Virtual Reality in Senior Citizen Living Comprehensive Study by Type (Game Based VR, • Entertainment, • Social Networking, • Others, Non-Game Based VR, • Medical Care, • Meditations, • Pain Management, • Others), By Access Device (Desktop, Motion-Detection Technology, Head-Mounted Display (HMD), Cave Automatic Virtual Environment (CAVE)), By Offering (Software, Hardware)

Virtual Reality in Senior Citizen Living Market by XX Submarkets | Forecast Years 2023-2028 | CAGR: 32%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
About Virtual Reality in Senior Citizen Living
Virtual Reality (VR) has emerged as a powerful tool with the potential to significantly impact the lives of senior citizens living in assisted living facilities, nursing homes, or even at home. VR technology enables seniors to virtually connect with friends and family, regardless of distance. This can be especially beneficial for those with limited mobility or those who live far away from their loved ones. Platforms like Rendever and Wanderlust VR offer virtual tours and social experiences, fostering a sense of community and reducing feelings of loneliness and isolation.

AttributesDetails
Study Period2018-2028
Base Year2022
UnitValue (USD Million)
CAGR32.0%


The companies are exploring the market by adopting mergers & acquisitions, partnership, investments as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies. The market also observed strong collaborations between automakers and original equipment manufacturer, with a strong innovation. Analyst at AMA Research estimates that United States Players will contribute the maximum growth to Global Virtual Reality in Senior Citizen Living market throughout the forecasted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.

HTC Corporation (Taiwan), MyndVR Inc. (United States), Rendever, Inc. (United States), SilVR Adventures (United States), Reality Well (United States), Amelia Virtual Care (Canada), Meta (United States), Microsoft (United States), Viva Vita (United States), Embodied Labs (United States) and Talespinners (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are VR Vision (Israel), CogniCare (Canada), VRHealth (Finland), XRHealth (Israel) and MindMotion (Switzerland).

Segmentation Overview
AMA Research has segmented the market of Global Virtual Reality in Senior Citizen Living market by Type (Game Based VR, • Entertainment, • Social Networking, • Others, Non-Game Based VR, • Medical Care, • Meditations, • Pain Management and • Others) and Region.



On the basis of geography, the market of Virtual Reality in Senior Citizen Living has been segmented into . If we see Market by By Access Device, the sub-segment i.e. Desktop will boost the Virtual Reality in Senior Citizen Living market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by By Offering, the sub-segment i.e. Software will boost the Virtual Reality in Senior Citizen Living market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.

Influencing Trend:
Increasing Demand for Personalized and Engaging Care Experience VR and Technological Advancements in Hardware and Software are Creating More Immersive and User-Friendly VR Experiences

Market Growth Drivers:
Increasing Demand in High Quality Visual Searching VR

Challenges:
Lack of User-Friendly Interfaces and Seniors may have Concerns about their Privacy when Using VR Applications, especially when it Comes to Collecting Personal Data

Restraints:
VR Headsets can be Highly Expensive

Opportunities:
Increasing Focused on Improvement of VR and Increasing Growth in Some Countries Such as United States, China, Japan and Germany

Market Leaders and their expansionary development strategies
In October 2023, Rendever, a leading provider of VR experiences for seniors, has partnered with HTC, a major VR headset manufacturer, to bring their VR programs to more senior living communities. This partnership will allow more seniors to access Rendever's library of VR experiences, which can help improve their quality of life.
In November 2023, MyndVR has launched a new VR program specifically designed for pain management. This program uses VR to provide relaxation techniques, distraction activities, and pain education to help seniors manage chronic pain.


Key Target Audience
VR manufacturers, Suppliers & Distributors, Healthcare, New Entrance and Others

About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.

Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.

The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.

Report Objectives / Segmentation Covered

By Type
  • Game Based VR
  • • Entertainment
  • • Social Networking
  • • Others
  • Non-Game Based VR
  • • Medical Care
  • • Meditations
  • • Pain Management
  • • Others
By By Access Device
  • Desktop
  • Motion-Detection Technology
  • Head-Mounted Display (HMD)
  • Cave Automatic Virtual Environment (CAVE)

