Report Detail

Machinery & Equipment Global VR Amusement Equipment Market Research Report 2022

  • RnM4452878
  • |
  • 10 June, 2022
  • |
  • Global
  • |
  • 91 Pages
  • |
  • QYResearch
  • |
  • Machinery & Equipment

Virtual Reality (VR) is a Simulated Experience That Can Be Similar to or Completely Different from the Real World. People Using Virtual Reality Devices Are Able to Look Around the Artificial World, Walk Around in It, and Interact with Virtual Features or Objects. VR Rides Are Big Game Machines That Introduce VR Technology and Are Installed in Public Places.
Industry Insights

Due to the COVID-19 pandemic, the global VR Amusement Equipment market size is estimated to be worth US$ million in 2022 and is forecast to a readjusted size of US$ million by 2028 with a CAGR of % during the forecast period 2022-2028. Fully considering the economic change by this health crisis, All-in-One Type accounting for % of the VR Amusement Equipment global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While Shopping Mall segment is altered to an % CAGR throughout this forecast period.

North America VR Amusement Equipment market is estimated at US$ million in 2021, while Europe is forecast to reach US$ million by 2028. The proportion of the North America is % in 2021, while Europe percentage is %, and it is predicted that Europe share will reach % in 2028, trailing a CAGR of % through the analysis period 2022-2028. As for the Asia, the notable markets are Japan and South Korea, CAGR is % and % respectively for the next 6-year period.

The global major manufacturers of VR Amusement Equipment include Owatch, Simworx, Xtrematic, Dynamic Attractions, UNIS Technology, DPVR, Vibhuti Entertainment, VART VR and FUNinVR and etc. In terms of revenue, the global 3 largest players have a % market share of VR Amusement Equipment in 2021.

Key Drivers & Barriers

The research report has incorporated the analysis of different factors that augment the market’s growth. It constitutes trends, restraints, and drivers that transform the market in either a positive or negative manner. This section also provides the scope of different segments and applications that can potentially influence the market in the future. The detailed information is based on current trends and historic milestones. This section also provides an analysis of the volume of production about the global market and about each type from 2017 to 2028. This section mentions the volume of production by region from 2017 to 2028. Pricing analysis is included in the report according to each type from the year 2017 to 2028, manufacturer from 2017 to 2022, region from 2017 to 2022, and global price from 2017 to 2028.

A thorough evaluation of the restrains included in the report portrays the contrast to drivers and gives room for strategic planning. Factors that overshadow the market growth are pivotal as they can be understood to devise different bends for getting hold of the lucrative opportunities that are present in the ever-growing market. Additionally, insights into market expert’s opinions have been taken to understand the market better.

Post-covid-19 Outlook

The readers in the section will understand how the VR Amusement Equipment market scenario changed across the globe during the pandemic and post-pandemic. The study is done keeping in view the changes in aspects such as production, demand, consumption, supply chain. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.

Segmental Outlook

Key segments including type and application have been elaborated in this report. The consultants at QY Research have studied every segment and provided the market size using historical data. They have also talked about the growth opportunities that the segment may pose in the future. This study bestows production and revenue data by type and application during the historical period (2017-2022) and forecast period (2023-2028).

Segment by Type

All-in-One Type

Environmental Matching Type

Segment by Application

Shopping Mall

Amusement Park

Others

Regional Outlook

This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the revenue and production data of each region and country for the period 2017-2028. This information derived through comprehensive research will help the reader to get familiar with the potential value of the investment in a particular region.

Production by Region

North America

Europe

China

India

Consumption by Region

North America

United States

Canada

Europe

Germany

France

U.K.

Italy

Russia

Asia-Pacific

China

Japan

South Korea

India

Australia

China Taiwan

Indonesia

Thailand

Malaysia

Latin America

Mexico

Brazil

Argentina

Competitive Scenario

In this section, the readers will gain an understanding of the key players competing. The experts at QY Research have studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue, price, and production by manufacturers for the period 2017-2022. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses. Some of the prominent players reviewed in the research report include:

Owatch

Simworx

Xtrematic

Dynamic Attractions

UNIS Technology

DPVR

Vibhuti Entertainment

VART VR

FUNinVR

Guangzhou Movie Power Technology

Frequently Asked Questions

Which product segment grabbed the largest share in the VR Amusement Equipment market?

