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市场调查报告书
商品编码
1615984

VR 耳机市场机会、成长动力、产业趋势分析与 2024 - 2032 年预测

VR Headsets Market Opportunity, Growth Drivers, Industry Trend Analysis, and Forecast 2024 - 2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 210 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2023 年,全球VR 耳机市场估值为82 亿美元。 %。该行业目前正在见证几个塑造其发展轨蹟的重要趋势。一个关键趋势是虚拟实境与其他尖端技术(特别是人工智慧和机器学习)的高度集成,旨在创造更先进、响应更灵敏的虚拟环境。此外,人们越来越重视独立的 VR 耳机,它独立于 PC 或控制台运行,以增强便携性和用户友好性。

蓬勃发展的虚拟世界也增强了人们对 VR 作为社交参与和虚拟经济媒介的兴趣。整个产业分为类型、组件、作业系统、连接技术、应用、配销通路和地区。市场按类型分为繫留耳机、独立耳机和支援智慧型手机的耳机。独立式 VR 头戴在 2023 年引领市场,营收超过 31 亿美元,预计到 2032 年将达到 102 亿美元。

与依赖强大的 PC 或控制台的繫留耳机不同,独立耳机拥有整合的处理能力、感测器和显示器。从作业系统角度来看,VR头显市场分为Windows、iOS和Android。 Windows 在2023 年占据领先地位,营收超过36 亿美元,预计到2032 年将攀升至192 亿美元。 。值得注意的是,Oculus Rift 和HTC Vive 等领先的VR 耳机专为与Windows 无缝集成而定制,巩固了其作为游戏、娱乐和专业用途首选平台的地位。亿美元的收入收入预计到 2032 年将飙升至 177 亿美元。此外,北美在研发方面的大量投资,加上快速的技术采用率,促进了 VR 在游戏、教育和医疗保健等领域的扩张。

市场范围
开始年份 2023年
预测年份 2024-2032
起始值 82 亿美元
预测值 463 亿美元
复合年增长率 22.5%

目录

第 1 章:方法与范围

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
    • 影响价值链的因素
    • 利润率分析
    • 干扰
    • 未来展望
    • 製造商
    • 经销商
    • 零售商
  • 衝击力
    • 成长动力
      • 沉浸式科技的进步
      • 不同产业的采用率不断提高
      • 扩大5G网路扩展
      • 增加可支配收入
    • 产业陷阱与挑战
      • 初期投资高
      • 健康和安全问题
  • 技术与创新格局
  • 消费者购买行为分析
    • 人口趋势
    • 影响购买决策的因素
    • 消费品采用
    • 首选配销通路
  • 成长潜力分析
  • 监管环境
  • 定价分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 介绍
  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:按类型,2021 - 2032

  • 主要趋势
  • 繫留
  • 独立式
  • 支援智慧型手机

第 6 章:市场估计与预测:按组成部分,2021 - 2032 年

  • 主要趋势
  • 硬体
  • 软体

第 7 章:市场估计与预测:依作业系统划分,2021 - 2032 年

  • 主要趋势
  • 视窗
  • iOS系统
  • 安卓

第 8 章:市场估计与预测:按连结技术,2021 - 2032 年

  • 主要趋势
  • 蓝牙
  • HDMI
  • 无线上网
  • 其他(NFC等)

第 9 章:市场估计与预测:依应用分类,2021 - 2032

  • 主要趋势
  • 游戏和娱乐
  • 教育
  • 卫生保健
  • 零售与电子商务
  • 军事与国防
  • 工程与设计
  • 其他的

第 10 章:市场估计与预测:依配销通路划分,2021 - 2032 年

  • 主要趋势
  • 在线的
    • 电子商务
    • 公司自有网站
  • 离线
    • 超市及百货公司
    • 专卖店
    • 游戏店
    • 其他(B2 B频道、订阅服务等)

第 11 章:市场估计与预测:按地区,2021 - 2032

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
  • MEA
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第 12 章:公司简介

  • Google LLC
  • HP Inc.
  • HTC Corporation
  • Lenovo Group Limited
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Pico Interactive, Inc.
  • Pimax Technology (Shanghai) Co., Ltd.
  • Razer Inc.
  • Samsung Electronics Co., Ltd.
  • Shenzhen Baofeng Mojing Technology Co., Ltd.
  • Sony Group Corporation
  • Valve Corporation
  • Xiaomi Corporation
简介目录
Product Code: 11403

The Global VR Headsets Market was valued at USD 8.2 billion in 2023. Projections indicate a robust growth trajectory, with an anticipated CAGR of 22.5% from 2024 to 2032, fueled by advancements in immersive technology and rising demand across diverse industries. The industry is currently witnessing several significant trends shaping its trajectory. A key trend is the heightened integration of VR with other cutting-edge technologies, notably AI and machine learning, aiming to craft more advanced and responsive virtual environments. Furthermore, there is an increasing emphasis on standalone VR headsets, which operate independently of PCs or consoles for enhancing portability and user-friendliness.

The burgeoning metaverse is also amplifying interest in VR as a medium for social engagement and virtual economies. The overall industry is segmented into type, component, operating system, connectivity technology, application, distribution channel, and region. The market is categorized by type into tethered, standalone, and smartphone-enabled headsets. Standalone VR headsets led the market in 2023, raking in revenues surpassing USD 3.1 billion, with projections to hit USD 10.2 billion by 2032. Their surge in popularity can be attributed to their convenience, affordability, and user-friendly nature.

