Market Overview:
The global virtual reality for smartphone market is expected to grow at a CAGR of over 25% during the forecast period from 2018 to 2030. The increasing demand for VR headsets, especially in the commercial and personal use segments, is driving the growth of this market. In terms of type, the regular VR segment is expected to hold a major share of the global VR for smartphone market during the forecast period. However, cardboard-based VR headsets are witnessing high growth rates due to their low cost and easy portability. By application, commercial use is expected to be a key driver of market growth during the forecast period. This can be attributed to rising demand from sectors such as retail, tourism & hospitality and healthcare.
Product Definition:
Virtual Reality for Smartphones is a technology that allows users to experience simulated realities by using their smartphones. This technology can be used to view 3D images and videos, play virtual reality games, or watch 360-degree videos.
Regular VR:
Regular VR, also known as non-360° VR or rectified reality is a technology that creates a virtual environment where the user wears an HMD (Head Mount Device) to experience immersion in the virtual world. The technology has been around for quite some time and was popularized by devices such as Google Cardboard and Samsung GearVR. However, with recent advancements in smartphone hardware coupled with software development; regular VR is expected to witness significant growth over the forecast period.
Cardboard:
Cardboard is a Google owned platform which enables the users to create virtual reality for smartphones. It was initially launched as an app in 2014, and later on became a platform in 2015. The cardboard allows the user to mount various devices including head-mounted displays, gloves, and motion trackers on it. The device can be used with any smartphone or tablet owing to its simplicity of use.
Application Insights:
The commercial use segment dominated the global virtual reality for smartphone application market in 2017. The key factors driving the segment include an increase in spending on smartphones, rising adoption of VR headsets among businesses and institutions, and an increase in demand for VR applications within the retail sector. For instance, several companies including HTC have launched their own apps to provide a better experience to customers while using smartphones. These companies are investing heavily in developing these apps as they understand customer needs best.
The personal use category is expected to witness significant growth over the forecast period owing to increasing consumer awareness regarding VR technology through various media advertisements and word of mouth communication from family members and friends who already own such devices.
Regional Analysis:
The North American regional market is anticipated to dominate the global virtual reality for smartphone industry owing to the presence of a large number of technology companies, such as Google, Inc.; Facebook; and Apple Inc. The U.S. dominates the global smartphone market with a share of more than 35%. Thus, it creates a huge opportunity for virtual reality in smartphones in this region.
However, Asia Pacific is expected to emerge as the fastest-growing regional market over the forecast period due to increasing investments by various technology companies in China and Japan along with other countries like South Korea and India that are popular tourist destinations offering potential growth opportunities for VR content developers/publishers. Moreover, these developing economies offer tremendous growth opportunities due to increased disposable income among consumers who can then choose from an array of high-end smartphones (for gaming) or low-cost cardboard based headsets (for experiencing VR).
Growth Factors:
- Increasing demand for immersive experiences: As virtual reality technology becomes more sophisticated and widespread, the demand for immersive experiences will continue to grow. This will create opportunities for businesses to use VR as a marketing tool to engage customers and boost sales.
- Advances in mobile hardware: The continued development of powerful mobile processors and graphics cards will enable more widespread adoption of VR technology, making it more accessible to consumers.
- Growth of the AR market: Augmented reality (AR) is a related technology that is also experiencing rapid growth. As AR matures, it is likely that there will be increased crossover between the two technologies, with VR being used for more immersive experiences and AR being used for more functional tasks such as product visualization or navigation assistance.
- Development of new content formats: In order for virtual reality to truly take off, there needs to be a robust ecosystem of content providers creating new and innovative experiences that appeal to users across all demographics . This is already starting to happen , with major players like Facebook investing heavily in VR content production .
Scope Of The Report
Report Attributes
Report Details
Report Title
Virtual Reality for Smartphone Market Research Report
By Type
Regular VR, Cardboard
By Application
Commercial Use, Personal Use
By Companies
Samsung, Google, Merge, Insignia™, Lenovo, Homido, iLive, ReTrak, Indigi, Sumaclife
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
210
Number of Tables & Figures
147
Customization Available
Yes, the report can be customized as per your need.
