Market Forecast By Offering (Hardware , Software), By Device Type (Head-Mounted Displays, Gesture-Tracking Devices, Projectors and Display Walls), By Application (Consumer, Commercial, Enterprise, Healthcare), By Technology (Nonimmersive, Semi- and Fully Immersive) And Competitive Landscape
Product Code: ETC4453284 | Publication Date: Jul 2023 | Updated Date: Jun 2024 | Product Type: Report | |
Publisher: 6Wresearch | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 26 | |
Report Name | South Korea Virtual Reality Market |
Forecast period | 2024-2030 |
CAGR | 35.1% |
Growing Sector | Gaming |
The South Korea Virtual Reality Market report thoroughly covers the market by Offering, Technology, Application, and Device Type. The market report provides an unbiased and detailed analysis of the ongoing market trends, opportunities/high growth areas, and market drivers which would help the stakeholders to devise and align their market strategies according to the current and future market dynamics.
South Korea is experiencing significant growth in the virtual reality market at a significant rate from 2024-2030. The gaming industry, along with other sectors like education and healthcare, is driving this growth. The country's advanced technology landscape and the popularity of location-based virtual reality experiences are also contributing factors to the market.
According to 6Wresearch, the South Korea Virtual Reality Market size is expected to grow at a significant CAGR of 35.1% from 2024-2030. One of the main drivers of the virtual reality market in South Korea is its strong gaming industry. The country has a large population of avid gamers who are quick to adopt new technologies such as virtual reality. This demand for immersive gaming experiences has led to an increase in sales of virtual reality headsets and games. Moreover, the growing interest and investment from both local and international companies is another driver for the market. Their investments led to the development of high-quality virtual reality headsets and content. This has not only increased consumer awareness but also made virtual reality more accessible to a wider audience. Additionally, government initiatives aimed at promoting virtual reality adoption have also contributed to the growth of the market.
Despite the growth of the virtual reality market in South Korea, there are some challenges that need to be addressed. One is the high cost of virtual reality technology, which can limit its accessibility to a wider audience. Another challenge is the lack of standardized and interoperable content across different virtual reality platforms. This makes it difficult for developers to create content that can be accessed on multiple devices. Furthermore, there is still a lack of awareness and understanding about virtual reality technology among consumers. Many people may not see the value or benefits of investing in expensive virtual reality devices, leading to slower adoption rates.
One of the major players in the virtual reality market in South Korea is Samsung Electronics, a multinational electronics company headquartered in Seoul. The company has been actively investing in virtual reality technology and offers a range of virtual reality headsets and devices such as the Gear virtual reality and Oculus Rift. Another key player in the market is LG Electronics, also based in Seoul, which offers its own line of virtual reality headsets along with other virtual reality -related products. SK Telecom, a leading telecommunications provider, has also made significant investments in virtual reality technology and has collaborated with various companies to develop innovative virtual reality solutions.
The South Korean government has recognized the potential of virtual reality technology and has taken steps to support the growth of the virtual reality industry. The government had launched a five-year plan to invest over $360 million in virtual reality research and development. This initiative aims to boost the development of virtual reality content, hardware, and applications in various industries such as gaming, education, and healthcare. The government has also implemented tax incentives for businesses investing in virtual reality technology, making it an attractive market for companies looking to enter or expand their presence.
The virtual reality market in South Korea is expected to continue its rapid growth in the coming years due to increasing investments in R&D, advancements in technology, and rising consumer demand for immersive experiences. The integration of virtual reality in various industries, such as retail, real estate, and entertainment, is also expected to drive market growth. Additionally, the increasing popularity of VR gaming and the launch of new VR headsets by major players in the market will further contribute to its growth.
According to Ravi Bhandari, Research Head, 6Wresearch, the software segment is expected to have a higher growth rate compared to the hardware segment. This can be attributed to the increasing demand for virtual reality content and applications across various industries.
Among device types, head-mounted displays are projected to dominate the market due to their widespread usage in both consumer and commercial applications.
In terms of application, the consumer segment is estimated to hold the largest share of the South Korea virtual reality market. This can be attributed to the rising popularity of gaming and entertainment applications among consumers.
