Social VR Market 2028 By Component, End-user and Geography | The Insight Partners

report image

Social VR Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Component (Hardware, Software/Application, Services); End-user (Commercial, Residential, Government) and Geography

Report Code: TIPRE00019399 | No. of Pages: 150 | Category: Technology, Media and Telecommunications | Status: Upcoming


Virtual reality solutions are being used by businesses and social media platforms to improve the user experience. A virtual reality headset is used in conjunction with the social VR app to create a virtual meeting room and social event experience. Users or participants on social media appear in virtual worlds as virtual characters or avatars to attend organized social events, virtual parties, and virtual team meetings. Video conferencing and online meeting platforms are becoming more popular among businesses as a way to cut down on employee travel time and meeting costs.


The social VR industry is predicted to increase in response to rising demand for an enhanced social platform incorporating VR technology. The expansion of the social VR industry is projected to be aided by technological advancements in communication standards. Furthermore, the adoption of social VR reduces company expenses by avoiding the need to invest in a separate video or VR-based communication channel, and it is predicted to improve business potential for social VR providers.

The "Global Social VR Market Analysis To 2028" is a specialized and in-depth study of the technology, media, and telecommunication industry with a special focus on the global market trend analysis. The social VR market report aims to provide an overview of the social VR market with detailed market segmentation by component, end-user, and geography. The global social VR market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading social VR market players and offers key trends and opportunities in the market.


The global social VR market is segmented based on component, end-user. Based on component, the social VR market is segmented into hardware, software/application, services. Based on end-user, the social VR market is segmented into commercial, residential, government.


The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global social VR market based on various segments. It also provides market size and forecast estimates from the year 2017 to 2028 with respect to five major regions, namely, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The social VR market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the social VR market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely, North America, Europe, APAC, MEA, and South& Central America after evaluating political, economic, social and technological factors affecting the social VR market in these regions.

Get more information on this report :


The reports cover key developments in the social VR market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market players from social VR market are anticipated to lucrative growth opportunities in the future with the rising demand for filter products in the global market. Below mentioned is the list of few companies engaged in the underwriting and rating software market.

The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the underwriting and rating software market. In addition, the report focuses on leading industry players with information such as company profiles, components, and services offered, financial information of the last 3 years, the key development in the past five years.

  •   Altspace VR
  •   Bigscreen, Inc.
  •   Emergent VR
  •   Facebook Technologies, LLC
  •   Google LLC
  •   HTC Corporation
  •   Microsoft Corporation
  •   Padraft
  •   VRChat Inc.
  •   Vrideo

The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.

Get more information on this report :

The List of Companies

1. Altspace VR
2. Bigscreen, Inc.
3. Emergent VR
4. Facebook Technologies, LLC
5. Google LLC
6. HTC Corporation
7. Microsoft Corporation
8. Padraft
9. VRChat Inc.
10. Vrideo
Your data will never be shared with third parties, however, we may send you information from time to time about our products that may be of interest to you. By submitting your details, you agree to be contacted by us. You may contact us at any time to opt-out.

Get the Latest COVID-19 Analysis on this market

Have a Question?

Naveen will walk you through a 15-minute call to present the report’s content and answer all queries if you have any.

Speak to Analyst
  • $3000
  • $4550
  • $6550
  • $8550

Sample PDF showcases the content structure and the nature of the information included in the report which presents a qualitative and quantitative analysis.

    Inquire for Discount