全球虛擬實境耳機市場研究報告 - 2023 年至 2030 年行業分析、規模、佔有率、成長、趨勢和預測
市場調查報告書
商品編碼
1342940

全球虛擬實境耳機市場研究報告 - 2023 年至 2030 年行業分析、規模、佔有率、成長、趨勢和預測

Global Virtual Reality Headset Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2023 to 2030

出版日期: | 出版商: Value Market Research | 英文 181 Pages | 商品交期: 最快1-2個工作天內

價格

全球虛擬實境耳機市場需求預計將從 2022 年的 136 億美元增至 2030 年的近 1474.5 億美元,2023-2030 年研究期間年複合成長率為 30.32%。

虛擬實境耳機是一種頭戴式設備,可讓用戶沉浸在虛擬環境中。虛擬實境 (VR) 耳機經常用於電動遊戲,但也可以有其他用途,例如訓練器和模擬。它們包括立體聲、每隻眼睛都有單獨圖像的立體頭戴式顯示器以及追踪頭部運動的感測器。這些感測器系統由磁力計、陀螺儀、加速度計或結構光系統組成。

市場動態:

由於遊戲、廣告和汽車市場的需求不斷成長以及不斷成長的智慧手機領域的應用,虛擬實境耳機市場正在強勁成長。虛擬實境(VR)技術在汽車和軍事領域的大量使用正在推動市場成長。此外,遊戲機需求的激增也推動了該行業的成長。虛擬實境耳機技術在教育、工業原型和醫療培訓等廣泛領域具有巨大的應用潛力。消費者和企業對這項技術的投資不斷增加,預計將在預測期內繁榮市場。由於虛擬實境耳機在醫療保健、零售、體育、遊戲和娛樂領域的滲透率不斷提高等因素,該市場的成長前景看好。

該研究報告涵蓋波特五力模型、市場吸引力分析和價值鏈分析。這些工具有助於清晰地了解行業結構並評估全球範圍內的競爭吸引力。此外,這些工具還對全球虛擬實境耳機市場的各個細分市場進行了包容性評估。虛擬實境耳機行業的成長和趨勢為本研究提供了整體方法。

區域分析:

本節涵蓋區域前景,重點介紹北美、歐洲、亞太地區、拉丁美洲以及中東和非洲虛擬實境耳機市場當前和未來的需求。此外,該報告重點關注所有主要地區各個應用領域的需求、估計和預測。

該研究報告還涵蓋了市場主要參與者的全面概況以及對全球競爭格局的深入了解。虛擬實境耳機市場的主要參與者包括 Carl Zeiss AG、Facebook Technologies, LLC (Oculus)、Google LLC、HTC Corp.、LG Electronics、Microsoft、Razer Inc.、Samsung Electronics Co. Ltd.、Sony Corp.。包括對競爭格局的整體看法,包括各種戰略發展,例如關鍵併購、未來能力、合作夥伴關係、財務概況、合作、新產品開發、新產品發布和其他發展。

如果您有任何客製化要求,請寫信給我們。我們的研究團隊可以根據您的需求提供客製化報告。

目錄

第一章:前言

  • 報告說明
    • 客觀的
    • 目標受眾
    • 獨特的銷售主張 (USP) 和產品
  • 研究範圍
  • 研究方法論
    • 市場研究過程
    • 市場研究方法論

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第 3 章:虛擬實境耳機 - 行業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 行業動態
  • 波特五力分析
  • 市場吸引力分析
    • 終端設備市場吸引力分析
    • 按產品分類的市場吸引力分析
    • 市場吸引力分析:按應用分類
    • 市場吸引力分析:按地區

第 4 章:價值鏈分析

  • 價值鏈分析
  • 原料分析
    • 原料清單
    • 原料廠商清單
    • 主要原料價格走勢
  • 潛在買家名單
  • 行銷管道
    • 直效行銷
    • 間接行銷
    • 行銷管道發展趨勢

第 5 章:COVID-19 爆發的影響分析

第 6 章:全球虛擬實境耳機市場分析:按終端設備分類

  • 終端設備概述
  • 歷史和預測數據
  • 按終端設備分析
  • 低階設備
  • 中檔設備
  • 高階設備

第 7 章:全球虛擬實境耳機市場分析:按產品

  • 按產品概述
  • 歷史和預測數據
  • 按產品分析
  • 獨立式
  • 支持智慧手機
  • 獨立PC連接

第 8 章:全球虛擬實境耳機市場銷售分析:按應用分類

  • 概述:按應用
  • 歷史和預測數據
  • 分析:按應用
  • 賭博
  • 衛生保健
  • 媒體與娛樂
  • 製造業
  • 零售
  • 教育
  • 電信
  • 其他