How is the competitive scenario of the VR Amusement Equipment market?

Which are the key factors aiding the VR Amusement Equipment market growth?

Which are the prominent players in the VR Amusement Equipment market?

Which region holds the maximum share in the VR Amusement Equipment market?

What will be the CAGR of the VR Amusement Equipment market during the forecast period?

Which application segment emerged as the leading segment in the VR Amusement Equipment market?

What key trends are likely to emerge in the VR Amusement Equipment market in the coming years?

What will be the VR Amusement Equipment market size by 2028?

Which company held the largest share in the VR Amusement Equipment market?


1 VR Amusement Equipment Market Overview

  • 1.1 Product Overview and Scope of VR Amusement Equipment
  • 1.2 VR Amusement Equipment Segment by Type
  • 1.2.1 Global VR Amusement Equipment Market Size Growth Rate Analysis by Type 2022 VS 2028
  • 1.2.2 All-in-One Type
  • 1.2.3 Environmental Matching Type
  • 1.3 VR Amusement Equipment Segment by Application
  • 1.3.1 Global VR Amusement Equipment Consumption Comparison by Application: 2022 VS 2028
  • 1.3.2 Shopping Mall
  • 1.3.3 Amusement Park
  • 1.3.4 Others
  • 1.4 Global Market Growth Prospects
  • 1.4.1 Global VR Amusement Equipment Revenue Estimates and Forecasts (2017-2028)
  • 1.4.2 Global VR Amusement Equipment Production Estimates and Forecasts (2017-2028)
  • 1.5 Global Market Size by Region
  • 1.5.1 Global VR Amusement Equipment Market Size Estimates and Forecasts by Region: 2017 VS 2021 VS 2028
  • 1.5.2 North America VR Amusement Equipment Estimates and Forecasts (2017-2028)
  • 1.5.3 Europe VR Amusement Equipment Estimates and Forecasts (2017-2028)
  • 1.5.4 China VR Amusement Equipment Estimates and Forecasts (2017-2028)
  • 1.5.5 India VR Amusement Equipment Estimates and Forecasts (2017-2028)
  • 2 Market Competition by Manufacturers

    • 2.1 Global VR Amusement Equipment Production Market Share by Manufacturers (2017-2022)
    • 2.2 Global VR Amusement Equipment Revenue Market Share by Manufacturers (2017-2022)
    • 2.3 VR Amusement Equipment Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    • 2.4 Global VR Amusement Equipment Average Price by Manufacturers (2017-2022)
    • 2.5 Manufacturers VR Amusement Equipment Production Sites, Area Served, Product Types
    • 2.6 VR Amusement Equipment Market Competitive Situation and Trends
    • 2.6.1 VR Amusement Equipment Market Concentration Rate
  • 2.6.2 Global 5 and 10 Largest VR Amusement Equipment Players Market Share by Revenue
  • 2.6.3 Mergers & Acquisitions, Expansion
  • 3 Production by Region

    • 3.1 Global Production of VR Amusement Equipment Market Share by Region (2017-2022)
    • 3.2 Global VR Amusement Equipment Revenue Market Share by Region (2017-2022)
    • 3.3 Global VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
    • 3.4 North America VR Amusement Equipment Production
    • 3.4.1 North America VR Amusement Equipment Production Growth Rate (2017-2022)
  • 3.4.2 North America VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 3.5 Europe VR Amusement Equipment Production
  • 3.5.1 Europe VR Amusement Equipment Production Growth Rate (2017-2022)
  • 3.5.2 Europe VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 3.6 China VR Amusement Equipment Production
  • 3.6.1 China VR Amusement Equipment Production Growth Rate (2017-2022)
  • 3.6.2 China VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 3.7 India VR Amusement Equipment Production
  • 3.7.1 India VR Amusement Equipment Production Growth Rate (2017-2022)
  • 3.7.2 India VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 4 Global VR Amusement Equipment Consumption by Region

