封面
市场调查报告书
商品编码
1442610

美国AR(扩增实境)/VR(虚拟实境)耳机市场 - 国家分析:按应用、产品和国家进行分析和预测(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个工作天内

价格

美国美国 (扩增实境)/VR(虚拟实境)耳机市场规模预计将从2023年的10.8亿美元成长到2033年的254亿美元,预测期内复合年增长率为36.45%,预计将达到规模为9210万美元。

在投资增加、跨多个行业的 AR/VR 技术整合以及持续的技术进步的推动下,市场预计将呈现显着成长。资金的激增不仅刺激了创新,还促进了更复杂、更用户友好的耳机的开发。 AR/VR技术在教育、医疗、娱乐等产业的广泛应用正在扩大市场范围,增加消费者需求。科技进步透过提高耳机的舒适度、功能性和沈浸感进一步增强使用者体验。这些因素共同使 AR/ VR头戴装置成为专业人士和个人不可或缺的工具,并且市场预计在不久的将来将稳步扩大。

主要市场统计数据
预测期 2024-2033
2024年评估 15.552 亿美元
2033年预测 254.921 亿美元
复合年增长率 36.45%

消费者使用引领美国AR/ VR头戴装置市场

从应用程式来看,在娱乐、游戏和个人学习需求的推动下,消费者群体正在经历显着成长。这些耳机因其身临其境型功能而越来越受欢迎,为用户提供体验游戏、媒体和教育内容的新方式。这一趋势是由消费者对能够逃避现实和自我学习的创新和沈浸式技术的渴望所推动的。随着这些设备的发展、变得更加熟悉并融入日常生活,预计它们将提高消费者的普及,并引领向更具互动性的数位体验的转变。

VR头戴装置类型在美国AR/ VR头戴装置市场占有最大份额

从类型来看, VR头戴装置细分市场受到沉浸式游戏、娱乐和教育应用的青睐。主要市场参与企业正在透过先进的 VR 产品来促进这一成长。这些设备以提供深度数位沉浸感而闻名,在顶级游戏和类比领域备受追捧。 VR 技术的进步以及更实惠、更先进的模型的出现正在将其应用扩展到各个领域。

独立耳机引领美国AR/ VR头戴装置市场

从产品类型来看,独立耳机引领美国市场,无需外部设备即可提供无线一体化体验。 Meta Platforms 的 Meta Quest 3、Quest Pro 和 Apple 的 Vision Pro 就是这股趋势的象征。它们的自主性简化了设定并提高了便携性,对消费者和企业都有吸引力。这些耳机支援游戏、娱乐、培训和教育等多种应用,并且在功能和功能上不断发展。

本报告调查了美国AR(扩增实境)/VR(虚拟实境)耳机市场,并提供了市场概况、主要市场趋势、法律制度、研发和专利趋势、市场影响因素分析以及市场规模。趋势与预测、各类别详细分析、竞争形势、主要企业分析等。

目录

执行摘要

第一章 市场

  • 趋势:当前和未来的影响评估
    • 趋势:当前和未来的影响评估
    • 元宇宙和混合实境(MR) 的兴起
    • 游戏革命:AR/ VR头戴装置在身临其境型游戏中的崛起
    • 对穿戴式科技的需求不断增长
  • 供应链概览
    • 市场地图
  • 研发回顾
    • 专利申请趋势(按国家/公司)
  • 监管状况
    • 美国监管与管治
  • 全球重大事件的影响分析:COVID-19
  • 市场动态:概述
    • 市场驱动因素
    • 市场限制因素
    • 市场机会

第二章 应用

  • 使用分类
  • 应用概述
  • 美国AR/ VR头戴装置市场:依应用分类
    • 公司
    • 消费者
    • 卫生保健
    • 商业的

第三章 产品

  • 产品分类
  • 产品概要
  • 美国AR/ VR头戴装置市场:按类型
    • 扩增实境(AR) 耳机
    • 虚拟实境 (VR) 耳机
    • 混合实境(MR) 耳机
  • 产品概要
  • 美国AR/ VR头戴装置市场(依产品类型)
    • 独立型
    • 拴系型
    • 无萤幕观看器类型

第四章 区域

  • 美国
    • 国家概况
    • 市场成长推进因素
    • 市场问题
    • 目的
    • 产品

第五章市场:竞争基准化分析与公司概况

  • 下一个前沿
  • 地理评估
    • 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

第六章调查方法

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