Unlike tethered counterparts reliant on powerful PCs or consoles, standalone headsets boast integrated processing power, sensors, and displays. Operating system-wise, the VR headsets market is divided into Windows, iOS, and Android. Windows took the lead in 2023, amassing revenues over USD 3.6 billion, with forecasts suggesting a climb to USD 19.2 billion by 2032. Windows' dominance stems from its robust ecosystem, ensuring hardware compatibility, software support, and active developer engagement. Notably, leading VR headsets like Oculus Rift and HTC Vive are tailored for seamless integration with Windows, solidifying its status as a premier platform for gaming, entertainment, and professional use.North America stood out as the leading region, generating a notable USD 3.1 billion in revenue, with expectations to soar to USD 17.7 billion by 2032. This growth is underpinned by the region's advanced technological infrastructure, affluent consumer base, and the significant presence of industry giants. Moreover, North America's substantial investments in research and development, combined with swift technological adoption rates, bolster VR's expansion across sectors like gaming, education, and healthcare.

Market Scope
Start Year2023
Forecast Year2024-2032
Start Value$8.2 Billion
Forecast Value$46.3 Billion
CAGR22.5%

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Market scope & definition
  • 1.2 Base estimates & calculations
  • 1.3 Forecast parameters
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2018 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
    • 3.1.1 Factors affecting the value chain
    • 3.1.2 Profit margin analysis
    • 3.1.3 Disruptions
    • 3.1.4 Future outlook
    • 3.1.5 Manufacturers
    • 3.1.6 Distributors
    • 3.1.7 Retailers
  • 3.2 Impact forces
    • 3.2.1 Growth drivers
      • 3.2.1.1 Advancements in immersive technology
      • 3.2.1.2 Growing Adoption in Diverse Sectors
      • 3.2.1.3 Expanding 5G network expansion
      • 3.2.1.4 Increasing disposable income
    • 3.2.2 Industry pitfalls & challenges
      • 3.2.2.1 High initial investment
      • 3.2.2.2 Health and Safety Concerns
  • 3.3 Technology & innovation landscape
  • 3.4 Consumer buying behavior analysis
    • 3.4.1 Demographic trends
    • 3.4.2 Factors affecting buying decision
    • 3.4.3 Consumer product adoption
    • 3.4.4 Preferred distribution channel
  • 3.5 Growth potential analysis
  • 3.6 Regulatory landscape
  • 3.7 Pricing analysis
  • 3.8 Porter's analysis
  • 3.9 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Type, 2021 - 2032, (USD Billion) (Million Units)

  • 5.1 Key trends
  • 5.2 Tethered
  • 5.3 Standalone
  • 5.4 Smartphone enabled

Chapter 6 Market Estimates & Forecast, By Component, 2021 - 2032, (USD Billion) (Million Units)

  • 6.1 Key trends
  • 6.2 Hardware
  • 6.3 Software

Chapter 7 Market Estimates & Forecast, By Operating System, 2021 - 2032, (USD Billion) (Million Units)

  • 7.1 Key trends
  • 7.2 Windows
  • 7.3 iOS
  • 7.4 Android

Chapter 8 Market Estimates & Forecast, By Connectivity Technology, 2021 - 2032, (USD Billion) (Million Units)

  • 8.1 Key trends
  • 8.2 Bluetooth
  • 8.3 HDMI
  • 8.4 Wi-Fi
  • 8.5 Others (NFC, etc.)

Chapter 9 Market Estimates & Forecast, By Application, 2021 - 2032, (USD Billion) (Million Units)

  • 9.1 Key trends
  • 9.2 Gaming & entertainment
  • 9.3 Education
  • 9.4 Healthcare
  • 9.5 Retail & E-commerce
  • 9.6 Military & defense
  • 9.7 Engineering & design
  • 9.8 Others

Chapter 10 Market Estimates & Forecast, By Distribution Channel, 2021 - 2032, (USD Billion) (Million Units)

  • 10.1 Key trends
  • 10.2 Online
    • 10.2.1 Ecommerce
    • 10.2.2 Company owned website
  • 10.3 Offline
    • 10.3.1 Supermarkets & department stores
    • 10.3.2 Specialty stores
    • 10.3.3 Gaming stores
    • 10.3.4. Others (B2 B channels, subscription services, etc.)

Chapter 11 Market Estimates & Forecast, By Region, 2021 - 2032, (USD Billion) (Million Units)

  • 11.1 Key trends
  • 11.2 North America
    • 11.2.1 U.S.
    • 11.2.2 Canada
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 France
    • 11.3.4 Italy
    • 11.3.5 Spain
  • 11.4 Asia Pacific
    • 11.4.1 China
    • 11.4.2 India
    • 11.4.3 Japan
    • 11.4.4 South Korea
    • 11.4.5 Australia
  • 11.5 Latin America
    • 11.5.1 Brazil
    • 11.5.2 Mexico
    • 11.5.3 Argentina
  • 11.6 MEA
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 South Africa

Chapter 12 Company Profiles (Business Overview, Financial Data, Product Landscape, Strategic Outlook, SWOT Analysis)

  • 12.1 Google LLC
  • 12.2 HP Inc.
  • 12.3 HTC Corporation
  • 12.4 Lenovo Group Limited
  • 12.5 Magic Leap, Inc.
  • 12.6 Meta Platforms, Inc.
  • 12.7 Microsoft Corporation
  • 12.8 Pico Interactive, Inc.
  • 12.9 Pimax Technology (Shanghai) Co., Ltd.
  • 12.10 Razer Inc.
  • 12.11 Samsung Electronics Co., Ltd.
  • 12.12 Shenzhen Baofeng Mojing Technology Co., Ltd.
  • 12.13 Sony Group Corporation
  • 12.14 Valve Corporation
  • 12.15 Xiaomi Corporation