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市場調查報告書
商品編碼
1442610

美國AR(擴增實境)/VR(虛擬實境)耳機市場 - 國家分析:按應用、產品和國家進行分析和預測(2024-2033 年)

U.S. Augmented and Virtual Reality Headset Market - A Country Analysis: Focus on Application, Product, and Country - Analysis and Forecast, 2024-2033

出版日期: | 出版商: BIS Research | 英文 79 Pages | 商品交期: 1-5個工作天內

價格

美國美國 (擴增實境)/VR(虛擬實境)耳機市場規模預計將從2023年的10.8億美元成長到2033年的254億美元,預測期內年複合成長率為36.45%,預計將達到規模為9210萬美元。

在投資增加、跨多個行業的 AR/VR 技術整合以及持續的技術進步的推動下,市場預計將呈現顯著成長。資金的激增不僅刺激了創新,還促進了更複雜、更方便用戶使用的耳機的開發。 AR/VR技術在教育、醫療、娛樂等產業的廣泛應用正在擴大市場範圍,增加消費者需求。科技進步透過提高耳機的舒適度、功能性和沈浸感進一步增強使用者體驗。這些因素共同使 AR/ VR頭戴裝置成為專業人士和個人不可或缺的工具,並且市場預計在不久的將來將穩步擴大。

主要市場統計數據
預測期 2024-2033
2024年評估 15.552 億美元
2033年預測 254.921 億美元
年複合成長率 36.45%

消費者使用引領美國AR/ VR頭戴裝置市場

從應用程式來看,在娛樂、遊戲和個人學習需求的推動下,消費者群體正在經歷顯著成長。這些耳機因其身臨其境型功能而越來越受歡迎,為用戶提供體驗遊戲、媒體和教育內容的新方式。這一趨勢是由消費者對能夠逃避現實和自我學習的創新和沈浸式技術的渴望所推動的。隨著這些設備的發展、變得更加熟悉並融入日常生活,預計它們將提高消費者的普及,並引領向更具互動性的數位體驗的轉變。

VR頭戴裝置類型在美國AR/ VR頭戴裝置市場佔有最大佔有率

從類型來看, VR頭戴裝置細分市場受到沉浸式遊戲、娛樂和教育應用的青睞。主要市場參與企業正在透過先進的 VR 產品來促進這一成長。這些設備以提供深度數位沉浸感而聞名,在頂級遊戲和類比領域備受追捧。 VR 技術的進步以及更實惠、更先進的模型的出現正在將其應用擴展到各個領域。

獨立耳機引領美國AR/ VR頭戴裝置市場

從產品類型來看,獨立耳機引領美國市場,無需外部設備即可提供無線一體化體驗。 Meta Platforms 的 Meta Quest 3、Quest Pro 和 Apple 的 Vision Pro 就是這股趨勢的象徵。它們的自主性簡化了設定並提高了攜帶性,對消費者和企業都有吸引力。這些耳機支援遊戲、娛樂、培訓和教育等多種應用,並且在功能和功能上不斷發展。

本報告調查了美國AR(擴增實境)/VR(虛擬實境)耳機市場,並提供了市場概況、主要市場趨勢、法律制度、研發和專利趨勢、市場影響因素分析以及市場規模。趨勢與預測、各類別詳細分析、競爭形勢、主要企業分析等。

目錄

執行摘要

第1章 市場

  • 趨勢:當前和未來的影響評估
    • 趨勢:當前和未來的影響評估
    • 元宇宙和混合實境(MR) 的興起
    • 遊戲革命:AR/ VR頭戴裝置在身臨其境型遊戲中的崛起
    • 對穿戴式科技的需求不斷成長
  • 供應鏈概覽
    • 市場地圖
  • 研發回顧
    • 專利申請趨勢(按國家/公司)
  • 監管狀況
    • 美國監管與管治
  • 全球重大事件的影響分析:COVID-19
  • 市場動態:概述
    • 市場促進因素
    • 市場限制因素
    • 市場機會

