2023年至2028年頭戴式顯示器市場預測
市場調查報告書
商品編碼
1390053

2023年至2028年頭戴式顯示器市場預測

Head Mounted Display Market Forecasts from 2023 to 2028

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 152 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

頭戴式顯示器市場預計將以 16.31% 的年複合成長率成長,從 2021 年的 3,392,256,000 美元成長到 2028 年的 9,766,994,000 美元。

頭戴式顯示器是一種附著在眼鏡上的投影技術。此類技術的發展使客戶能夠利用更高的舒適度和改進的人體工學,並且公司正在開發尖端的 HMD 系統以改善用戶的 VR/AR 體驗。

此外,穿戴式科技和智慧眼鏡領域的創新發展推動了頭戴式顯示器市場,從而促進了整體市場的成長。例如,2020 年 2 月,專門從事搜尋引擎最佳化和技術的科技企業Google宣布發布 Google Glass AR,這是一款包含有關在您眼前移動的物體的附加資訊的耳機。

遊戲應用中 HMD 的採用率增加

價格實惠的 HMD 設備的出現以及對更好遊戲體驗的需求將增加頭戴式顯示器在遊戲應用中的使用。頭盔式顯示器透過提高遊戲可玩性來幫助改善使用者體驗。因此,VR遊戲的發布數量隨著時間的推移而增加,成為推動頭戴式顯示器(HMD)產業的因素。

經濟實惠的 HMD 可用於 3D 遊戲和其他休閒。透過將最新的攝影機和數位單眼相機與各種視訊眼鏡結合,您可以創建最先進的監視器。憑藉眼鏡阻擋環境光的能力,電影製作人和攝影師可以更清晰地看到即時照片演示。例如,索尼在 2021 年 2 月宣布了一系列適用於 PlayStation 5 平台的 PlayStation VR。據說這款耳機可以進行升級,例如高解析度的螢幕、新的頭戴式顯示器、新的控制器以及一條電線而不是原始的電纜盒。此外,這些進步正在增加線上遊戲產業的收益。例如,根據 FICCI 的數據,印度的線上遊戲收益從 2021 年的 1,010 億印度盧比增加到 2022 年的 1,190 億印度盧比。

美國預計將成為北美地區成長最快的國家。

由於擴增實境和虛擬實境(AR/VR)的日益普及,該國的頭戴式顯示器市場正在擴大。此外,醫療保健領域對手術和治療顯示器的需求不斷成長,為頭戴式顯示器市場的成長帶來了優勢。透過頭戴式顯示器可以輕鬆查看 MRI 和電腦斷層掃描等重要患者資料。

頭戴式顯示器對於國防和軍事目的也非常有用。許多公司推出的產品都考慮到了這個功能。例如,2022年10月,霍尼韋爾推出了Honeywell 360顯示器。 Honeywell 360 Display 是一款頭戴式顯示器,旨在提高軍用車輛操作員的情境察覺,特別是在困難和能見度較低的情況下。這種先進的顯示系統可再現自然視覺,並以最小的延遲提供車輛周圍環境的高解析度即時視圖。頭戴式顯示器使用量的增加是由於美國遊戲產業的成長。根據娛樂軟體協會 (ESA) 的數據,2021 年玩電玩的人數將增至 2.266 億,而 2020 年為 2.144 億。由於電玩遊戲在美國普及普及,預計頭戴式顯示器市場將在預測期內擴大。

目錄

第1章 簡介

  • 市場概況
  • 市場定義
  • 調查範圍
  • 市場區隔
  • 貨幣
  • 先決條件
  • 基準年和預測年時間表

第2章 調查方法

  • 調查資料
  • 先決條件

第3章 執行摘要

  • 研究亮點

第4章 市場動態

  • 市場促進因素
  • 市場抑制因素
  • 波特五力分析

第5章 頭戴式顯示器市場:依技術分類

  • 虛擬實境
  • 擴增實境

第6章 頭戴式顯示器市場:互聯性別

  • 頭戴式
  • 眼鏡

第7章 頭戴式顯示器市場:依顯示器分類

  • 滑蓋式頭顯
  • 離散頭顯
  • 整合頭顯

第8章 頭戴式顯示器市場:依行業分類

  • 航空和國防
  • 媒體與娛樂
  • 製造業
  • 衛生保健
  • 教育
  • 其他

第9章 頭戴式顯示器市場:依地區

  • 北美洲
    • 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
    • 義大利
    • 其他
  • 中東/非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 以色列
    • 其他
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 韓國
    • 台灣
    • 泰國
    • 印尼
    • 其他

第10章 競爭環境及分析

  • 主要企業及策略分析
  • 新興企業和市場盈利
  • 合併、收購、協議和夥伴關係
  • 供應商競爭力矩陣

第11章公司簡介

  • Kopin Corporation
  • Vuzix
  • Google Inc.
  • Sony Electronics Inc.
  • Oculus VR(Facebook Technologies, Inc.)
  • HTC Corporation
  • Recon Instruments
  • Seiko Epson Corporation
  • Samsung
  • Microsoft
  • Fujitsu
  • LG Electronics
簡介目錄
Product Code: KSI061610023

The head mounted display market is predicted to grow at a CAGR of 16.31% from US$3,392.256 million in 2021 to US$9,766.994 million by 2028.

The head mounted display is a projection technology that is mounted on eyeglasses. Customers can now take advantage of greater comfort and improved ergonomics due to the development of such technology and to enhance the user VR/AR experience companies are developing cutting-edge HMD systems.