By By Offering
  • Software
  • Hardware

By Regions
    • 1. Market Overview
      • 1.1. Introduction
      • 1.2. Scope/Objective of the Study
        • 1.2.1. Research Objective
    • 2. Executive Summary
      • 2.1. Introduction
    • 3. Market Dynamics
      • 3.1. Introduction
      • 3.2. Market Drivers
        • 3.2.1. Increasing Demand in High Quality Visual Searching VR
      • 3.3. Market Challenges
        • 3.3.1. Lack of User-Friendly Interfaces
        • 3.3.2. Seniors may have Concerns about their Privacy when Using VR Applications, especially when it Comes to Collecting Personal Data
      • 3.4. Market Trends
        • 3.4.1. Increasing Demand for Personalized and Engaging Care Experience VR
        • 3.4.2. Technological Advancements in Hardware and Software are Creating More Immersive and User-Friendly VR Experiences
    • 4. Market Factor Analysis
      • 4.1. Porters Five Forces
      • 4.2. Supply/Value Chain
      • 4.3. PESTEL analysis
      • 4.4. Market Entropy
      • 4.5. Patent/Trademark Analysis
    • 5. Global Virtual Reality in Senior Citizen Living, by Type, By Access Device and By Offering (value) (2017-2022)
      • 5.1. Introduction
      • 5.2. Global Virtual Reality in Senior Citizen Living (Value)
        • 5.2.1. Global Virtual Reality in Senior Citizen Living by: Type (Value)
          • 5.2.1.1. Game Based VR
          • 5.2.1.2. • Entertainment
          • 5.2.1.3. • Social Networking
          • 5.2.1.4. • Others
          • 5.2.1.5. Non-Game Based VR
          • 5.2.1.6. • Medical Care
          • 5.2.1.7. • Meditations
          • 5.2.1.8. • Pain Management
          • 5.2.1.9. • Others
        • 5.2.2. Global Virtual Reality in Senior Citizen Living by: By Access Device (Value)
          • 5.2.2.1. Desktop
          • 5.2.2.2. Motion-Detection Technology
          • 5.2.2.3. Head-Mounted Display (HMD)
          • 5.2.2.4. Cave Automatic Virtual Environment (CAVE)
        • 5.2.3. Global Virtual Reality in Senior Citizen Living by: By Offering (Value)
          • 5.2.3.1. Software
          • 5.2.3.2. Hardware
    • 6. Virtual Reality in Senior Citizen Living: Manufacturers/Players Analysis
      • 6.1. Competitive Landscape
        • 6.1.1. Market Share Analysis
          • 6.1.1.1. Top 3
          • 6.1.1.2. Top 5
      • 6.2. Peer Group Analysis (2022)
      • 6.3. BCG Matrix
      • 6.4. Company Profile
        • 6.4.1. HTC Corporation (Taiwan)
          • 6.4.1.1. Business Overview
          • 6.4.1.2. Products/Services Offerings
          • 6.4.1.3. Financial Analysis
          • 6.4.1.4. SWOT Analysis
        • 6.4.2. MyndVR Inc. (United States)
          • 6.4.2.1. Business Overview
          • 6.4.2.2. Products/Services Offerings
          • 6.4.2.3. Financial Analysis
          • 6.4.2.4. SWOT Analysis
        • 6.4.3. Rendever, Inc. (United States)
          • 6.4.3.1. Business Overview
          • 6.4.3.2. Products/Services Offerings
          • 6.4.3.3. Financial Analysis
          • 6.4.3.4. SWOT Analysis
        • 6.4.4. SilVR Adventures (United States)
          • 6.4.4.1. Business Overview
          • 6.4.4.2. Products/Services Offerings
          • 6.4.4.3. Financial Analysis
          • 6.4.4.4. SWOT Analysis
        • 6.4.5. Reality Well (United States)
          • 6.4.5.1. Business Overview
          • 6.4.5.2. Products/Services Offerings
          • 6.4.5.3. Financial Analysis
          • 6.4.5.4. SWOT Analysis
        • 6.4.6. Amelia Virtual Care (Canada)
          • 6.4.6.1. Business Overview
          • 6.4.6.2. Products/Services Offerings
          • 6.4.6.3. Financial Analysis
          • 6.4.6.4. SWOT Analysis
        • 6.4.7. Meta (United States)
          • 6.4.7.1. Business Overview
          • 6.4.7.2. Products/Services Offerings
          • 6.4.7.3. Financial Analysis
          • 6.4.7.4. SWOT Analysis
        • 6.4.8. Microsoft (United States)
          • 6.4.8.1. Business Overview
          • 6.4.8.2. Products/Services Offerings
          • 6.4.8.3. Financial Analysis
          • 6.4.8.4. SWOT Analysis
        • 6.4.9. Viva Vita (United States)
          • 6.4.9.1. Business Overview