第2章 應用

  • 使用分類
  • 應用概述
  • 美國AR/ VR頭戴裝置市場:依應用分類
    • 公司
    • 消費者
    • 衛生保健
    • 商業的

第3章 產品

  • 產品分類
  • 產品概要
  • 美國AR/ VR頭戴裝置市場:按類型
    • 擴增實境(AR) 耳機
    • 虛擬實境 (VR) 耳機
    • 混合實境(MR) 耳機
  • 產品概要
  • 美國AR/ VR頭戴裝置市場(依產品類型)
    • 獨立型
    • 拴系型
    • 無螢幕觀看器類型

第4章 區域

  • 美國
    • 國家概況
    • 市場成長推進因素
    • 市場問題
    • 目的
    • 產品

第5章市場:競爭基準化分析與公司概況

  • 下一個前沿
  • 地理評估
    • Microsoft Corporation
    • Vuzix Corporation
    • KOPIN Corporation
    • Apple, Inc.
    • Meta Platforms, Inc.
    • Seiko Epson Corporation
    • Qualcomm Technologies Inc.
    • Penumbra, Inc.
    • HP Development Company, LP
    • Merge Labs, Inc.
    • DPVR
    • Sony Group Corporation
    • PICO Immersive Pte. Ltd.
    • XREAL, Inc.
    • Valve Corporation

第6章調查方法

Product Code: DTV1917SA

The U.S. Augmented and Virtual Reality Headset Market Expected to Reach $25,492.1 Million by 2033

U.S. Augmented and Virtual Reality Headset Market Overview

The U.S. augmented and virtual reality headset market is projected to reach $25,492.1 million by 2033 from $1,080.0 million in 2023, growing at a CAGR of 36.45% during the forecast period 2024-2033. The U.S. augmented and virtual reality headset market is set to experience significant growth, primarily fueled by increased investments in the sector, the integration of AR/VR technologies across multiple industries, and ongoing technological advancements. The surge in funding is not only driving innovation but also enabling the development of more sophisticated, user-friendly headsets. The widespread application of AR/VR technologies in sectors such as education, healthcare, and entertainment is broadening the market's scope and enhancing consumer demand. Technological advancements are further elevating the user experience by improving headset comfort, functionality, and immersive capabilities. These factors combined are positioning AR/VR headsets as essential tools for both professional and personal use, promising a robust expansion of the market in the near future.

KEY MARKET STATISTICS
Forecast Period2024 - 2033
2024 Evaluation$1,555.2 Million
2033 Forecast$25,492.1 Million
CAGR36.45%

Introduction to Augmented and Virtual Reality Headset

Augmented and virtual reality headsets are at the forefront of technological innovation, offering users unparalleled immersive experiences. These devices blend digital content with the physical world (AR) or create entirely immersive virtual environments (VR), catering to a wide array of applications from entertainment and gaming to educational and professional training. With continuous advancements in display technologies, user interface design, and content delivery, AR/VR headsets are becoming increasingly sophisticated, providing more realistic and engaging experiences. As businesses recognize their potential for transforming customer interactions, training, and product visualization, AR/VR headsets are poised to significantly impact various industries, driving forward digital transformation initiatives.

Market Introduction

The U.S. augmented and virtual reality headset market represents a burgeoning sector within the technology industry, characterized by rapid advancements and significant investment. These headsets offer immersive digital experiences by overlaying virtual elements in the real world or creating entirely virtual environments. As these technologies find applications across diverse sectors ranging from healthcare and education to entertainment and retail, the market is experiencing robust growth. Innovations in headset design, functionality, and user interface are enhancing their appeal to both consumers and businesses. The integration of AR/VR technologies is not only reshaping user experiences but also opening new avenues for interactive and immersive digital interactions, signaling a transformative period for the industry.

Industrial Impact

The industrial impact of augmented and virtual reality (AR/VR) headsets is profound and multifaceted, revolutionizing how industries operate, train, and interact with customers. In manufacturing, augmented reality (AR) headsets facilitate precision assembly and maintenance, overlaying digital blueprints onto physical components, thereby reducing errors and improving efficiency. The construction sector benefits from virtual reality (VR) for visualizing architectural designs and simulating structural changes before physical implementation, enhancing planning accuracy and client communication. Healthcare leverages VR for surgical training and patient therapy, offering realistic simulations that enhance procedural understanding and patient outcomes. In retail, AR transforms the shopping experience, allowing customers to visualize products in their own space before purchase. Furthermore, AR/VR headsets are pivotal in employee training across sectors, providing immersive, hands-on experiences that improve learning retention. This technological integration is driving innovation, productivity, and customer engagement, marking a significant shift in traditional industrial operations and customer service paradigms.

