The Virtual Rehabilitation and Telerehabilitation Systems industry was 138.91 million USD in 2017 and is projected to reach 539.99 million USD by 2025, at a CAGR (Compounded Annual Growth Rate) of 18.50% between 2017 and 2025.
The key players are GestureTek Health, Brontes Processing, Motekforce Link, Virtualware Group, Motorika, Bridgeway Senior Healthcare, LiteGait, mindmaze, Doctor Kinetic, Geminus-Qhom, Rehametrics (NeuroAtHome) and so on. The industry is expected to remain innovation-led, with frequent acquisitions and strategic alliances adopted as the key strategies by the players to increase their industry presence. Meanwhile, optimize product mix and further develop value-added capabilities to maximize margins.
Virtual Rehabilitation and Telerehabilitation System is gaining immense interest with application possibilities expanding to diverse medical disciplines such as medical training, practice, psychiatry, and rehabilitation. Virtual Rehabilitation and Telerehabilitation System provides a revolutionary way to improve patients’ understanding of disease process, educate them about the benefits of behavior modification, and strengthen medication compliance. The VR technology is also expanding its role in medical education, particularly in the area of simulation, training and modeling. VR technology is playing a crucial role in professional skills training for minimally-invasive surgeries and operating room procedures. The technology continues to gain increased demand as a diagnostic tool in the healthcare sector in the form of fully immersive 3D simulation for clinicians in the treatment of phobias, autism, post-traumatic stress disorder (PTSD), depression, anxiety, and severe pain in burn victims. Furthermore, the technology is effectively used in the treatment of pain by increasing cognitive activity which is known to inhibit the transmission of pain signals to the brain, thus reducing the need for painkillers and narcotics.
Other major factors driving adoption of virtual reality technology in the healthcare sector include increasing incidence of neurological disorders, growing disease awareness among patients, and rising demand for innovative diagnostic techniques. Growing popularity of endoscopic surgical techniques, simulation trading tools and computer assisted or robotic systems are proving to be extremely beneficial for the future growth of market. In addition, increased hospital spending on advanced medical devices and technologies, rapid evolution of graphics hardware, database gloves, and computer aided design (CAD). Establishment of industry standards will boost commercialization efforts in the marketplace.
The US represents the largest market worldwide. Strong R&D, increased investments in VR technology by the government and private companies, and early adoption of the technology are the major factors supporting the country’s dominance. Asia-Pacific is projected to emerge as the fastest growing market, led by developing healthcare infrastructure and strong appetite for innovative medical technologies capable of lowering healthcare costs and enabling patients lead healthier and higher-quality lives.
The Global Virtual Rehabilitation and Telerehabilitation Systems Market Research Report 2017 report released by QYResearch provides a basic overview of the Virtual Rehabilitation and Telerehabilitation Systems industry, including definition, classification, application and industrial chain structure. Discuss development policies and plans as well as manufacturing processes and cost structures.
The report then focuses on major industry players in Global, including company profiles, product images and specifications, sales, market share, and contact information. More importantly, the Virtual Rehabilitation and Telerehabilitation Systems industry development trends and marketing channels were analyzed. Providing the main statistical data on the current status of the industry is a valuable guide and direction for companies and individuals interested in the market.
Click to view the full report TOC, figure and tables：