    • 4.1 Global VR Amusement Equipment Consumption by Region
    • 4.1.1 Global VR Amusement Equipment Consumption by Region
  • 4.1.2 Global VR Amusement Equipment Consumption Market Share by Region
  • 4.2 North America
  • 4.2.1 North America VR Amusement Equipment Consumption by Country
  • 4.2.2 United States
  • 4.2.3 Canada
  • 4.3 Europe
  • 4.3.1 Europe VR Amusement Equipment Consumption by Country
  • 4.3.2 Germany
  • 4.3.3 France
  • 4.3.4 U.K.
  • 4.3.5 Italy
  • 4.3.6 Russia
  • 4.4 Asia Pacific
  • 4.4.1 Asia Pacific VR Amusement Equipment Consumption by Region
  • 4.4.2 China
  • 4.4.3 Japan
  • 4.4.4 South Korea
  • 4.4.5 China Taiwan
  • 4.4.6 Southeast Asia
  • 4.4.7 India
  • 4.4.8 Australia
  • 4.5 Latin America
  • 4.5.1 Latin America VR Amusement Equipment Consumption by Country
  • 4.5.2 Mexico
  • 4.5.3 Brazil
  • 5 Segment by Type

    • 5.1 Global VR Amusement Equipment Production Market Share by Type (2017-2022)
    • 5.2 Global VR Amusement Equipment Revenue Market Share by Type (2017-2022)
    • 5.3 Global VR Amusement Equipment Price by Type (2017-2022)

    6 Segment by Application

    • 6.1 Global VR Amusement Equipment Production Market Share by Application (2017-2022)
    • 6.2 Global VR Amusement Equipment Revenue Market Share by Application (2017-2022)
    • 6.3 Global VR Amusement Equipment Price by Application (2017-2022)

    7 Key Companies Profiled

    • 7.1 Owatch
    • 7.1.1 Owatch VR Amusement Equipment Corporation Information
  • 7.1.2 Owatch VR Amusement Equipment Product Portfolio
  • 7.1.3 Owatch VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.1.4 Owatch Main Business and Markets Served
  • 7.1.5 Owatch Recent Developments/Updates
  • 7.2 Simworx
  • 7.2.1 Simworx VR Amusement Equipment Corporation Information
  • 7.2.2 Simworx VR Amusement Equipment Product Portfolio
  • 7.2.3 Simworx VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.2.4 Simworx Main Business and Markets Served
  • 7.2.5 Simworx Recent Developments/Updates
  • 7.3 Xtrematic
  • 7.3.1 Xtrematic VR Amusement Equipment Corporation Information
  • 7.3.2 Xtrematic VR Amusement Equipment Product Portfolio
  • 7.3.3 Xtrematic VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.3.4 Xtrematic Main Business and Markets Served
  • 7.3.5 Xtrematic Recent Developments/Updates
  • 7.4 Dynamic Attractions
  • 7.4.1 Dynamic Attractions VR Amusement Equipment Corporation Information
  • 7.4.2 Dynamic Attractions VR Amusement Equipment Product Portfolio
  • 7.4.3 Dynamic Attractions VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.4.4 Dynamic Attractions Main Business and Markets Served
  • 7.4.5 Dynamic Attractions Recent Developments/Updates
  • 7.5 UNIS Technology
  • 7.5.1 UNIS Technology VR Amusement Equipment Corporation Information
  • 7.5.2 UNIS Technology VR Amusement Equipment Product Portfolio
  • 7.5.3 UNIS Technology VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.5.4 UNIS Technology Main Business and Markets Served
  • 7.5.5 UNIS Technology Recent Developments/Updates
  • 7.6 DPVR
  • 7.6.1 DPVR VR Amusement Equipment Corporation Information
  • 7.6.2 DPVR VR Amusement Equipment Product Portfolio
  • 7.6.3 DPVR VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.6.4 DPVR Main Business and Markets Served
  • 7.6.5 DPVR Recent Developments/Updates
  • 7.7 Vibhuti Entertainment
  • 7.7.1 Vibhuti Entertainment VR Amusement Equipment Corporation Information
  • 7.7.2 Vibhuti Entertainment VR Amusement Equipment Product Portfolio
  • 7.7.3 Vibhuti Entertainment VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.7.4 Vibhuti Entertainment Main Business and Markets Served
  • 7.7.5 Vibhuti Entertainment Recent Developments/Updates
  • 7.8 VART VR
  • 7.8.1 VART VR VR Amusement Equipment Corporation Information
  • 7.8.2 VART VR VR Amusement Equipment Product Portfolio
  • 7.8.3 VART VR VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.8.4 VART VR Main Business and Markets Served
  • 7.7.5 VART VR Recent Developments/Updates
  • 7.9 FUNinVR
  • 7.9.1 FUNinVR VR Amusement Equipment Corporation Information
  • 7.9.2 FUNinVR VR Amusement Equipment Product Portfolio
  • 7.9.3 FUNinVR VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.9.4 FUNinVR Main Business and Markets Served
  • 7.9.5 FUNinVR Recent Developments/Updates
  • 7.10 Guangzhou Movie Power Technology
  • 7.10.1 Guangzhou Movie Power Technology VR Amusement Equipment Corporation Information
  • 7.10.2 Guangzhou Movie Power Technology VR Amusement Equipment Product Portfolio
  • 7.10.3 Guangzhou Movie Power Technology VR Amusement Equipment Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.10.4 Guangzhou Movie Power Technology Main Business and Markets Served
  • 7.10.5 Guangzhou Movie Power Technology Recent Developments/Updates
  • 8 VR Amusement Equipment Manufacturing Cost Analysis