Further, innovative developments in the field of wearable technology and smart glasses propelled the head mounted display market, thereby augmenting the overall market growth. For instance, in February 2020, Google, a technology business that focuses on search engine optimization and technology announced the release of Google Glass AR, a headset that includes additional information for any object moving in front of it.

Increasing adoption of HMD in gaming applications

The availability of affordable HMD devices and the need for a better gaming experience will lead to a rise in the use of head-mounted displays in gaming applications. The helmet-mounted display encourages improving user experience by enhancing game playability. As a result, the number of VR game releases has increased over time and is what is causing the head-mounted display (HMD) industry to rise.

Affordable HMDs can be utilized for 3D gaming and other leisure pursuits. By coupling modern video and DSLR cameras to a variety of video glasses, a cutting-edge monitor can be created. Filmmakers and photographers can view presentations of their live photos in enhanced clarity due to the glasses' ability to filter out ambient light. For instance, Sony announced a new generation of PlayStation VR for its PlayStation 5 platform in February 2021. This headset is claimed to be available with upgrades such as a higher-resolution screen, a new head-mounted display, a new controller, a single wire in place of the original cable box, and more. Further, these advancements have increased the revenue for the online gaming industry. For instance, as per the FICCI, the revenue of online gaming in India increased from INR 101 billion in 2021 to INR 119 billion in 2022.

The United States is anticipated to be the fastest-growing country in the North American region

The increasing adoption of augmented reality and virtual reality (AR/VR) is expanding the head mounted display market in the country. Further, the increased demand for these displays in the healthcare sector for surgeries and treatments is providing an edge for head-mounted display market growth. Critical patient data can such as MRI, and CT scans can be easily visible through the head-mounted display.

Head-mounted displays are very useful for defense and military purposes as well. Many companies are launching products keeping this very feature in mind. For instance, in October 2022, Honeywell launched the Honeywell 360 Display a head-mounted display designed to offer improved situational awareness to operators of military vehicles, particularly in challenging and low-visibility conditions. This advanced display system replicates natural vision, providing a high-resolution, real-time view of the vehicle's surroundings with minimal delay. The increasing use of head-mounted displays can be attributed to the increasing gaming industry in the United States. According to the Entertainment Software Association (ESA), the number of people who play video games increased to 226.6 million in 2021 compared to 214.4 million in 2020. The rising penetration of video games in the people of the United States is aiding the head mounted display market to propel in the projected period.

Segmentation:

By Technology

  • Virtual Reality
  • Augmented Reality

By Connectivity

  • Head-Mounted
  • Eyewear

By Display

  • Slide-On HMDs
  • Discrete HMDs
  • Integrated HMDs

By Industry Vertical

  • Aviation and Defense
  • Media and Entertainment
  • Manufacturing
  • Healthcare
  • Education
  • Others

By Geography

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

5. HEAD-MOUNTED DISPLAYS MARKET BY TECHNOLOGY

  • 5.1. Introduction
  • 5.2. Virtual Reality
  • 5.3. Augmented Reality

6. HEAD-MOUNTED DISPLAYS MARKET BY CONNECTIVITY

  • 6.1. Introduction
  • 6.2. Head-Mounted
  • 6.3. Eyewear

7. HEAD-MOUNTED DISPLAYS MARKET BY DISPLAY

  • 7.1. Introduction
  • 7.2. Slide-On HMDs
  • 7.3. Discrete HMDs
  • 7.4. Integrated HMDs

8. HEAD-MOUNTED DISPLAYS MARKET BY INDUSTRY VERTICAL

  • 8.1. Introduction
  • 8.2. Aviation and Defense
  • 8.3. Media and Entertainment
  • 8.4. Manufacturing
  • 8.5. Healthcare
  • 8.6. Education
  • 8.7. Others

9. HEAD-MOUNTED DISPLAYS MARKET BY GEOGRAPHY

  • 9.1. Introduction
  • 9.2. North America
    • 9.2.1. USA
    • 9.2.2. Canada
    • 9.2.3. Mexico
  • 9.3. South America
    • 9.3.1. Brazil
    • 9.3.2. Argentina
    • 9.3.3. Others
  • 9.4. Europe
    • 9.4.1. United Kingdom
    • 9.4.2. Germany
    • 9.4.3. France
    • 9.4.4. Italy
    • 9.4.5. Others
  • 9.5. Middle East and Africa
    • 9.5.1. Saudi Arabia
    • 9.5.2. UAE
    • 9.5.3. Israel
    • 9.5.4. Others
  • 9.6. Asia Pacific
    • 9.6.1. Japan
    • 9.6.2. China
    • 9.6.3. India
    • 9.6.4. South Korea
    • 9.6.5. Taiwan
    • 9.6.6. Thailand
    • 9.6.7. Indonesia
    • 9.6.8. Others

10. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 10.1. Major Players and Strategy Analysis
  • 10.2. Emerging Players and Market Lucrativeness
  • 10.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 10.4. Vendor Competitiveness Matrix

11. COMPANY PROFILES

  • 11.1. Kopin Corporation
  • 11.2. Vuzix
  • 11.3. Google Inc.
  • 11.4. Sony Electronics Inc.
  • 11.5. Oculus VR (Facebook Technologies, Inc.)
  • 11.6. HTC Corporation
  • 11.7. Recon Instruments
  • 11.8. Seiko Epson Corporation
  • 11.9. Samsung
  • 11.10. Microsoft
  • 11.11. Fujitsu
  • 11.12. LG Electronics