.2. Middle East & Africa
11. Competitive Landscape
11.1. Key Strategic Developments
11.1.1. Mergers & Acquisitions
11.1.2. Product Launches & Developments
11.1.3. Partnerships & Agreements
11.2. Company Profiles
11.2.1. Alphabet Inc (Google)
11.2.2. Appliedvr Inc
11.2.3. Firsthand Technology Inc
11.2.4. General Electric
11.2.5. Koninklijke Philips Nv
11.2.6. Microsoft Corporation
11.2.7. Orca Health
11.2.8. Siemens Ag
11.2.9. Sony Corporation
11.2.10. Syncthink Inc

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