    • 8.1 VR Amusement Equipment Key Raw Materials Analysis
    • 8.1.1 Key Raw Materials
  • 8.1.2 Key Suppliers of Raw Materials
  • 8.2 Proportion of Manufacturing Cost Structure
  • 8.3 Manufacturing Process Analysis of VR Amusement Equipment
  • 8.4 VR Amusement Equipment Industrial Chain Analysis
  • 9 Marketing Channel, Distributors and Customers

    • 9.1 Marketing Channel
    • 9.2 VR Amusement Equipment Distributors List
    • 9.3 VR Amusement Equipment Customers

    10 Market Dynamics

    • 10.1 VR Amusement Equipment Industry Trends
    • 10.2 VR Amusement Equipment Market Drivers
    • 10.3 VR Amusement Equipment Market Challenges
    • 10.4 VR Amusement Equipment Market Restraints

    11 Production and Supply Forecast

    • 11.1 Global Forecasted Production of VR Amusement Equipment by Region (2023-2028)
    • 11.2 North America VR Amusement Equipment Production, Revenue Forecast (2023-2028)
    • 11.3 Europe VR Amusement Equipment Production, Revenue Forecast (2023-2028)
    • 11.4 China VR Amusement Equipment Production, Revenue Forecast (2023-2028)
    • 11.5 India VR Amusement Equipment Production, Revenue Forecast (2023-2028)

    12 Consumption and Demand Forecast

    • 12.1 Global Forecasted Demand Analysis of VR Amusement Equipment
    • 12.2 North America Forecasted Consumption of VR Amusement Equipment by Country
    • 12.3 Europe Market Forecasted Consumption of VR Amusement Equipment by Country
    • 12.4 Asia Pacific Market Forecasted Consumption of VR Amusement Equipment by Region
    • 12.5 Latin America Forecasted Consumption of VR Amusement Equipment by Country

    13 Forecast by Type and by Application (2023-2028)

    • 13.1 Global Production, Revenue and Price Forecast by Type (2023-2028)
    • 13.1.1 Global Forecasted Production of VR Amusement Equipment by Type (2023-2028)
  • 13.1.2 Global Forecasted Revenue of VR Amusement Equipment by Type (2023-2028)
  • 13.1.3 Global Forecasted Price of VR Amusement Equipment by Type (2023-2028)
  • 13.2 Global Forecasted Consumption of VR Amusement Equipment by Application (2023-2028)
  • 13.2.1 Global Forecasted Production of VR Amusement Equipment by Application (2023-2028)
  • 13.2.2 Global Forecasted Revenue of VR Amusement Equipment by Application (2023-2028)
  • 13.2.3 Global Forecasted Price of VR Amusement Equipment by Application (2023-2028)
  • 14 Research Finding and Conclusion

      15 Methodology and Data Source

      • 15.1 Methodology/Research Approach
      • 15.1.1 Research Programs/Design
    • 15.1.2 Market Size Estimation
    • 15.1.3 Market Breakdown and Data Triangulation
    • 15.2 Data Source
    • 15.2.1 Secondary Sources
    • 15.2.2 Primary Sources
    • 15.3 Author List
    • Summary:
      Get latest Market Research Reports on VR Amusement Equipment. Industry analysis & Market Report on VR Amusement Equipment is a syndicated market report, published as Global VR Amusement Equipment Market Research Report 2022. It is complete Research Study and Industry Analysis of VR Amusement Equipment market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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