Virtual Reality for Enterprise and Industrial Markets

Training and Simulation, Education, Virtual Prototyping/3D Modeling, Location-Based Entertainment, and Medical Therapy: Global Market Analysis and Forecasts

Report Details

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Pages: 62
Tables, Charts,
     & Figures:
46
Publication Date: 2Q 2018
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While enterprise markets have made use of professional-grade virtual reality (VR) technology for some time, the recent debut of consumer-grade VR head-mounted displays (HMDs) from companies like Facebook/Oculus, HTC, and Samsung has raised the profile of VR immeasurably and, more importantly, sparked the potential for enterprise VR use cases leveraging consumer-grade VR solutions. In addition to the availability of low-cost consumer grade VR solutions, the adoption of VR among enterprises is motivated by the opportunity for increased productivity, improved results, and efficiency through the greater level of immersion that VR applications offer compared to more conventional means.

Even with the continuing growth, however, market adoption of enterprise VR use cases is moving slower than previously anticipated due to market acceptance lagging behind for the education and location-based entertainment use cases. Lagging market acceptance in these two use cases is due to a slower adoption of smartphone HMDs; in education because of the cost of hardware and access to smartphones, and in location-based entertainment because many venues desire higher immersion/quality VR experiences, which smartphone HMDs cannot deliver. Despite some retrenching in the market, however, there is momentum and accelerated activity, particularly for location-based entertainment and medical therapy use cases. Tractica forecasts that worldwide enterprise VR hardware and software revenue will increase from $1.0 billion in 2018 to $12.6 billion annually by 2025.

This Tractica report provides global market forecasts for the period from 2016 through 2025 for annual unit shipments and associated revenue for VR hardware and content in the enterprise sector. The analysis covers HMDs as well as software applications and content creation tools. Market sizing and forecast data is segmented by five major regions and five different application markets are examined including education, virtual prototyping/3D modeling, location-based entertainment, training and simulation, and medical therapy. The report also includes profiles of 18 key industry players in the enterprise VR market.

Key Questions Addressed:

  • How large is the market for enterprise VR hardware and content?
  • How will the market be segmented by product type, application/use case, and world region?
  • How will this market grow in the coming years and what factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the enterprise VR market?
  • Who are the leading providers of enterprise VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • VR headset manufacturers
  • Mobile device manufacturers
  • Semiconductor and component companies
  • Software and application developers
  • Systems integrators
  • Enterprise and industrial VR end-user organizations
  • Investor community