Market Segmentation

Segmentation 1: by Application

  • Enterprise
  • Consumer
  • Healthcare
  • Commercial

Consumer Application to Lead the U.S. Augmented and Virtual Reality Headset Market (by Application)

In the U.S. augmented and virtual reality headset market, the consumer segment is witnessing remarkable growth, largely driven by the demand for entertainment, gaming, and personal learning. These headsets are becoming popular for their immersive capabilities, offering users new ways to experience games, media, and educational content. This trend is fueled by the consumer appetite for innovative, immersive tech that enables escapism and self-education. As these devices evolve, becoming more accessible and integrated with daily life, they are set to broaden consumer adoption, heralding a shift toward more interactive digital experiences in the U.S. market.

Segmentation 2: by Type

  • Augmented Reality (AR) Headset
  • Virtual Reality (VR) Headset
  • Mixed Reality (MR) Headset

Virtual Reality (VR) Headset to Hold the Largest Share in the U.S. Augmented and Virtual Reality Headset Market (by Type)

Virtual reality (VR) headsets are favored for their immersive gaming, entertainment, and educational uses. Key market players are enhancing this growth with advanced VR offerings. These devices, known for providing deep digital immersion, are highly sought after for top-tier gaming and simulations. The evolution of VR technology and the availability of more affordable, sophisticated models have broadened its application across various sectors.

Segmentation 3: by Product Type

  • Standalone
  • Tethered
  • Screenless Viewer

Standalone Headset to Lead the U.S. Augmented and Virtual Reality Headset Market (by Product Type)

Standalone headsets lead the U.S. market, offering wireless, all-in-one experiences without requiring external devices. Meta Platforms Inc.'s Meta Quest 3, Quest Pro, and Apple Inc.'s Vision Pro exemplify this trend. Their autonomy simplifies setup and enhances portability, appealing to consumers and enterprises alike. These headsets support diverse applications, including gaming, entertainment, training, and education, while advancing in power and features.

Recent Developments in the U.S. Augmented and Virtual Reality Headset Market:

  • In September 2023, DPVR, a leading player in the virtual reality sector, introduced its newest creation, DPVR P2, generating enthusiasm among educators, cutting-edge EdTech firms, and progressive businesses.
  • In June 2023, Apple Inc. introduced Apple Vision Pro, an innovative spatial computing device that seamlessly merges digital content with the physical environment, enabling users to remain engaged and connected to others while interacting with augmented reality experiences.
  • In November 2022, Penumbra, Inc. unveiled the first non-tethered immersive healthcare solution for rehabilitation. The latest REAL y-Series product incorporates sensors for both upper and lower body movements, enabling clinicians to monitor real-time progress and full-body movement.

Demand - Drivers, Challenges, and Opportunities

Market Demand Drivers

The U.S. augmented and virtual reality headset market is witnessing substantial growth, driven by increased investments across various industries. These investments reflect a recognition of AR/VR's transformative potential in gaming, entertainment, healthcare, education, and business sectors. As AR/VR technologies evolve to become more user-friendly, they are being utilized to enhance customer engagement, boost productivity, and foster innovation. The widespread adoption of smartphones and smart devices further expands the audience for AR/VR applications, driving market expansion.

The convergence of AR and VR technologies across industries is a significant catalyst for market growth. These technologies are revolutionizing operational efficiencies and consumer interactions in sectors such as gaming, healthcare, education, retail, manufacturing, and automotive. AR/VR headsets offer immersive experiences for viewing movies, TV shows, and live events and enable virtual try-ons and product visualizations in retail. Moreover, technological advancements in hardware, software, and displays are making AR/VR headsets more powerful, affordable, and user-centric, further driving market growth and adoption.

