封面
市场调查报告书
商品编码
1609775

2025-2033 年日本虚拟实境市场报告(按设备类型、技术、组件、应用程式和地区划分)

Japan Virtual Reality Market Report by Device Type, Technology, Component, Application, and Region 2025-2033

出版日期: | 出版商: IMARC | 英文 122 Pages | 商品交期: 5-7个工作天内

价格
简介目录

2024 年,日本虚拟实境市场IMARC Group达到 22 亿美元。该国新兴的技术创新、医疗保健领域产品采用率的不断上升以及沉浸式游戏体验在人群中的日益普及是推动市场发展的一些关键因素。

虚拟实境 (VR) 是一种创建模拟环境或体验的技术,使用户能够与电脑生成的感觉逼真且栩栩如生的环境进行互动并沉浸在其中。在 VR 中,使用者通常会戴上遮盖眼睛和耳朵的耳机,完全屏蔽物理世界并用数位环境取代它。这项技术旨在复製现实世界的感官体验,例如视觉和声音,从而欺骗大脑将虚拟环境感知为真实的环境。 VR头戴装置配备了感测器,可以追踪使用者的头部移动并相应地调整虚拟环境。这种追踪技术使用户能够环顾四周并与虚拟世界互动。使用者使用运动控制器、手套或手持设备等专用输入设备与虚拟环境互动。这些设备允许使用者在 VR 空间内操纵物件、导航环境并执行操作。除了游戏之外,VR 还用于虚拟旅游、沉浸式故事叙述和互动艺术装置。此外,VR 可以提供身临其境的教育体验,让学生探索历史遗迹、前往遥远的星球或在三维空间中可视化复杂的概念。

日本虚拟实境市场趋势:

日本拥有丰富的技术创新和研究历史。该国对电子、软体开发和硬体设计进步的高度重视促进了 VR 市场的成长。此外,游戏和娱乐产业也为 VR 的采用做出了重要贡献。日本以其电玩文化而闻名,VR 提供了新层次的游戏体验沉浸感和互动性,吸引了消费者和开发者。此外,VR游戏厅在日本很受欢迎,为消费者提供了体验高品质VR内容的机会,而无需投资昂贵的设备。这些游戏厅吸引了从休閒游戏玩家到爱好者的广泛用户,并为 VR 市场的整体成长做出了贡献。此外,日本医疗保健产业正在探索 VR 的各种应用,包括医疗培训、治疗和疼痛管理。 VR 提供逼真的模拟和场景,可以改善医学教育和病患治疗效果。除此之外,政府部门正在推动技术进步和培育创新,为VR发展创造有利的环境。此外,VR技术正在被融入日本的教育和培训计画中。它为学生提供身临其境的学习体验,并使专业人员能够在安全的虚拟环境中练习复杂的任务。考虑到这些因素,预计未来几年市场将出现积极成长。

日本虚拟实境市场区隔:

设备类型见解:

  • 头戴式显示器
  • 手势追踪设备
  • 投影机和显示墙

技术见解:

  • 半沉浸式与全沉浸式
  • 非沉浸式

组件见解:

  • 硬体
  • 软体

应用见解:

  • 航太和国防
  • 消费者
  • 商业的
  • 企业
  • 卫生保健
  • 其他的

本报告回答的关键问题:

  • 日本虚拟实境市场到目前为止表现如何,未来几年又将如何表现?
  • COVID-19 对日本虚拟实境市场有何影响?
  • 日本虚拟实境市场依设备类型划分是怎样的?
  • 日本虚拟实境市场在技术基础上的分化是什么?
  • 日本虚拟实境市场以组件划分是怎样的?
  • 日本虚拟实境市场在应用方面的细分情况如何?
  • 日本虚拟实境市场价值链的各个阶段是什么?
  • 日本虚拟实境市场的关键驱动因素和挑战是什么?
  • 日本虚拟实境市场的结构如何?
  • 日本虚拟实境市场的竞争程度如何?

本报告回答的关键问题:

  • 日本虚拟实境市场到目前为止表现如何,未来几年又将如何表现?
  • COVID-19 对日本虚拟实境市场有何影响?
  • 日本虚拟实境市场依设备类型划分是怎样的?
  • 日本虚拟实境市场在技术基础上的分化是什么?
  • 日本虚拟实境市场以组件划分是怎样的?
  • 日本虚拟实境市场在应用方面的细分情况如何?
  • 日本虚拟实境市场价值链的各个阶段是什么?
  • 日本虚拟实境市场的关键驱动因素和挑战是什么?
  • 日本虚拟实境市场的结构如何?
  • 日本虚拟实境市场的竞争程度如何?