Table of Contents

  1. Executive Summary
    1. Introduction
    2. Market Observations/Key Trends
    3. Market Drivers and Barriers
    4. Key Industry Players
    5. Market Forecast Highlights
    6. Conclusions & Recommendations
  2. Market Issues
    1. Introduction
    2. Scope of Study
    3. Product Type Definitions
    4. Market Overview
    5. Market Trends
    6. Market Drivers
      1. Virtual Reality Awareness from Consumer Virtual Reality
      2. Low-Cost Consumer-Grade Virtual Reality for Enterprise
      3. Increased Productivity, Greater Results, Efficiency
      4. Large Market Potential for Simpler Virtual Reality Experiences
      5. Three-Dimensional User Interface
        1. Voice Interface Emerging?
      6. Market Barriers
        1. Consumer-Grade Hardware Cost, Requirements
        2. Consumer-Grade Quality of Experience
          1. Virtual Reality Sickness
          2. Restricted Field of View
          3. Tethering
          4. Lack of Natural User Input
        3. Trial and Error for Early Virtual Reality Applications
      7. Use Cases
        1. Education
          1. Lifeliqe
          2. Google
        2. Virtual Prototyping/Three-Dimensional Modeling
        3. Location-Based Entertainment
          1. Amusement Parks
          2. Entertainment Centers
        4. Training and Simulation
        5. Medical Therapy
  3. Technology Issues
    1. Introduction
    2. Tracking
      1. Inside-Out and Outside-In
        1. Simultaneous Location and Mapping and Computer Vision
      2. Eye Tracking
      3. Hand Tracking Solutions
    3. Latency Technologies and Virtual Reality Sickness Prevention
      1. Galvanic Vestibular Stimulation
      2. Screen Tearing
        1. Oculus Asynchronous Timewarp and Spacewarp
    4. Motion Capture Cameras
  4. Key Industry Players
    1. Introduction
    2. Key Head-Mounted Display and Platform Players
      1. Sensics
      2. Facebook (Oculus)
        1. Evolving Head-Mounted Displays and Virtual Reality Experience
      3. HTC
      4. Samsung
      5. Google
    3. Key Enabling Technology Players
      1. Unity
      2. Leap Motion
      3. Tobii
    4. Enterprise Applications
      1. Firsthand Technology
      2. Osso VR
      3. Lifeliqe
      4. VRStudios
      5. THE VOID
      6. IMAX
      7. VR Coaster
      8. Ballast
      9. Zero Latency
      10. WorldViz
  5. Market Forecasts
    1. Introduction
    2. Forecast Methodology
    3. Unit Shipments and Revenue
    4. Enterprise Virtual Reality Market by Product Type
    5. Enterprise Virtual Reality Market by Geographic Region
      1. Regional Head-Mounted Display Shipments
      2. Regional Head-Mounted Display Revenue
      3. Regional Software Revenue
    6. Global Enterprise Virtual Reality Market Revenue by Application
    7. Regional Enterprise Virtual Reality Market Revenue by Application
      1. North America
      2. Europe
      3. Asia Pacific
      4. Latin America
      5. Middle East & Africa
    8. Conclusions and Recommendations
  6. Company Directory
  7. Acronym and Abbreviation List
  8. Table of Contents
  9. Table of Charts and Figures
  10. Scope of Study, Sources and Methodology, Notes

List of Charts, Figures, and Tables

Charts
  • Enterprise Virtual Reality Hardware and Software Revenue by Segment, World Markets: 2018-2025
  • Enterprise Virtual Reality Hardware Unit Shipments by Product Type, World Markets: 2018-2025
  • Enterprise Virtual Reality Hardware Revenue by Product Type, World Markets: 2018-2025
  • Enterprise Head-Mounted Display Unit Shipments by Region, World Markets: 2018-2025
  • Enterprise Head-Mounted Display Revenue by Region, World Markets: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Region, World Markets: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, World Markets: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, World Markets: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, North America: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, North America: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Europe: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Europe: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Asia Pacific: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Asia Pacific: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Latin America: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Latin America: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Middle East & Africa: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Middle East & Africa: 2018-2025
Figures
  • Lifeliqe Lesson with an Elementary School Student
  • Robot VR Ride, Everland Resort, Korea
  • East Valley of Science and Fantasy, Guizhou, China
  • VR Gear for VR Zone Shinjuku
  • Dr. James Mullins with FLAIM Trainer Fire Training System, VIVE Suite, CES 2017
  • Osso VR Orthopedic Surgical Training
  • Screenshot of COOL!, Firsthand Technology’s Chronic Pain Relief Game
  • THE VOID’s Ghostbusters Dimension
  • VR Coaster
  • Virtual Meeting, Collaboration in Virtual Reality Using Vizible
Tables
  • Virtual Reality Hardware and Software Revenue by Segment, World Markets: 2016-2025
  • Virtual Reality Hardware Unit Shipments by Product Type, World Markets: 2016-2025
  • Virtual Reality Hardware Revenue by Product Type, World Markets: 2016-2025
  • Virtual Reality Revenue by Use Case, World Markets: 2016-2025
  • Head-Mounted Display Unit Shipments by Region, World Markets: 2016-2025
  • Head-Mounted Display Revenue by Region, World Markets: 2016-2025
  • Virtual Reality Software Revenue by Region, World Markets: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, North America: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Europe: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Asia Pacific: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Latin America: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Middle East & Africa: 2016-2025
  • Virtual Reality Software Revenue by Use Case, North America: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Europe: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Asia Pacific: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Latin America: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Middle East & Africa: 2016-2025
  • Additional Industry Participants