Market Restraints

The U.S. augmented and virtual reality headset market faces technical and nontechnical limitations. Technical challenges include enhancing optical performance to reduce user fatigue, meeting substantial computational demands while maintaining compact form factors, and implementing decentralized processing solutions to improve performance without sacrificing comfort. Additionally, concerns about user experience, such as motion sickness and discomfort, and interoperability issues hinder seamless digital asset transfer across platforms. Nontechnical barriers encompass high hardware investment costs, ecosystem fragmentation across various metaverses, supply chain bottlenecks due to semiconductor shortages, and innovation barriers resulting from a limited range of available devices. Moreover, inclusivity and cultural adoption present challenges, as accessibility issues and resistance to virtual environments hinder widespread acceptance. Overcoming these limitations will be crucial for advancing the AR and VR headset market and realizing the full potential of immersive technologies.

Market Opportunities

Advancements in multi-sensory technologies, such as tactile feedback and 3D audio, are propelling the U.S. augmented and virtual reality headset market forward. Companies are pioneering products, such as haptic feedback gloves and full-body suits, to provide users with immersive virtual experiences that engage multiple senses. These innovations extend beyond entertainment, with potential applications in education and healthcare, enhancing user engagement and broadening market reach. In the healthcare sector, AR/VR technologies are transforming patient care, surgical procedures, and medical training. Companies offer training for surgeons and augmented reality guidance systems for surgeries, respectively, improving precision and reducing errors. Additionally, AR/VR applications can offer therapeutic experiences and virtual consultations for patients, enhancing access to care and reducing treatment-related anxiety. These advancements underscore the critical role of immersive technologies in advancing medical care and patient experiences, driving growth in the U.S. augmented and virtual reality headset market.

How can this report add value to an organization?

Product/Innovation Strategy: This report presents an extensive product/innovation strategy tailored for the U.S. augmented and virtual reality headset market, outlining avenues for market penetration, technology integration, and sustainable expansion. It furnishes actionable insights to empower enterprises in leveraging AR/VR headsets to comply with evolving industry standards, attain a competitive advantage, and capitalize on the surging demand for immersive digital experiences across diverse sectors. By identifying emerging trends, innovative applications, and strategic partnerships, this report equips businesses with the tools to navigate the dynamic AR/VR landscape effectively, fostering growth, innovation, and market leadership.

Growth/Marketing Strategy: This report outlines a comprehensive growth and marketing strategy tailored for the U.S. augmented and virtual reality headset market. It offers a targeted approach to segmenting markets, establishing competitive advantages, and executing creative marketing initiatives. By implementing these recommendations, businesses can enhance their market presence, capture emerging opportunities, and drive revenue growth effectively. This strategic approach enables organizations to navigate the dynamic AR/VR landscape, strengthen their market position, and capitalize on the growing demand for immersive digital experiences, fostering sustainable business growth.

Competitive Strategy: This report formulates a robust competitive strategy customized for the U.S. augmented and virtual reality headset market. It assesses competitors, recommends differentiation tactics, and provides guidance for securing a competitive advantage. By adhering to these strategic recommendations, companies can effectively position themselves amidst market rivals, ensuring ongoing success and profitability.

Research Methodology

Factors for Data Prediction and Modeling

The section exhibits the standard assumptions and limitations followed throughout the research study named U.S. augmented and virtual reality headset market:

  • The scope of this report focuses on several types of applications and products.
  • The base currency considered for the market analysis is US$. Currencies other than the US$ have been converted to the US$ for all statistical calculations, considering the average conversion rate for that particular year.
  • The currency conversion rate has been taken from the historical exchange rate of the Oanda website.
  • Nearly all the recent developments from January 2021 to January 2024 have been considered in this research study.
  • The information rendered in the report is a result of in-depth primary interviews, surveys, and secondary analysis.
  • Where relevant information was not available, proxy indicators and extrapolation were employed.
  • Any economic downturn in the future has not been taken into consideration for the market estimation and forecast.
  • Technologies currently used are expected to persist through the forecast with no major breakthroughs in technology.

Market Estimation and Forecast

This research study involves the usage of extensive secondary sources, such as certified publications, articles from recognized authors, white papers, annual reports of companies, directories, and major databases to collect useful and effective information for an extensive, technical, market-oriented, and commercial study of the U.S. augmented and virtual reality headset market.

The process of market engineering involves the calculation of the market statistics, market size estimation, market forecast, market crackdown, and data triangulation (the methodology for such quantitative data processes is explained in further sections). The primary research study has been undertaken to gather information and validate the market numbers for segmentation types and industry trends of the key players in the market.

Primary Research

The primary sources involve industry experts from the U.S. augmented and virtual reality headset market and various stakeholders in the ecosystem. Respondents such as CEOs, vice presidents, marketing directors, and technology and innovation directors have been interviewed to obtain and verify both qualitative and quantitative aspects of this research study.

The key data points taken from primary sources include:

  • validation and triangulation of all the numbers and graphs
  • validation of reports segmentation and key qualitative findings
  • understanding the competitive landscape
  • validation of the numbers of various markets for market type
  • percentage split of individual markets for geographical analysis

Secondary Research

This research study of the U.S. augmented and virtual reality headset market involves the usage of extensive secondary research, directories, company websites, and annual reports. It also makes use of databases, such as Hoovers, Bloomberg, Businessweek, and Factiva, to collect useful and effective information for an extensive, technical, market-oriented, and commercial study of the global market.

Secondary research was done to obtain crucial information about the industry's value chain, revenue models, the market's monetary chain, the total pool of key players, and the current and potential use cases and applications.

The key data points taken from secondary research include:

  • segmentations and percentage shares
  • data for market value
  • key industry trends of the top players of the market
  • qualitative insights into various aspects of the market, key trends, and emerging areas of innovation
  • quantitative data for mathematical and statistical calculations

Key Market Players and Competition Synopsis

The companies that are profiled in the U.S. augmented and virtual reality headset market have been selected based on inputs gathered from primary experts and analyzing company coverage, product portfolio, and market penetration.

Some of the prominent names in this market are:

  • Microsoft Corporation
  • Vuzix Corporation
  • KOPIN Corporation
  • Apple, Inc.
  • Meta Platforms, Inc.
  • Seiko Epson Corporation
  • Qualcomm Technologies Inc.
  • Penumbra, Inc.
  • HP Development Company, L.P.
  • Merge Labs, Inc.
  • DPVR
  • Sony Group Corporation
  • PICO Immersive Pte. Ltd.
  • XREAL, Inc.
  • Valve Corporation

Companies that are not a part of the aforementioned pool have been well represented across different sections of the report (wherever applicable).

Table of Contents

Executive Summary

Scope and Definition

1 Markets

  • 1.1 Trends: Current and Future Impact Assessment
    • 1.1.1 Trends: Current and Future Impact Assessment
    • 1.1.2 Metaverse and Rising Mixed Reality (MR)
    • 1.1.3 Revolutionizing Gaming: Rising AR/VR Headsets in Immersive Play
    • 1.1.4 Increasing Demand for Wearable Technologies
  • 1.2 Supply Chain Overview
    • 1.2.1 Market Map
  • 1.3 Research and Development Review
    • 1.3.1 Patent Filing Trend (by Country and Company)
  • 1.4 Regulatory Landscape
    • 1.4.1 U.S. Regulation and Governance
  • 1.5 Impact Analysis for Key Global Events: COVID-19
  • 1.6 Market Dynamics: Overview
    • 1.6.1 Market Drivers
      • 1.6.1.1 Increased Investments in the Augmented and Virtual Reality Headset Market
      • 1.6.1.2 Convergence of Augmented and Virtual Reality: A Multifaceted Catalyst for Growth
      • 1.6.1.3 Technological Advancements in the AR/VR Technologies
    • 1.6.2 Market Restraints
      • 1.6.2.1 Technical Limitations
      • 1.6.2.2 Nontechnical Limitations
    • 1.6.3 Market Opportunities
      • 1.6.3.1 Advancements in Multi-Sensory Technologies
      • 1.6.3.2 Increasing Applications in Healthcare Industry

2 Application

  • 2.1 Application Segmentation
  • 2.2 Application Summary
  • 2.3 U.S. Augmented and Virtual Reality Headset Market (by Application)
    • 2.3.1 Enterprise
    • 2.3.2 Consumer
    • 2.3.3 Healthcare
    • 2.3.4 Commercial