目录

第一章:前言

第 2 章:范围与方法

  • 研究目的
  • 利害关係人
  • 数据来源
    • 主要来源
    • 二手资料
  • 市场预测
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第 3 章:执行摘要

第 4 章:日本虚拟实境市场 - 简介

  • 概述
  • 市场动态
  • 产业动态
  • 竞争情报

第 5 章:日本虚拟实境市场格局

  • 历史与当前市场趋势(2019-2024)
  • 市场预测(2025-2033)

第 6 章:日本虚拟实境市场 - 细分:按设备类型

  • 头戴式显示器
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)
  • 手势追踪设备
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)
  • 投影机和显示墙
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)

第 7 章:日本虚拟实境市场 - 细分:技术

  • 半沉浸式与全沉浸式
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)
  • 非沉浸式
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)

第 8 章:日本虚拟实境市场 - 细分:按组成部分

  • 硬体
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)
  • 软体
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)

第 9 章:日本虚拟实境市场 - 细分:按应用分类

  • 航太和国防
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)
  • 消费者
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)
  • 商业的
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)
  • 企业
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)
  • 卫生保健
    • 概述
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)
  • 其他的
    • 历史与当前市场趋势(2019-2024)
    • 市场预测(2025-2033)

第 10 章:日本虚拟实境市场 - 竞争格局

  • 概述
  • 市场结构
  • 市场参与者定位
  • 最佳制胜策略
  • 竞争仪表板
  • 公司评估象限

第 11 章:关键参与者简介

  • Company A
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company B
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company C
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company D
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company E
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

第 12 章:日本虚拟实境市场 - 产业分析

  • 驱动因素、限制因素和机会
    • 概述
    • 司机
    • 限制
    • 机会
  • 波特五力分析
    • 概述
    • 买家的议价能力
    • 供应商的议价能力
    • 竞争程度
    • 新进入者的威胁
    • 替代品的威胁
  • 价值链分析

第 13 章:附录

简介目录
Product Code: SR112024A11675

The Japan virtual reality market size reached USD 2.2 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 8.7 Billion by 2033, exhibiting a growth rate (CAGR) of 16.4% during 2025-2033. The emerging technological innovations in the country, the rising product adoption in the healthcare sector, and the growing popularity of immersive gaming experiences among the population represent some of the key factors driving the market.

Virtual reality (VR) is a technology that creates a simulated environment or experience, allowing users to interact with and immerse themselves in a computer-generated environment that feels realistic and lifelike. In VR, users typically wear a headset that covers their eyes and ears, completely blocking out the physical world and replacing it with a digital environment. This technology aims to replicate real-world sensory experiences, such as sight and sound, in a way that tricks the brain into perceiving the virtual environment as if it were real. VR headsets are equipped with sensors that track the user's head movements and adjust the virtual environment accordingly. This tracking technology enables the user to look around and interact with the virtual world. Users interact with the virtual environment using specialized input devices such as motion controllers, gloves, or handheld devices. These devices allow users to manipulate objects, navigate the environment, and perform actions within the VR space. Beyond gaming, VR is also used for virtual tours, immersive storytelling, and interactive art installations. Moreover, VR can provide immersive educational experiences, allowing students to explore historical sites, travel to distant planets, or visualize complex concepts in three dimensions.

Japan Virtual Reality Market Trends:

Japan has a rich history of technological innovation and research. The country's strong focus on advancements in electronics, software development, and hardware design contributes to the growth of the VR market. Moreover, the gaming and entertainment industry has been a significant contributor to the adoption of VR. Japan is known for its video game culture, and VR offers a new level of immersion and interactivity in gaming experiences, attracting both consumers and developers. Besides, VR arcades have gained popularity in Japan, offering consumers a chance to experience high-quality VR content without investing in expensive equipment. These arcades attract a wide range of users, from casual gamers to enthusiasts, and contribute to the overall growth of the VR market. Additionally, the Japanese healthcare sector is exploring VR for various applications, including medical training, therapy, and pain management. VR offers realistic simulations and scenarios that can improve medical education and patient outcomes. Apart from this, the government authorities are promoting technological advancements and fostering innovation to create a conducive environment for VR development. Furthermore, VR technology is being integrated into education and training programs in Japan. It provides students with immersive learning experiences and enables professionals to practice complex tasks in safe virtual environments. On account of these factors, the market is expected to witness positive growth in the coming years.

