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市场调查报告书
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2022-2032 年全球扩增实境和虚拟实境显示市场规模研究(按技术、设备、显示技术、最终用户和区域预测)

Global Augmented Reality and Virtual Reality Display Market Size Study by Technology, Device, Display Technology, End-User, and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3个工作天内

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简介目录

2023 年全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场价值约为 42 亿美元,预计在 2024-2032 年预测期内将以超过 17.99% 的健康成长率成长。 AR 和 VR 技术分别透过将数位资讯迭加到现实世界或创建完全模拟的环境来提供身临其境的体验。这些技术与显示系统的整合彻底改变了多个领域,包括游戏、电子商务、医​​疗保健和教育。远距工作和虚拟协作需求的激增,尤其是在 COVID-19 大流行期间凸显,进一步加速了对先进 AR/VR 显示技术的需求。零售和电子商务部门正在利用这些技术提供虚拟试用室和产品演示,从而增强消费者的购物体验。儘管 AR/VR 设备成本高昂且製造流程复杂,但市场参与者仍在努力开发经济高效且高品质的显示技术。随着技术的不断进步,预计显示解析度、视野和使用者舒适度将会提高,从而带来更复杂的应用,例如基于模拟的培训、远距手术和医疗保健中的治疗。

AR 技术将实体世界与数位增强功能融合在一起,使用户能够与增强资讯进行交互,同时保持对周围环境的了解。各种 AR 显示器类型,包括平视显示器 (HUD)、手持显示器和空间显示器,因其独特的功能而应用于不同的行业。相反,VR 技术让使用者沉浸在完全数位化的环境中,需要头戴式显示器 (HMD) 和洞穴自动虚拟环境 (CAVE) 等设备来提供 360 度体验。这些沉浸式显示器特别有利于研究和商业环境中的应用。

全像图代表了数位现实的巅峰,其应用涵盖零售、医疗保健和其他行业。全像投影对逼真 AR/VR 显示器的需求不断增长,这带来了巨大的商业机会。 HUD,尤其是在汽车和国防领域,使操作员能够在不分散注意力的情况下存取关键资料,从而推动对高解析度 AR/VR 显示器的需求。配备 AR/VR 显示器的投影机透过提供动态的、以观众为中心的体验正在改变电影、活动和教育领域。这些显示器必须适应环境条件以保持视觉质量,这是正在进行的研究和开发的重点领域。

全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场研究考虑的关键区域包括亚太地区、北美、欧洲、拉丁美洲和世界其他地区。由于研发方面的大量投资,就收入而言,北美是扩增实境 (AR) 和虚拟实境 (VR) 显示市场的主导地区。该地区在全球市场中占有主要份额,其应用领域包括游戏、医疗保健和军事领域。然而,由于当地电子公司的巨大贡献以及对 AR/VR 技术的不断投资的推动,预计亚太地区的市场将在预测期内以最快的速度成长。此外,一些公司专注于高解析度显示器,以满足 AR/VR 市场的需求。

市场的详细细分和细分市场解释如下:

目录

第 1 章:全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场执行摘要

  • 全球扩增实境 (AR) 与虚拟实境 (VR) 显示市场规模及预测 (2022-2032)
  • 区域概要
  • 分部摘要
    • 依技术
    • 按设备
    • 按下显示技术
    • 按最终用户
    • 按申请
  • 主要趋势
  • 经济衰退的影响
  • 分析师推荐与结论

第 2 章:全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场定义和研究假设

  • 研究目的
  • 市场定义
  • 研究假设
    • 包含与排除
    • 限制
    • 供给侧分析
      • 可用性
      • 基础设施
      • 监管环境
      • 市场竞争
      • 经济可行性(消费者的角度)
    • 需求面分析
      • 监理框架
      • 技术进步
      • 环境考虑
      • 消费者意识和接受度
  • 估算方法
  • 研究考虑的年份
  • 货币兑换率

第 3 章:全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场动态

  • 市场驱动因素
    • 娱乐和教育领域的采用率增加
    • AR和VR软体公司数量不断增加
  • 市场挑战
    • 高成本和隐私问题
    • 需要熟练的操作人员
  • 市场机会
    • 减少延迟和跨平台相容性方面的创新
    • 扩大工业应用