          • 6.4.9.2. Products/Services Offerings
          • 6.4.9.3. Financial Analysis
          • 6.4.9.4. SWOT Analysis
        • 6.4.10. Embodied Labs (United States)
          • 6.4.10.1. Business Overview
          • 6.4.10.2. Products/Services Offerings
          • 6.4.10.3. Financial Analysis
          • 6.4.10.4. SWOT Analysis
        • 6.4.11. Talespinners (United States)
          • 6.4.11.1. Business Overview
          • 6.4.11.2. Products/Services Offerings
          • 6.4.11.3. Financial Analysis
          • 6.4.11.4. SWOT Analysis
    • 7. Global Virtual Reality in Senior Citizen Living Sale, by Type, By Access Device and By Offering (value) (2023-2028)
      • 7.1. Introduction
      • 7.2. Global Virtual Reality in Senior Citizen Living (Value)
        • 7.2.1. Global Virtual Reality in Senior Citizen Living by: Type (Value)
          • 7.2.1.1. Game Based VR
          • 7.2.1.2. • Entertainment
          • 7.2.1.3. • Social Networking
          • 7.2.1.4. • Others
          • 7.2.1.5. Non-Game Based VR
          • 7.2.1.6. • Medical Care
          • 7.2.1.7. • Meditations
          • 7.2.1.8. • Pain Management
          • 7.2.1.9. • Others
        • 7.2.2. Global Virtual Reality in Senior Citizen Living by: By Access Device (Value)
          • 7.2.2.1. Desktop
          • 7.2.2.2. Motion-Detection Technology
          • 7.2.2.3. Head-Mounted Display (HMD)
          • 7.2.2.4. Cave Automatic Virtual Environment (CAVE)
        • 7.2.3. Global Virtual Reality in Senior Citizen Living by: By Offering (Value)
          • 7.2.3.1. Software
          • 7.2.3.2. Hardware
    • 8. Appendix
      • 8.1. Acronyms
    • 9. Methodology and Data Source
      • 9.1. Methodology/Research Approach
        • 9.1.1. Research Programs/Design
        • 9.1.2. Market Size Estimation
        • 9.1.3. Market Breakdown and Data Triangulation
      • 9.2. Data Source
        • 9.2.1. Secondary Sources
        • 9.2.2. Primary Sources
      • 9.3. Disclaimer
    List of Tables
    • Table 1. Virtual Reality in Senior Citizen Living: by Type(USD Million)
    • Table 2. Virtual Reality in Senior Citizen Living: by By Access Device(USD Million)
    • Table 3. Virtual Reality in Senior Citizen Living: by By Offering(USD Million)
    • Table 4. Company Basic Information, Sales Area and Its Competitors
    • Table 5. Company Basic Information, Sales Area and Its Competitors
    • Table 6. Company Basic Information, Sales Area and Its Competitors
    • Table 7. Company Basic Information, Sales Area and Its Competitors
    • Table 8. Company Basic Information, Sales Area and Its Competitors
    • Table 9. Company Basic Information, Sales Area and Its Competitors
    • Table 10. Company Basic Information, Sales Area and Its Competitors
    • Table 11. Company Basic Information, Sales Area and Its Competitors
    • Table 12. Company Basic Information, Sales Area and Its Competitors
    • Table 13. Company Basic Information, Sales Area and Its Competitors
    • Table 14. Company Basic Information, Sales Area and Its Competitors
    • Table 15. Virtual Reality in Senior Citizen Living: by Type(USD Million)
    • Table 16. Virtual Reality in Senior Citizen Living: by By Access Device(USD Million)
    • Table 17. Virtual Reality in Senior Citizen Living: by By Offering(USD Million)
    • Table 18. Research Programs/Design for This Report
    • Table 19. Key Data Information from Secondary Sources
    • Table 20. Key Data Information from Primary Sources
    List of Figures
    • Figure 1. Porters Five Forces
    • Figure 2. Supply/Value Chain
    • Figure 3. PESTEL analysis
    • Figure 4. Global Virtual Reality in Senior Citizen Living: by Type USD Million (2017-2022)
    • Figure 5. Global Virtual Reality in Senior Citizen Living: by By Access Device USD Million (2017-2022)
    • Figure 6. Global Virtual Reality in Senior Citizen Living: by By Offering USD Million (2017-2022)
    • Figure 7. Global Virtual Reality in Senior Citizen Living share by Players 2022 (%)
    • Figure 8. Global Virtual Reality in Senior Citizen Living share by Players (Top 3) 2022(%)