第 9 章:全球虛擬實境耳機市場銷售分析:按地理位置

  • 區域展望銷售分析
  • 簡介 銷售分析
  • 北美銷售分析
    • 概述、歷史和預測銷售分析
    • 北美按細分市場銷售分析
    • 北美按國家/地區銷售分析
    • 美國銷售分析
    • 加拿大銷售分析
    • 墨西哥銷售分析
  • 歐洲銷售分析
    • 概述、歷史和預測銷售分析
    • 歐洲按細分市場銷售分析
    • 歐洲按國家/地區銷售分析
    • 英國銷售分析
    • 法國銷售分析
    • 德國銷售分析
    • 義大利銷售分析
    • 俄羅斯銷售分析
    • 歐洲其他地區銷售分析
  • 亞太地區銷售分析
    • 概述、歷史和預測銷售分析
    • 亞太地區按細分市場銷售分析
    • 亞太地區國家/地區銷售分析
    • 中國銷售分析
    • 印度銷售分析
    • 日本銷售分析
    • 韓國銷售分析
    • 澳大利亞銷售分析
    • 亞太地區其他地區銷售分析
  • 拉丁美洲銷售分析
    • 概述、歷史和預測銷售分析
    • 拉丁美洲按細分市場銷售分析
    • 拉丁美洲按國家/地區銷售分析
    • 巴西銷售分析
    • 阿根廷銷售分析
    • 秘魯銷售分析
    • 智利銷售分析
    • 拉丁美洲其他地區銷售分析
  • 中東和非洲銷售分析
    • 概述、歷史和預測銷售分析
    • 中東和非洲按細分市場銷售分析
    • 中東和非洲國家銷售分析
    • 沙烏地阿拉伯銷售分析
    • 阿拉伯聯合大公國銷售分析
    • 以色列銷售分析
    • 南非銷售分析
    • 中東其他地區和非洲銷售分析

第 10 章:虛擬實境耳機公司的競爭格局

  • 虛擬實境耳機市場競爭
  • 夥伴關係/協作/協議
  • 併購
  • 新產品發布
  • 其他發展

第 11 章:公司簡介

  • 十大公司股票分析
  • 市場集中度
  • Carl Zeiss AG
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Facebook Technologies LLC (Oculus)
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Google LLC
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • HTC Corp.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • LG Electronics
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Microsoft
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Razer Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Samsung Electronics Co. Ltd.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Sony Corp.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展

注意 - 在公司概況中,財務詳細資訊和近期發展視情況而定,或者如果是私營公司,則可能不包括在內

Product Code: VMR11219176

The global demand for Virtual Reality Headset Market is presumed to reach the market size of nearly USD 147.45 BN by 2030 from USD 13.6 BN in 2022 with a CAGR of 30.32% under the study period 2023 - 2030.

A virtual reality headset, a head-mounted gadget, immerses the user in a virtual environment. Virtual reality (VR) headsets are frequently used with video games but can have other uses, such as trainers and simulations. They include stereo sound, a stereoscopic head-mounted display with separate images for each eye, and sensors that track head motion. These sensor systems consist of magnetometers, gyroscopes, accelerometers, or structured light systems.

MARKET DYNAMICS:

The virtual reality headset market is witnessing robust growth due to rising demand in the gaming, advertising, and automotive markets as well as application in the growing smartphone sector. The substantial use of virtual reality (VR) technology in the automotive & military sectors is propelling the market growth. In addition, the industry's growth is being driven by the spike in demand for gaming consoles. Virtual reality headset technology has immense potential to be applied in a wide range of fields, including education, industrial prototyping, and medical training. The increasing investments in this technology by consumers and enterprises are anticipated to flourish the market over the projected period. The growth of this market looks promising due to factors such as increasing penetration of virtual reality headsets in healthcare, retail, sports, gaming, and entertainment.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of virtual reality headset. The growth and trends of virtual reality headset industry provide a holistic approach to this study.

MARKET SEGMENTATION:

This section of the virtual reality headset market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By End-Device

  • Low-End Device
  • Mid-Range Device
  • High-End Device

By Product

  • Standalone
  • Smartphone-Enabled
  • Standalone Pc-Connected

By Application

  • Gaming
  • Healthcare
  • Media & Entertainment
  • Manufacturing
  • Retail
  • Education
  • Telecommunications
  • Others

REGIONAL ANALYSIS:

This section covers the regional outlook, which accentuates current and future demand for the Virtual Reality Headset market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the virtual reality headset market include Carl Zeiss AG, Facebook Technologies, LLC (Oculus), Google LLC, HTC Corp., LG Electronics, Microsoft, Razer Inc., Samsung Electronics Co. Ltd., Sony Corp. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3 . VIRTUAL REALITY HEADSET - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By End-device
    • 3.7.2 Market Attractiveness Analysis By Product
    • 3.7.3 Market Attractiveness Analysis By Application
    • 3.7.4 Market Attractiveness Analysis By Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Raw Material Manufactures List
    • 4.2.3. Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK

6 . GLOBAL VIRTUAL REALITY HEADSET MARKET ANALYSIS BY END-DEVICE

  • 6.1 Overview by End-device
  • 6.2 Historical and Forecast Data
  • 6.3 Analysis by End-device
  • 6.4 Low-end Device Historic and Forecast Sales by Regions
  • 6.5 Mid-range Device Historic and Forecast Sales by Regions
  • 6.6 High-end Device Historic and Forecast Sales by Regions

7 . GLOBAL VIRTUAL REALITY HEADSET MARKET ANALYSIS BY PRODUCT

  • 7.1 Overview by Product
  • 7.2 Historical and Forecast Data
  • 7.3 Analysis by Product
  • 7.4 Standalone Historic and Forecast Sales by Regions
  • 7.5 Smartphone-enabled Historic and Forecast Sales by Regions
  • 7.6 Standalone PC-connected Historic and Forecast Sales by Regions

8 . GLOBAL VIRTUAL REALITY HEADSET MARKET SALES ANALYSIS BY APPLICATION

  • 8.1 Overview by Application
  • 8.2 Historical and Forecast Data
  • 8.3 Analysis by Application
  • 8.4 Gaming Historic and Forecast Sales by Regions
  • 8.5 Healthcare Historic and Forecast Sales by Regions
  • 8.6 Media & Entertainment Historic and Forecast Sales by Regions
  • 8.7 Manufacturing Historic and Forecast Sales by Regions
  • 8.8 Retail Historic and Forecast Sales by Regions
  • 8.9 Education Historic and Forecast Sales by Regions
  • 8.10. Telecommunications Historic and Forecast Sales by Regions
  • 8.11 Others Historic and Forecast Sales by Regions

9 . GLOBAL VIRTUAL REALITY HEADSET MARKET SALES ANALYSIS BY GEOGRAPHY

  • 9.1. Regional Outlook Sales Analysis
  • 9.2. Introduction Sales Analysis
  • 9.3. North America Sales Analysis
    • 9.3.1. Overview, Historic and Forecast Sales Analysis
    • 9.3.2. North America By Segment Sales Analysis
    • 9.3.3. North America By Country Sales Analysis
    • 9.3.4. United State Sales Analysis
    • 9.3.5. Canada Sales Analysis
    • 9.3.6. Mexico Sales Analysis
  • 9.4. Europe Sales Analysis
    • 9.4.1. Overview, Historic and Forecast Sales Analysis
    • 9.4.2. Europe by Segment Sales Analysis
    • 9.4.3. Europe by Country Sales Analysis
    • 9.4.4. United Kingdom Sales Analysis
    • 9.4.5. France Sales Analysis
    • 9.4.6. Germany Sales Analysis
    • 9.4.7. Italy Sales Analysis
    • 9.4.8. Russia Sales Analysis
    • 9.4.9. Rest Of Europe Sales Analysis
  • 9.5. Asia Pacific Sales Analysis
    • 9.5.1. Overview, Historic and Forecast Sales Analysis
    • 9.5.2. Asia Pacific by Segment Sales Analysis
    • 9.5.3. Asia Pacific by Country Sales Analysis
    • 9.5.4. China Sales Analysis
    • 9.5.5. India Sales Analysis
    • 9.5.6. Japan Sales Analysis
    • 9.5.7. South Korea Sales Analysis
    • 9.5.8. Australia Sales Analysis
    • 9.5.9. Rest Of Asia Pacific Sales Analysis
  • 9.6. Latin America Sales Analysis
    • 9.6.1. Overview, Historic and Forecast Sales Analysis
    • 9.6.2. Latin America by Segment Sales Analysis
    • 9.6.3. Latin America by Country Sales Analysis
    • 9.6.4. Brazil Sales Analysis
    • 9.6.5. Argentina Sales Analysis
    • 9.6.6. Peru Sales Analysis
    • 9.6.7. Chile Sales Analysis
    • 9.6.8. Rest of Latin America Sales Analysis
  • 9.7. Middle East & Africa Sales Analysis
    • 9.7.1. Overview, Historic and Forecast Sales Analysis
    • 9.7.2. Middle East & Africa by Segment Sales Analysis
    • 9.7.3. Middle East & Africa by Country Sales Analysis
    • 9.7.4. Saudi Arabia Sales Analysis
    • 9.7.5. UAE Sales Analysis
    • 9.7.6. Israel Sales Analysis
    • 9.7.7. South Africa Sales Analysis
    • 9.7.8. Rest Of Middle East And Africa Sales Analysis