第 4 章:全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场产业分析

  • 波特的五力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争竞争
    • 波特五力模型的未来方法
    • 波特的五力影响分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社会的
    • 技术性
    • 环境的
    • 合法的
  • 顶级投资机会
  • 最佳制胜策略
  • 颠覆性趋势
  • 产业专家视角
  • 分析师推荐与结论

第 5 章:2022-2032 年全球扩增实境 (AR) 与虚拟实境 (VR) 显示市场规模及技术预测

  • 细分仪表板
  • 全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场:2022 年和 2032 年技术收入趋势分析
    • 扩增实境
    • 虚拟实境

第 6 章:2022-2032 年全球扩增实境 (AR) 与虚拟实境 (VR) 显示市场规模及设备预测

  • 细分仪表板
  • 全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场:2022 年和 2032 年设备收入趋势分析
    • 头显
    • 全息图
    • 抬头显示器
    • 投影仪

第 7 章:2022-2032 年全球扩增实境 (AR) 与虚拟实境 (VR) 显示市场规模及显示技术预测

  • 细分仪表板
  • 全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场:2022 年和 2032 年显示技术收入趋势分析
    • 数位光处理
    • 液晶显示器
    • 硅基液晶
    • 微型LED
    • 有机发光二极体

第 8 章:2022-2032 年全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场规模及最终用户预测

  • 细分仪表板
  • 全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场:2022 年和 2032 年最终用户收入趋势分析
    • 航太与国防
    • 汽车
    • 商业的
    • 消费者
    • 教育
    • 活力
    • 企业
    • 卫生保健

第 9 章:2022-2032 年全球扩增实境 (AR) 与虚拟实境 (VR) 显示市场规模及应用预测

  • 细分仪表板
  • 全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场:2022 年和 2032 年应用收入趋势分析
    • 广告与行销
    • 赌博
    • 维护
    • 製造业
    • 模拟与培训
    • 体育与娱乐

第 10 章:2022-2032 年全球扩增实境 (AR) 和虚拟实境 (VR) 显示市场规模及按地区预测

  • 北美扩增实境(AR)和虚拟实境(VR)显示市场
    • 美国扩增实境(AR)和虚拟实境(VR)显示市场
      • 2022-2032 年技术细分规模与预测
      • 2022-2032 年设备细分规模与预测
      • 显示技术细分规模与预测,2022-2032 年
      • 2022-2032 年最终用户细分规模与预测
      • 2022-2032 年应用细分规模与预测
    • 加拿大扩增实境(AR)和虚拟实境(VR)显示市场
  • 欧洲扩增实境(AR)和虚拟实境(VR)显示市场
    • 英国扩增实境(AR)和虚拟实境(VR)显示市场
    • 德国扩增实境(AR)和虚拟实境(VR)显示市场
    • 法国扩增实境(AR)和虚拟实境(VR)显示市场
    • 西班牙扩增实境(AR)和虚拟实境(VR)显示市场
    • 义大利扩增实境(AR)和虚拟实境(VR)显示市场
    • 欧洲其他地区扩增实境 (AR) 和虚拟实境 (VR) 显示市场
  • 亚太地区扩增实境(AR)和虚拟实境(VR)显示市场
    • 中国扩增实境(AR)和虚拟实境(VR)显示市场
    • 印度扩增实境(AR)和虚拟实境(VR)显示市场
    • 日本扩增实境(AR)和虚拟实境(VR)显示市场
    • 澳洲扩增实境(AR)和虚拟实境(VR)显示市场
    • 韩国扩增实境(AR)和虚拟实境(VR)显示市场
    • 亚太地区其他地区扩增实境 (AR) 和虚拟实境 (VR) 显示市场
  • 拉丁美洲扩增实境(AR)和虚拟实境(VR)显示市场
    • 巴西扩增实境(AR)和虚拟实境(VR)显示市场
    • 墨西哥扩增实境(AR)和虚拟实境(VR)显示市场
    • 拉丁美洲其他地区扩增实境 (AR) 和虚拟实境 (VR) 显示市场
  • 中东和非洲扩增实境(AR)和虚拟实境(VR)显示市场
    • 沙乌地阿拉伯扩增实境(AR)和虚拟实境(VR)显示市场
    • 南非扩增实境(AR)和虚拟实境(VR)显示市场
    • 中东和非洲其他地区扩增实境 (AR) 和虚拟实境 (VR) 显示市场