3 Products

  • 3.1 Product Segmentation
  • 3.2 Product Summary
  • 3.3 U.S. Augmented and Virtual Reality Headset Market (by Type)
    • 3.3.1 Augmented Reality (AR) Headset
    • 3.3.2 Virtual Reality (VR) Headset
    • 3.3.3 Mixed Reality (MR) Headset
  • 3.4 Product Summary
  • 3.5 U.S. Augmented and Virtual Reality Headset Market (by Product Type)
    • 3.5.1 Standalone
    • 3.5.2 Tethered
    • 3.5.3 Screenless Viewer

4 Regions

  • 4.1 U.S.
    • 4.1.1 Country Overview
    • 4.1.2 Driving Factors for Market Growth
    • 4.1.3 Factors Challenging the Market
    • 4.1.4 Application
    • 4.1.5 Product

5 Markets - Competitive Benchmarking & Company Profiles

  • 5.1 Next Frontiers
  • 5.2 Geographic Assessment
    • 5.2.1 Microsoft Corporation
      • 5.2.1.1 Overview
      • 5.2.1.2 Top Products/Product Portfolio
      • 5.2.1.3 Top Competitors
      • 5.2.1.4 Target Customers
      • 5.2.1.5 Key Personnel
      • 5.2.1.6 Analyst View
    • 5.2.2 Vuzix Corporation
      • 5.2.2.1 Overview
      • 5.2.2.2 Top Products/Product Portfolio
      • 5.2.2.3 Top Competitors
      • 5.2.2.4 Target Customers
      • 5.2.2.5 Key Personnel
      • 5.2.2.6 Analyst View
    • 5.2.3 KOPIN Corporation
      • 5.2.3.1 Overview
      • 5.2.3.2 Top Products/Product Portfolio
      • 5.2.3.3 Top Competitors
      • 5.2.3.4 Target Customers
      • 5.2.3.5 Key Personnel
      • 5.2.3.6 Analyst View
    • 5.2.4 Meta Platforms Inc.
      • 5.2.4.1 Overview
      • 5.2.4.2 Top Products/Product Portfolio
      • 5.2.4.3 Top Competitors
      • 5.2.4.4 Target Customers
      • 5.2.4.5 Key Personnel
      • 5.2.4.6 Analyst View
      • 5.2.4.7 Market Share, 2023
    • 5.2.5 Apple Inc.
      • 5.2.5.1 Overview
      • 5.2.5.2 Top Products/Product Portfolio
      • 5.2.5.3 Top Competitors
      • 5.2.5.4 Target Customers
      • 5.2.5.5 Key Personnel
      • 5.2.5.6 Analyst View
    • 5.2.6 Seiko Epson Corporation
      • 5.2.6.1 Overview
      • 5.2.6.2 Top Products/Product Portfolio
      • 5.2.6.3 Top Competitors
      • 5.2.6.4 Target Customers
      • 5.2.6.5 Key Personnel
      • 5.2.6.6 Analyst View
    • 5.2.7 Qualcomm Technologies Inc.
      • 5.2.7.1 Overview
      • 5.2.7.2 Top Products/Product Portfolio
      • 5.2.7.3 Top Competitors
      • 5.2.7.4 Target Customers
      • 5.2.7.5 Key Personnel
      • 5.2.7.6 Analyst View
    • 5.2.8 Penumbra, Inc.
      • 5.2.8.1 Overview
      • 5.2.8.2 Top Products/Product Portfolio
      • 5.2.8.3 Top Competitors
      • 5.2.8.4 Target Customers
      • 5.2.8.5 Key Personnel
      • 5.2.8.6 Analyst View
    • 5.2.9 HP Development Company, L.P.
      • 5.2.9.1 Overview
      • 5.2.9.2 Top Products/Product Portfolio
      • 5.2.9.3 Top Competitors
      • 5.2.9.4 Target Customers
      • 5.2.9.5 Key Personnel
      • 5.2.9.6 Analyst View
    • 5.2.10 Merge Labs, Inc.
      • 5.2.10.1 Overview
      • 5.2.10.2 Top Products/Product Portfolio
      • 5.2.10.3 Top Competitors
      • 5.2.10.4 Target Customers
      • 5.2.10.5 Key Personnel
      • 5.2.10.6 Analyst View
    • 5.2.11 DPVR
      • 5.2.11.1 Overview
      • 5.2.11.2 Top Products/Product Portfolio
      • 5.2.11.3 Top Competitors
      • 5.2.11.4 Target Customers
      • 5.2.11.5 Key Personnel
      • 5.2.11.6 Analyst View
      • 5.2.11.7 Market Share, 2023
    • 5.2.12 Sony Group Corporation
      • 5.2.12.1 Overview
      • 5.2.12.2 Top Products/Product Portfolio
      • 5.2.12.3 Top Competitors
      • 5.2.12.4 Target Customers
      • 5.2.12.5 Key Personnel
      • 5.2.12.6 Analyst View
      • 5.2.12.7 Market Share, 2023
    • 5.2.13 PICO Immersive Pte. Ltd.
      • 5.2.13.1 Overview
      • 5.2.13.2 Top Products/Product Portfolio
      • 5.2.13.3 Top Competitors
      • 5.2.13.4 Target Customers
      • 5.2.13.5 Analyst View
      • 5.2.13.6 Market Share, 2023
    • 5.2.14 XREAL, Inc.
      • 5.2.14.1 Overview
      • 5.2.14.2 Top Products/Product Portfolio
      • 5.2.14.3 Top Competitors
      • 5.2.14.4 Target Customers
      • 5.2.14.5 Key Personnel
      • 5.2.14.6 Analyst View
      • 5.2.14.7 Market Share, 2023
    • 5.2.15 Valve Corporation
      • 5.2.15.1 Overview
      • 5.2.15.2 Top Products/Product Portfolio
      • 5.2.15.3 Top Competitors
      • 5.2.15.4 Target Customers
      • 5.2.15.5 Analyst View

