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市場調查報告書
商品編碼
1282878

虛擬現實 (VR) 耳機市場 - 2023-2028 年預測

Virtual Reality (VR) Headsets Market - Forecasts from 2023 to 2028

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 113 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

虛擬現實 (VR) 耳機市場預計到 2021 年將達到 56.4 億美元,預測期內復合年增長率為 18.54%,到 2028 年將達到 185.45 億美元。

本研究報告根據平台、功能、應用程序和區域等各個細分市場研究了虛擬現實 (VR) 耳機市場。 首先,市場概述詳細介紹了關鍵驅動因素和挑戰。 然後利用波特五力模型對虛擬現實(VR)耳機行業進行全面分析。 然後價值鏈分析確定哪些公司屬於不同流程並為不同領域做出貢獻。

它還提供了有關發展、趨勢、行業政策以及影響虛擬現實 (VR) 耳機市場的政策的詳細信息。 此外,該研究還分析了虛擬現實(VR)耳機行業的整體監管框架,以便利益相關者更好地了解影響整體市場格局的關鍵因素。

虛擬現實 (VR) 耳機市場 - 預測 2023-2028”是一份全面的最新報告。 我們向管理層和感興趣的利益相關者提供關鍵市場信息,並讓他們了解關鍵市場信息。 我們還分析了主要市場參與者的競爭格局和詳細策略,並將其繪製在我們的供應商矩陣中的四個像限中:領導者、追隨者、挑戰者和利基市場。

內容

第一章簡介

  • 市場概覽
  • 市場定義
  • 調查範圍
  • 市場細分
  • 貨幣
  • 先決條件
  • 基準年和預測年時間表

第 2 章研究方法

  • 調查數據
  • 先決條件

第 3 章執行摘要

  • 調查要點

第四章市場動態

  • 市場驅動因素
  • 市場製約因素
  • 波特五力分析
  • 行業價值鏈分析

第 5 章虛擬現實 (VR) 耳機市場:按平台

  • 簡介
  • 電腦周邊設備
  • 智能手機耳機

第 6 章虛擬現實 (VR) 耳機市場:按功能

  • 簡介
  • 有線
  • 無線

第 7 章:虛擬現實 (VR) 耳機市場:按應用劃分

  • 簡介
  • 電影
  • 遊戲
  • 其他

第 8 章:虛擬現實 (VR) 耳機市場:按地區

  • 簡介
  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 其他
  • 中東和非洲
    • 沙特阿拉伯
    • 阿拉伯聯合酋長國
    • 以色列
    • 其他
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 韓國
    • 印度尼西亞
    • 泰國
    • 其他

第 9 章競爭格局與分析

  • 主要公司及戰略分析
  • 新興公司和市場盈利能力
  • 合併、收購、協議與合作
  • 供應商競爭力矩陣

第 10 章公司簡介

  • Meta Platforms Inc
  • Goertek Inc
  • Google LLC
  • Samsung Electronics Co Ltd
  • NVIDIA Corp
  • Microsoft Corp
  • Spectra7 Microsystems Inc
  • Unity Technologies Inc
  • HTC Corp
  • Sunny Optical Technology Co Ltd
簡介目錄
Product Code: KSI061610602

The virtual reality (VR) headsets market was valued at US$5.640 billion in 2021 and is projected to expand at a CAGR of 18.54% over the forecast period to reach US$18.545 billion by 2028.

This research study examines the virtual reality (VR) headsets market based on various segments: platform, functionality, application, and geography. First, a brief overview of the market details key driving factors and challenges. Next, Porter's five forces model analyzes the virtual reality (VR) headsets industry comprehensively. This is followed by industry value chain analysis which determines the companies which are part of the different processes and contributing to various sectors.

The study also presents in-depth information concerning the development, trends, and industry policies and regulations affecting the virtual reality (VR) headsets market. Moreover, the research study analyzes the overall regulatory framework of the virtual reality (VR) headsets sector, offering stakeholders a better understanding of the key factors influencing the overall market environment.

Virtual reality (VR) headsets market - Forecasts from 2023 to 2028 is a comprehensive and latest report. It provides vital market information to executives and interested stakeholders to enable them to get vital market information. The report also analyzes the competitive landscape and details strategies of key market players and also plots them on our vendor matrix in four quadrants: leader, follower, challenger, and niche.

The scope and coverage of the virtual reality (VR) headsets market report is as below:

  • Virtual reality (VR) headsets market data tables and charts
  • Market outlook with sections on drivers, restraints, Porter's, and industry value chain analysis
  • Market assessment by the platform into PC peripherals and smartphone headsets.
  • Detailed market trends, analysis, and graphical representation by functionality into wired and wireless.
  • In-depth analysis of the virtual reality (VR) headsets market by application into movies, games, and others.
  • A 360o view of the demand for virtual reality (VR) headsets solutions/services across different geographies (North America, South America, Europe, Middle East and Africa, and Asia Pacific) with further breakdown for key countries within those regions.

Different segments covered under the virtual reality (VR) headsets market report are as below:

By Platform

  • PC Peripherals
  • Smartphone Headsets.

By Functionality

  • Wired
  • Wireless

By Application

  • Movies
  • Games
  • Others

By Geography

  • North America
  • United States
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Others
  • The Middle East and Africa
  • Saudi Arabia
  • UAE
  • Israel
  • Others
  • Asia Pacific
  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Thailand
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY

  • 2.1. Research Data
  • 2.2. Assumptions

3. EXECUTIVE SUMMARY

  • 3.1. Research Highlights

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Force Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis

5. VIRTUAL REALITY (VR) HEADSETS MARKET, BY PLATFORM

  • 5.1. Introduction
  • 5.2. PC Peripherals
  • 5.3. Smartphone Headsets

6. VIRTUAL REALITY (VR) HEADSETS MARKET, BY FUNCTIONALITY

  • 6.1. Introduction
  • 6.2. Wired
  • 6.3. Wireless

7. VIRTUAL REALITY (VR) HEADSETS MARKET, BY APPLICATION

  • 7.1. Introduction
  • 7.2. Movies
  • 7.3. Games
  • 7.4. Others

8. VIRTUAL REALITY (VR) HEADSETS MARKET, BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. United States
    • 8.2.2. Canada
    • 8.2.3. Mexico
  • 8.3. South America
    • 8.3.1. Brazil
    • 8.3.2. Argentina
    • 8.3.3. Others
  • 8.4. Europe
    • 8.4.1. United Kingdom
    • 8.4.2. Germany
    • 8.4.3. France
    • 8.4.4. Spain
    • 8.4.5. Others
  • 8.5. The Middle East and Africa
    • 8.5.1. Saudi Arabia
    • 8.5.2. UAE
    • 8.5.3. Israel
    • 8.5.4. Others
  • 8.6. Asia Pacific
    • 8.6.1. Japan
    • 8.6.2. China
    • 8.6.3. India
    • 8.6.4. South Korea
    • 8.6.5. Indonesia
    • 8.6.6. Thailand
    • 8.6.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Emerging Players and Market Lucrativeness
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 9.4. Vendor Competitiveness Matrix

10. COMPANY PROFILES

  • 10.1. Meta Platforms Inc
  • 10.2. Goertek Inc
  • 10.3. Google LLC
  • 10.4. Samsung Electronics Co Ltd
  • 10.5. NVIDIA Corp
  • 10.6. Microsoft Corp
  • 10.7. Spectra7 Microsystems Inc
  • 10.8. Unity Technologies Inc
  • 10.9. HTC Corp
  • 10.10. Sunny Optical Technology Co Ltd