第 11 章:竞争情报

  • 重点企业SWOT分析
  • 顶级市场策略
  • 公司简介
    • Barco NV
      • 关键讯息
      • 概述
      • 财务(视数据可用性而定)
      • 产品概要
      • 市场策略
    • BOE Technology Group Co., Ltd.
    • eMagin Corporation
    • Google LLC
    • Holoeye Photonics AG
    • Innolux Corporation
    • Jasper Display Corp.
    • Kopin Corporation
    • Kura Technologies
    • Lenovo Group Limited

第 12 章:研究过程

  • 研究过程
    • 资料探勘
    • 分析
    • 市场预测
    • 验证
    • 出版
  • 研究属性
简介目录

Global Augmented Reality (AR) and Virtual Reality (VR) Display Market is valued approximately at USD 4.20 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 17.99% over the forecast period 2024-2032. AR and VR technologies provide immersive experiences by overlaying digital information onto the real world or creating completely simulated environments, respectively. The integration of these technologies with display systems has revolutionized multiple sectors, including gaming, e-commerce, healthcare, and education. The surge in remote work and virtual collaboration needs, especially highlighted during the COVID-19 pandemic, has further accelerated the demand for advanced AR/VR display technologies. Retail and e-commerce sectors are leveraging these technologies to offer virtual trial rooms and product demos, thereby enhancing the consumer shopping experience. Despite the high costs and complex manufacturing processes associated with AR/VR devices, market players are striving to develop cost-effective and high-quality display technologies. As technological advancements continue, enhancements in display resolution, field of view, and user comfort are expected, leading to more sophisticated applications such as simulation-based training, remote surgeries, and therapeutic treatments in healthcare.

AR technology merges the physical world with digital enhancements, allowing users to interact with augmented information while remaining aware of their surroundings. Various AR display types, including head-up displays (HUD), handheld displays, and spatial displays, are utilized across different industries for their unique capabilities. Conversely, VR technology immerses users in a fully digital environment, requiring devices such as head-mounted displays (HMDs) and cave automatic virtual environments (CAVE) to deliver 360-degree experiences. These immersive displays are particularly beneficial for applications in research and commercial settings.

Holograms represent the pinnacle of digital reality, with applications spanning retail, healthcare, and other industries. The increasing demand for realistic AR/VR displays for holographic projections promises substantial commercial opportunities. HUDs, especially in automotive and defense sectors, enable operators to access critical data without diverting their attention, thereby driving the demand for high-resolution AR/VR displays. Projectors equipped with AR/VR displays are transforming the film, events, and education sectors by offering dynamic, viewer-centric experiences. These displays must adapt to environmental conditions to maintain visual quality, which is a focus area for ongoing research and development.

The key regions considered for the global Augmented Reality (AR) and Virtual Reality (VR) Display Market study include Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is a dominating region in the Augmented Reality (AR) and Virtual Reality (VR) Display Market in terms of revenue due to significant investments in research and development. The region holds a major share of the global market, with applications in gaming, healthcare, and military sectors. Whereas, the market in Asia Pacific is anticipated to grow at the fastest rate over the forecast period owing to the driven by substantial contributions from local electronic companies and increasingly investing in AR/VR technologies. Also, several companies focusing on high-resolution displays to meet the demands of the AR/VR market.

Major market players included in this report are:

  • Barco N.V.
  • BOE Technology Group Co., Ltd.
  • eMagin Corporation
  • Google LLC
  • Holoeye Photonics AG
  • Innolux Corporation
  • Jasper Display Corp.
  • Kopin Corporation
  • Kura Technologies
  • Lenovo Group Limited

The detailed segments and sub-segments of the market are explained below:

By Technology:

  • AR
  • VR

By Device:

  • HMD
  • Hologram
  • HUD
  • Projectors

By Display Technology:

  • DLP
  • LCD
  • LCOS
  • Micro-LED
  • OLED

By End-User:

  • Aerospace & Defense
  • Automotive
  • Commercial
  • Consumer
  • Education
  • Energy
  • Enterprise
  • Healthcare
  • Application
  • Advertising & Marketing
  • Gaming
  • Maintenance
  • Manufacturing
  • Simulation & Training
  • Sports & Entertainment

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • RoLA
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Executive Summary

  • 1.1. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Technology
    • 1.3.2. By Device
    • 1.3.3. By Display Technology
    • 1.3.4. By End-User
    • 1.3.5. By Application
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increased adoption in entertainment and education sectors
    • 3.1.2. Growing number of AR & VR software companies
  • 3.2. Market Challenges
    • 3.2.1. High costs and privacy concerns
    • 3.2.2. Need for skilled operators
  • 3.3. Market Opportunities
    • 3.3.1. Innovations in latency reduction and cross-platform compatibility
    • 3.3.2. Expanding industrial applications

Chapter 4. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Technology 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Technology Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. AR
    • 5.2.2. VR

Chapter 6. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Device 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Device Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. HMD
    • 6.2.2. Hologram
    • 6.2.3. HUD
    • 6.2.4. Projectors

Chapter 7. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Display Technology 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Display Technology Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. DLP
    • 7.2.2. LCD
    • 7.2.3. LCOS
    • 7.2.4. Micro-LED
    • 7.2.5. OLED

Chapter 8. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by End-User 2022-2032

  • 8.1. Segment Dashboard
  • 8.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: End-User Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 8.2.1. Aerospace & Defense
    • 8.2.2. Automotive
    • 8.2.3. Commercial
    • 8.2.4. Consumer
    • 8.2.5. Education
    • 8.2.6. Energy
    • 8.2.7. Enterprise
    • 8.2.8. Healthcare

Chapter 9. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Application 2022-2032

  • 9.1. Segment Dashboard
  • 9.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Application Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 9.2.1. Advertising & Marketing
    • 9.2.2. Gaming
    • 9.2.3. Maintenance
    • 9.2.4. Manufacturing
    • 9.2.5. Simulation & Training
    • 9.2.6. Sports & Entertainment

Chapter 10. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Region 2022-2032

  • 10.1. North America Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.1.1. U.S. Augmented Reality (AR) and Virtual Reality (VR) Display Market
      • 10.1.1.1. Technology breakdown size & forecasts, 2022-2032
      • 10.1.1.2. Device breakdown size & forecasts, 2022-2032
      • 10.1.1.3. Display Technology breakdown size & forecasts, 2022-2032
      • 10.1.1.4. End-User breakdown size & forecasts, 2022-2032
      • 10.1.1.5. Application breakdown size & forecasts, 2022-2032
    • 10.1.2. Canada Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.2. Europe Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.1. U.K. Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.2. Germany Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.3. France Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.4. Spain Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.5. Italy Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.6. Rest of Europe Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.3. Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.1. China Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.2. India Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.3. Japan Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.4. Australia Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.5. South Korea Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.6. Rest of Asia Pacific Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.4. Latin America Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.4.1. Brazil Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.4.2. Mexico Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.4.3. Rest of Latin America Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.5. Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.5.1. Saudi Arabia Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.5.2. South Africa Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.5.3. Rest of Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) Display Market

Chapter 11. Competitive Intelligence

  • 11.1. Key Company SWOT Analysis
  • 11.2. Top Market Strategies
  • 11.3. Company Profiles
    • 11.3.1. Barco N.V.
      • 11.3.1.1. Key Information
      • 11.3.1.2. Overview
      • 11.3.1.3. Financial (Subject to Data Availability)
      • 11.3.1.4. Product Summary
      • 11.3.1.5. Market Strategies
    • 11.3.2. BOE Technology Group Co., Ltd.
    • 11.3.3. eMagin Corporation
    • 11.3.4. Google LLC
    • 11.3.5. Holoeye Photonics AG
    • 11.3.6. Innolux Corporation
    • 11.3.7. Jasper Display Corp.
    • 11.3.8. Kopin Corporation
    • 11.3.9. Kura Technologies
    • 11.3.10. Lenovo Group Limited

Chapter 12. Research Process

  • 12.1. Research Process
    • 12.1.1. Data Mining
    • 12.1.2. Analysis
    • 12.1.3. Market Estimation
    • 12.1.4. Validation
    • 12.1.5. Publishing
  • 12.2. Research Attributes