6 Research Methodology

  • 6.1 Data Sources
    • 6.1.1 Primary Data Sources
    • 6.1.2 Secondary Data Sources
    • 6.1.3 Data Triangulation
  • 6.2 Market Estimation and Forecast

List of Figures

  • Figure 1: U.S. Augmented and Virtual Reality Headset Market (by Application), 2024, 2027, and 2033
  • Figure 2: U.S. Augmented and Virtual Reality Headset Market (by Type), 2024, 2027, and 2033
  • Figure 3: U.S. Augmented and Virtual Reality Headset Market (by Product Type), 2024, 2027, and 2033
  • Figure 4: Augmented and Virtual Reality Headset, Recent Developments
  • Figure 5: Supply Chain and Risks within the Supply Chain
  • Figure 6: Patent Analysis (by Country), January 2020 and December 2023
  • Figure 7: Patent Analysis (by Company), January 2020 and December 2023
  • Figure 8: Impact Analysis of Market Navigating Factors, 2024-2033
  • Figure 9: U.S. Augmented and Virtual Reality Headset Market, $Million, 2023-2033
  • Figure 10: Strategic Initiatives, 2021-2023
  • Figure 11: Share of Strategic Initiatives, 2021-2023
  • Figure 12: Data Triangulation
  • Figure 13: Top-Down and Bottom-Up Approach
  • Figure 14: Assumptions and Limitations

List of Tables

  • Table 1: Market Snapshot
  • Table 2: U.S. Augmented and Virtual Reality Headset Market (by Application), $Million, 2024-2033
  • Table 3: U.S. Augmented and Virtual Reality Headset Market (by Application), Thousand Units, 2024-2033
  • Table 4: U.S. Augmented and Virtual Reality Headset Market (by Type), $Million, 2024-2033
  • Table 5: U.S. Augmented and Virtual Reality Headset Market (by Type), Thousand Units, 2024-2033
  • Table 6: U.S. Augmented and Virtual Reality Headset Market (by Product Type), $Million, 2024-2033
  • Table 7: U.S. Augmented and Virtual Reality Headset Market (by Product Type), Thousand Units, 2024-2033
  • Table 8: Market Share