Global Virtual Reality Services Market | Business Outlook, New Trends, And Forecast To 2031
Virtual Reality Services Global Market Report 2022 by The Business Research Company is the most comprehensive report available on the market, being wide-ranging both in terms of chronology and geography. It covers the historic period – 2016-2021, and the forecast period – 2022-2026, with additional forecasts for 2026-2031. The report helps gain a truly global perspective as it covers 60 geographies, focusing on major economies in each region – Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
TBRC’s market report includes a chapter on the COVID-19 impact on the virtual reality services industry, which gives valuable insights on supply chain disruptions, logistical challenges, and other economic implications of the virus on the market and how companies can strategize to bounce back from it. With updated market numbers according to the effects of the coronavirus, the report provides the most accurate expected VR services market growth numbers from 2022-2031.
The global virtual reality services market is expected to grow from $5.81
billion in 2021 to $6.54 billion in 2022 at a compound annual growth rate
(CAGR) of 12.5%. The growth in the market is mainly due to the companies
resuming their operations and adapting to the new normal while recovering from
the COVID-19 impact, which had earlier led to restrictive containment measures
involving social distancing, remote working, and the closure of commercial
activities that resulted in operational challenges. The VR services market size
is expected to reach $10.22 billion in 2026 at a CAGR of 11.8%.
The Virtual Reality Services Global Market Report 2022-31 by The Business Research Company evaluates VR services market size, growth rate, drivers, virtual reality services industry trends, and major companies.
The VR services
market segments in the report are:
1) By Type:
Hardware, Software
2) By Basis of
Service: Consulting, Training, Implementation, Integration, Operation,
Maintenance
3) By Application: Healthcare, Education, Real Estate, Advertising, Travel, Gaming, Entertainment, Others
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