Based on Technology, semi- and fully immersive virtual reality experiences are witnessing a higher adoption rate, particularly in the commercial and enterprise sectors. This is due to their ability to provide a more realistic and immersive experience compared to non-immersive technology.
The report provides a detailed analysis of the following market segments:
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 South Korea Virtual Reality Market Overview |
3.1 South Korea Country Macro Economic Indicators |
3.2 South Korea Virtual Reality Market Revenues & Volume, 2020 & 2030F |
3.3 South Korea Virtual Reality Market - Industry Life Cycle |
3.4 South Korea Virtual Reality Market - Porter's Five Forces |
3.5 South Korea Virtual Reality Market Revenues & Volume Share, By Offering , 2020 & 2030F |
3.6 South Korea Virtual Reality Market Revenues & Volume Share, By Device Type , 2020 & 2030F |
3.7 South Korea Virtual Reality Market Revenues & Volume Share, By Application , 2020 & 2030F |
3.8 South Korea Virtual Reality Market Revenues & Volume Share, By Technology, 2020 & 2030F |
4 South Korea Virtual Reality Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.3 Market Restraints |
5 South Korea Virtual Reality Market Trends |
6 South Korea Virtual Reality Market, By Types |
6.1 South Korea Virtual Reality Market, By Offering |
6.1.1 Overview and Analysis |
6.1.2 South Korea Virtual Reality Market Revenues & Volume, By Offering , 2020 - 2030F |
6.1.3 South Korea Virtual Reality Market Revenues & Volume, By Hardware , 2020 - 2030F |
6.1.4 South Korea Virtual Reality Market Revenues & Volume, By Software, 2020 - 2030F |
6.2 South Korea Virtual Reality Market, By Device Type |
6.2.1 Overview and Analysis |
6.2.2 South Korea Virtual Reality Market Revenues & Volume, By Head-Mounted Displays, 2020 - 2030F |
6.2.3 South Korea Virtual Reality Market Revenues & Volume, By Gesture-Tracking Devices, 2020 - 2030F |
6.2.4 South Korea Virtual Reality Market Revenues & Volume, By Projectors and Display Walls, 2020 - 2030F |
6.3 South Korea Virtual Reality Market, By Application |
6.3.1 Overview and Analysis |
6.3.2 South Korea Virtual Reality Market Revenues & Volume, By Consumer, 2020 - 2030F |
6.3.3 South Korea Virtual Reality Market Revenues & Volume, By Commercial, 2020 - 2030F |
6.3.4 South Korea Virtual Reality Market Revenues & Volume, By Enterprise, 2020 - 2030F |
6.3.5 South Korea Virtual Reality Market Revenues & Volume, By Healthcare, 2020 - 2030F |
6.4 South Korea Virtual Reality Market, By Technology |
6.4.1 Overview and Analysis |
6.4.2 South Korea Virtual Reality Market Revenues & Volume, By Nonimmersive, 2020 - 2030F |
6.4.3 South Korea Virtual Reality Market Revenues & Volume, By Semi- and Fully Immersive, 2020 - 2030F |
7 South Korea Virtual Reality Market Import-Export Trade Statistics |
7.1 South Korea Virtual Reality Market Export to Major Countries |
7.2 South Korea Virtual Reality Market Imports from Major Countries |
8 South Korea Virtual Reality Market Key Performance Indicators |
9 South Korea Virtual Reality Market - Opportunity Assessment |
9.1 South Korea Virtual Reality Market Opportunity Assessment, By Offering , 2020 & 2030F |
9.2 South Korea Virtual Reality Market Opportunity Assessment, By Device Type , 2020 & 2030F |
9.3 South Korea Virtual Reality Market Opportunity Assessment, By Application , 2020 & 2030F |
9.4 South Korea Virtual Reality Market Opportunity Assessment, By Technology, 2020 & 2030F |
10 South Korea Virtual Reality Market - Competitive Landscape |
10.1 South Korea Virtual Reality Market Revenue Share, By Companies, 2023 |
10.2 South Korea Virtual Reality Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |