Virtual reality (VR)

Insight into global VR / AR industry data in 2021 From 36 krypton Institute

The following is the Insight into global VR / AR industry data in 2021 From 36 krypton Institute recommended by recordtrend.com. And this article belongs to the classification: Virtual reality (VR).

The meta universe becomes a combination of virtual and real, and VR / AR application scenarios are becoming more and more diverse

In 2021, Yuan universe was popular all over the world, which directly promoted the development of VR / AR industry. According to statista’s prediction, the global VR / AR market scale may exceed US $12.1 billion in 2024. With the rapid development of VR / AR, the problems behind it are becoming increasingly prominent: low content quality, poor immersion experience and high cost still need to be solved by participants.

1. Development status of global VR / AR industry

The VR / AR industrial chain includes four parts: hardware, software, content production and industrial application. According to statista, the global VR / AR industry market in 2020 was US $3.89 billion, a year-on-year decrease of 22%, mainly affected by the black swan epidemic and the cold winter of global capital. With the rise of metauniverse, the recovery of capital and the improvement of end-users’ acceptance of VR / AR, the market scale is expected to continue to rise. It is estimated that the global VR / AR industry market will reach US $12.19 billion in 2024, and the compound growth rate from 2021 to 2024 may exceed 36%.

In the four major market segments, hardware directly reaches end consumers and brings users an immersive three-dimensional experience. According to VR gyro data, in 2016, the shipment volume of two major equipment represented by VR head display and AR glasses was 2 million units; In 2020, the shipment volume will more than double, reaching 7.1 million units, including 6.7 million VR head displays and 400000 ar glasses. This figure is expected to break the 10 million mark in 2021 and reach 20 million in 2022. The growth of hardware equipment shipments has become a powerful boost to the expansion of the global VR / AR market.

At the same time, VR / AR commercialization landing scenarios are becoming more and more diverse. In addition to the well-known application scenarios such as games and entertainment, VR / AR is gradually involved in new fields such as medical treatment, education, production and manufacturing, and the industry penetration is also increasing. According to Perkins Coie data, the penetration rate of VR / AR in medical and health care, education, labor training and manufacturing scenarios in 2021 has exceeded 20%, of which the penetration rate of medical and health care is as high as 38%.

In recent years, the increasing scale and penetration of VR / AR market are closely related to the improvement of underlying technology and the promotion of the concept of meta universe. 1) Network environment optimization. 5g network infrastructure has been gradually built all over the world. According to GSMA data, as of the third quarter of 2021, 176 operators in 70 countries have opened 5g commercial services, with an average global 5g penetration rate of 8%, while in some countries, such as South Korea and China, it has exceeded 30%. 5g creates a network environment with low delay, wide connection and high rate for data transmission, optimizes VR / AR end-user experience, and provides strong underlying technical support for its scene implementation. 2) Meta universe concept boost. The immersive experience brought by VR / AR to users is regarded as the cornerstone and core of the meta universe and the entrance to open the door of the meta universe. In 2021, the concept of meta universe swept the world and became the object of hot discussion center and major capitals, injecting strong impetus into the development of related industries.

2. Global VR / AR investment and financing status

2016 is called the first year of VR. According to VR gyro data, in 2016, the amount and quantity of global VR / AR investment reached a small peak, reaching 26.18 billion yuan and 203 cases respectively. However, VR / AR technology has not achieved a revolutionary breakthrough, and the pain points of dizziness and delayed experience still exist. Therefore, the capital is becoming more and more rational, and the investment enthusiasm has decreased. In 2021, home isolation led to an increase in the demand of end users for real-world immersive experience, and then superimposed the “overnight popularity” of the concept of space. VR / AR became an investment outlet. A total of 340 investment events occurred throughout the year, with an investment amount of 55.6 billion yuan, an increase of 128% year-on-year.

In 2021, the peak of global investment occurred in April, may and August, mainly affected by the strategic financing of Epic Games of US $1 billion, the acquisition of waveoptics by snap of US $5 billion, the acquisition of Pico by byte beat of US $9 billion and other events. Among them, August is the month with the highest investment heat in the whole year, with an amount of more than 10.8 billion yuan.

In terms of fields, 114 investment events were realized in the global industrial application field in 2021, accounting for 33.5%, followed by hardware, content and software, with 107, 76 and 43 events respectively.

3. Pain points of global VR / AR industry development

In the past few years, although VR / AR has been favored by many investors, its large-scale application has not been really realized. According to Perkins Coie’s research, from the perspective of end users, the main factors restricting their choice of VR / AR devices are content, sense of experience, cost and other factors. Among them, 27% of users think that the quality of VR / AR related content is not high, the quantity is limited and the accessibility is not strong, and phenomenal content is rare; 19% of users said that VR / AR immersive experience still has great room for improvement, and problems such as heavy head display equipment, dizziness and data transmission delay need to be solved urgently.

4. Summary of global VR / AR industry development

In 2021, the wave of Yuan universe swept through, and VR / AR gained capital favor again after 2016, and the market scale continued to expand. VR / AR applications have also expanded from games and entertainment scenes that naturally need immersion to multiple scenes such as medical treatment, education and manufacturing, and the “breaking circle” effect is obvious. In the future, the concept of metauniverse will continue to innovate business models and bring greater imagination to the development of VR / AR industry. The large-scale commercial application of VR / AR still needs the cooperation of all participants in the industry to break through the existing constraints such as technology, hardware and content.

More reading: 36 krypton Research Institute: 2021 global private equity fund market data insight 36 krypton Research Institute: looking at the development law of various industries from financing data 36 krypton Research Institute: 2019 Smart Home Industry Research Report (with download) 36 krypton Research Institute: 2020 China’s “Ai + security” Industry Development Research Report (with download) 36 krypton Research Institute: observation report on user behavior under fan economy (download attached) 36 krypton Research Institute: 2018 blockchain Industry Report (download attached) 36 krypton: 2018 new energy vehicle industry report (download attached) China Academy of Communications & 36 krypton Research Institute: 2020 artificial intelligence medical industry development blue book 36 krypton Research Institute: 2020 China urban industrial Internet development index report (download attached) 36 krypton Research Institute: 2020 k12 education Omo Model Research Report (download attached) 36 krypton Research Institute: 2020 Research Report on China’s intelligent customer service industry (download attached) 36 krypton Research Institute: 2020 Research Report on China’s live e-commerce industry (download attached) 36 krypton Research Institute: 2020 Research Report on technology enabled entertainment video user experience upgrade (download attached) 36 krypton research Institute: 2021 Research Report on China’s human resources service industry (download attached) 36 krypton Research Institute: Research Report on the development of chinese Unicorn enterprises in 2021 (with download)

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