    • Figure 9. Global Virtual Reality in Senior Citizen Living share by Players (Top 5) 2022(%)
    • Figure 10. BCG Matrix for key Companies
    • Figure 11. HTC Corporation (Taiwan) Revenue, Net Income and Gross profit
    • Figure 12. HTC Corporation (Taiwan) Revenue: by Geography 2022
    • Figure 13. MyndVR Inc. (United States) Revenue, Net Income and Gross profit
    • Figure 14. MyndVR Inc. (United States) Revenue: by Geography 2022
    • Figure 15. Rendever, Inc. (United States) Revenue, Net Income and Gross profit
    • Figure 16. Rendever, Inc. (United States) Revenue: by Geography 2022
    • Figure 17. SilVR Adventures (United States) Revenue, Net Income and Gross profit
    • Figure 18. SilVR Adventures (United States) Revenue: by Geography 2022
    • Figure 19. Reality Well (United States) Revenue, Net Income and Gross profit
    • Figure 20. Reality Well (United States) Revenue: by Geography 2022
    • Figure 21. Amelia Virtual Care (Canada) Revenue, Net Income and Gross profit
    • Figure 22. Amelia Virtual Care (Canada) Revenue: by Geography 2022
    • Figure 23. Meta (United States) Revenue, Net Income and Gross profit
    • Figure 24. Meta (United States) Revenue: by Geography 2022
    • Figure 25. Microsoft (United States) Revenue, Net Income and Gross profit
    • Figure 26. Microsoft (United States) Revenue: by Geography 2022
    • Figure 27. Viva Vita (United States) Revenue, Net Income and Gross profit
    • Figure 28. Viva Vita (United States) Revenue: by Geography 2022
    • Figure 29. Embodied Labs (United States) Revenue, Net Income and Gross profit
    • Figure 30. Embodied Labs (United States) Revenue: by Geography 2022
    • Figure 31. Talespinners (United States) Revenue, Net Income and Gross profit
    • Figure 32. Talespinners (United States) Revenue: by Geography 2022
    • Figure 33. Global Virtual Reality in Senior Citizen Living: by Type USD Million (2023-2028)
    • Figure 34. Global Virtual Reality in Senior Citizen Living: by By Access Device USD Million (2023-2028)
    • Figure 35. Global Virtual Reality in Senior Citizen Living: by By Offering USD Million (2023-2028)
    List of companies from research coverage that are profiled in the study
    • HTC Corporation (Taiwan)
    • MyndVR Inc. (United States)
    • Rendever, Inc. (United States)
    • SilVR Adventures (United States)
    • Reality Well (United States)
    • Amelia Virtual Care (Canada)
    • Meta (United States)
    • Microsoft (United States)
    • Viva Vita (United States)
    • Embodied Labs (United States)
    • Talespinners (United States)
    Additional players considered in the study are as follows:
    VR Vision (Israel) , CogniCare (Canada) , VRHealth (Finland) , XRHealth (Israel) , MindMotion (Switzerland)
    Select User Access Type

    Key Highlights of Report


    Jan 2024 231 Pages 91 Tables Base Year: 2022 Coverage: 15+ Companies; 18 Countries

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    Frequently Asked Questions (FAQ):

    The standard version of the report profiles players such as HTC Corporation (Taiwan), MyndVR Inc. (United States), Rendever, Inc. (United States), SilVR Adventures (United States), Reality Well (United States), Amelia Virtual Care (Canada), Meta (United States), Microsoft (United States), Viva Vita (United States), Embodied Labs (United States) and Talespinners (United States) etc.
    The Study can be customized subject to feasibility and data availability. Please connect with our sales representative for further information.
    "Increasing Demand for Personalized and Engaging Care Experience VR " is seen as one of major influencing trends for Virtual Reality in Senior Citizen Living Market during projected period 2022-2028.
    The Virtual Reality in Senior Citizen Living market study includes a random mix of players, including both market leaders and some top growing emerging players. Connect with our sales executive to get a complete company list in our research coverage.
    Analysts at AMA estimates Virtual Reality in Senior Citizen Living Market to reach USD2500.0 Million by 2028.

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