Japan Virtual Reality Market Segmentation:

Device Type Insights:

  • Head-Mounted Display
  • Gesture-Tracking Device
  • Projectors and Display Wall

Technology Insights:

  • Semi and Fully Immersive
  • Non-Immersive

Component Insights:

  • Hardware
  • Software

Application Insights:

  • Aerospace and Defense
  • Consumer
  • Commercial
  • Enterprise
  • Healthcare
  • Others

Competitive Landscape:

  • The report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.

Key Questions Answered in This Report:

  • How has the Japan virtual reality market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan virtual reality market?
  • What is the breakup of the Japan virtual reality market on the basis of device type?
  • What is the breakup of the Japan virtual reality market on the basis of technology?
  • What is the breakup of the Japan virtual reality market on the basis of component?
  • What is the breakup of the Japan virtual reality market on the basis of applications?
  • What are the various stages in the value chain of the Japan virtual reality market?
  • What are the key driving factors and challenges in the Japan virtual reality market?
  • What is the structure of the Japan virtual reality market and who are the key players?
  • What is the degree of competition in the Japan virtual reality market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Virtual Reality Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Virtual Reality Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Virtual Reality Market - Breakup by Device Type

  • 6.1 Head-Mounted Display
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Gesture-Tracking Device
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Projectors and Display Wall
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)

7 Japan Virtual Reality Market - Breakup by Technology

  • 7.1 Semi and Fully Immersive
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 Non-Immersive
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)

8 Japan Virtual Reality Market - Breakup by Component

  • 8.1 Hardware
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 Software
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)

9 Japan Virtual Reality Market - Breakup by Application

  • 9.1 Aerospace and Defense
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Consumer
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)
  • 9.3 Commercial
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2019-2024)
    • 9.3.3 Market Forecast (2025-2033)
  • 9.4 Enterprise
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2019-2024)
    • 9.4.3 Market Forecast (2025-2033)
  • 9.5 Healthcare
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2019-2024)
    • 9.5.3 Market Forecast (2025-2033)
  • 9.6 Others
    • 9.6.1 Historical and Current Market Trends (2019-2024)
    • 9.6.2 Market Forecast (2025-2033)

10 Japan Virtual Reality Market - Competitive Landscape

  • 10.1 Overview
  • 10.2 Market Structure
  • 10.3 Market Player Positioning
  • 10.4 Top Winning Strategies
  • 10.5 Competitive Dashboard
  • 10.6 Company Evaluation Quadrant

11 Profiles of Key Players

  • 11.1 Company A
    • 11.1.1 Business Overview
    • 11.1.2 Product Portfolio
    • 11.1.3 Business Strategies
    • 11.1.4 SWOT Analysis
    • 11.1.5 Major News and Events
  • 11.2 Company B
    • 11.2.1 Business Overview
    • 11.2.2 Product Portfolio
    • 11.2.3 Business Strategies
    • 11.2.4 SWOT Analysis
    • 11.2.5 Major News and Events
  • 11.3 Company C
    • 11.3.1 Business Overview
    • 11.3.2 Product Portfolio
    • 11.3.3 Business Strategies
    • 11.3.4 SWOT Analysis
    • 11.3.5 Major News and Events
  • 11.4 Company D
    • 11.4.1 Business Overview
    • 11.4.2 Product Portfolio
    • 11.4.3 Business Strategies
    • 11.4.4 SWOT Analysis
    • 11.4.5 Major News and Events
  • 11.5 Company E
    • 11.5.1 Business Overview
    • 11.5.2 Product Portfolio
    • 11.5.3 Business Strategies
    • 11.5.4 SWOT Analysis
    • 11.5.5 Major News and Events

12 Japan Virtual Reality Market - Industry Analysis

  • 12.1 Drivers, Restraints, and Opportunities
    • 12.1.1 Overview
    • 12.1.2 Drivers
    • 12.1.3 Restraints
    • 12.1.4 Opportunities
  • 12.2 Porters Five Forces Analysis
    • 12.2.1 Overview
    • 12.2.2 Bargaining Power of Buyers
    • 12.2.3 Bargaining Power of Suppliers
    • 12.2.4 Degree of Competition
    • 12.2.5 Threat of New Entrants
    • 12.2.6 Threat of Substitutes
  • 12.3 Value Chain Analysis

13 Appendix