Global Virtual Reality for Smartphone Market Report Segments:
The global Virtual Reality for Smartphone market is segmented on the basis of:
Types
Regular VR, Cardboard
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Commercial Use, Personal Use
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Samsung
- Merge
- Insignia™
- Lenovo
- Homido
- iLive
- ReTrak
- Indigi
- Sumaclife
Highlights of The Virtual Reality for Smartphone Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Regular VR
- Cardboard
- By Application:
- Commercial Use
- Personal Use
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Virtual Reality for Smartphone Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Virtual Reality for Smartphone is a technology that allows users to experience a three-dimensional environment by using their smartphone as the display. This technology can be used for gaming, education, and other purposes.
Some of the key players operating in the virtual reality for smartphone market are Samsung, Google, Merge, Insigniaâ„¢, Lenovo, Homido, iLive, ReTrak, Indigi, Sumaclife.
The virtual reality for smartphone market is expected to register a CAGR of 25%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Virtual Reality for Smartphone Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Virtual Reality for Smartphone Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Virtual Reality for Smartphone Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Virtual Reality for Smartphone Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Virtual Reality for Smartphone Market Size & Forecast, 2018-2028 4.5.1 Virtual Reality for Smartphone Market Size and Y-o-Y Growth 4.5.2 Virtual Reality for Smartphone Market Absolute $ Opportunity
Chapter 5 Global Virtual Reality for Smartphone Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Virtual Reality for Smartphone Market Size Forecast by Type
5.2.1 Regular VR
5.2.2 Cardboard
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Virtual Reality for Smartphone Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Virtual Reality for Smartphone Market Size Forecast by Applications
6.2.1 Commercial Use
6.2.2 Personal Use
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Virtual Reality for Smartphone Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Virtual Reality for Smartphone Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Virtual Reality for Smartphone Analysis and Forecast
9.1 Introduction
9.2 North America Virtual Reality for Smartphone Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Virtual Reality for Smartphone Market Size Forecast by Type
9.6.1 Regular VR
9.6.2 Cardboard
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Virtual Reality for Smartphone Market Size Forecast by Applications
9.10.1 Commercial Use
9.10.2 Personal Use
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Virtual Reality for Smartphone Analysis and Forecast
10.1 Introduction
10.2 Europe Virtual Reality for Smartphone Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Virtual Reality for Smartphone Market Size Forecast by Type
10.6.1 Regular VR
10.6.2 Cardboard
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Virtual Reality for Smartphone Market Size Forecast by Applications
10.10.1 Commercial Use
10.10.2 Personal Use
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Virtual Reality for Smartphone Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Virtual Reality for Smartphone Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Virtual Reality for Smartphone Market Size Forecast by Type
11.6.1 Regular VR
11.6.2 Cardboard
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Virtual Reality for Smartphone Market Size Forecast by Applications
11.10.1 Commercial Use
11.10.2 Personal Use
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Virtual Reality for Smartphone Analysis and Forecast
12.1 Introduction
12.2 Latin America Virtual Reality for Smartphone Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Virtual Reality for Smartphone Market Size Forecast by Type
12.6.1 Regular VR
12.6.2 Cardboard
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Virtual Reality for Smartphone Market Size Forecast by Applications
12.10.1 Commercial Use
12.10.2 Personal Use
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Virtual Reality for Smartphone Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Virtual Reality for Smartphone Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Virtual Reality for Smartphone Market Size Forecast by Type
13.6.1 Regular VR
13.6.2 Cardboard
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Virtual Reality for Smartphone Market Size Forecast by Applications
13.10.1 Commercial Use
13.10.2 Personal Use
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Virtual Reality for Smartphone Market: Competitive Dashboard
14.2 Global Virtual Reality for Smartphone Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Samsung
14.3.2 Google
14.3.3 Merge
14.3.4 Insignia™
14.3.5 Lenovo
14.3.6 Homido
14.3.7 iLive
14.3.8 ReTrak
14.3.9 Indigi
14.3.10 Sumaclife