10 . COMPETITIVE LANDSCAPE OF THE VIRTUAL REALITY HEADSET COMPANIES

  • 10.1. Virtual Reality Headset Market Competition
  • 10.2. Partnership/Collaboration/Agreement
  • 10.3. Merger And Acquisitions
  • 10.4. New Product Launch
  • 10.5. Other Developments

11 . COMPANY PROFILES OF VIRTUAL REALITY HEADSET INDUSTRY

  • 11.1. Top 10 Company Share Analysis
  • 11.2. Market Concentration Rate
  • 11.3. Carl Zeiss AG
    • 11.3.1. Company Overview
    • 11.3.2. Company Revenue
    • 11.3.3. Products
    • 11.3.4. Recent Developments
  • 11.4. Facebook Technologies LLC (Oculus)
    • 11.4.1. Company Overview
    • 11.4.2. Company Revenue
    • 11.4.3. Products
    • 11.4.4. Recent Developments
  • 11.5. Google LLC
    • 11.5.1. Company Overview
    • 11.5.2. Company Revenue
    • 11.5.3. Products
    • 11.5.4. Recent Developments
  • 11.6. HTC Corp.
    • 11.6.1. Company Overview
    • 11.6.2. Company Revenue
    • 11.6.3. Products
    • 11.6.4. Recent Developments
  • 11.7. LG Electronics
    • 11.7.1. Company Overview
    • 11.7.2. Company Revenue
    • 11.7.3. Products
    • 11.7.4. Recent Developments
  • 11.8. Microsoft
    • 11.8.1. Company Overview
    • 11.8.2. Company Revenue
    • 11.8.3. Products
    • 11.8.4. Recent Developments
  • 11.9. Razer Inc.
    • 11.9.1. Company Overview
    • 11.9.2. Company Revenue
    • 11.9.3. Products
    • 11.9.4. Recent Developments
  • 11.10. Samsung Electronics Co. Ltd.
    • 11.10.1. Company Overview
    • 11.10.2. Company Revenue
    • 11.10.3. Products
    • 11.10.4. Recent Developments
  • 11.11. Sony Corp.
    • 11.11.1. Company Overview
    • 11.11.2. Company Revenue
    • 11.11.3. Products
    • 11.11.4. Recent Developments

Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers : Impact Analysis
  • Restraints : Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • Analysis by End-device (USD MN)
  • Low-end Device Market Sales by Geography (USD MN)
  • Mid-range Device Market Sales by Geography (USD MN)
  • High-end Device Market Sales by Geography (USD MN)
  • Analysis Market by Product (USD MN)
  • Standalone Market Sales by Geography (USD MN)
  • Smartphone-enabled Market Sales by Geography (USD MN)
  • Standalone PC-connected Market Sales by Geography (USD MN)
  • Analysis by Application (USD MN)
  • Gaming Market Sales by Geography (USD MN)
  • Healthcare Market Sales by Geography (USD MN)
  • Media & Entertainment Market Sales by Geography (USD MN)
  • Manufacturing Market Sales by Geography (USD MN)
  • Retail Market Sales by Geography (USD MN)
  • Education Market Sales by Geography (USD MN)
  • Telecommunications Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Virtual Reality Headset Market Sales by Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United State Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate by Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Virtual Reality Headset Report
  • Market Research Process
  • Market Research Methodology
  • Global Virtual Reality Headset Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by End-device
  • Market Attractiveness Analysis by Product
  • Market Attractiveness Analysis by Application
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by End-device (USD MN)
  • Low-end Device Market Sales by Geography (USD MN)
  • Mid-range Device Market Sales by Geography (USD MN)
  • High-end Device Market Sales by Geography (USD MN)
  • Global Market Analysis by Product (USD MN)
  • Standalone Market Sales by Geography (USD MN)
  • Smartphone-enabled Market Sales by Geography (USD MN)
  • Standalone PC-connected Market Sales by Geography (USD MN)
  • Global Market Analysis by Application (USD MN)
  • Gaming Market Sales by Geography (USD MN)
  • Healthcare Market Sales by Geography (USD MN)
  • Media & Entertainment Market Sales by Geography (USD MN)
  • Manufacturing Market Sales by Geography (USD MN)
  • Retail Market Sales by Geography (USD MN)
  • Education Market Sales by Geography (USD MN)
  • Telecommunications Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Market by Revenue
  • North America Market by Revenue
  • Europe Market by Revenue
  • Asia Pacific Market by Revenue
  • Latin America Market by Revenue
  • Middle East & Africa Market by Revenue
  • Recent Development in Industry
  • Top Company Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.