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市场调查报告书
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1282878

虚拟现实 (VR) 耳机市场 - 2023-2028 年预测

Virtual Reality (VR) Headsets Market - Forecasts from 2023 to 2028

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 113 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

虚拟现实 (VR) 耳机市场预计到 2021 年将达到 56.4 亿美元,预测期内復合年增长率为 18.54%,到 2028 年将达到 185.45 亿美元。

本研究报告根据平台、功能、应用程序和区域等各个细分市场研究了虚拟现实 (VR) 耳机市场。 首先,市场概述详细介绍了关键驱动因素和挑战。 然后利用波特五力模型对虚拟现实(VR)耳机行业进行全面分析。 然后价值链分析确定哪些公司属于不同流程并为不同领域做出贡献。

它还提供了有关发展、趋势、行业政策以及影响虚拟现实 (VR) 耳机市场的政策的详细信息。 此外,该研究还分析了虚拟现实(VR)耳机行业的整体监管框架,以便利益相关者更好地了解影响整体市场格局的关键因素。

虚拟现实 (VR) 耳机市场 - 预测 2023-2028”是一份全面的最新报告。 我们向管理层和感兴趣的利益相关者提供关键市场信息,并让他们了解关键市场信息。 我们还分析了主要市场参与者的竞争格局和详细策略,并将其绘製在我们的供应商矩阵中的四个像限中:领导者、追随者、挑战者和利基市场。

内容

第一章简介

  • 市场概览
  • 市场定义
  • 调查范围
  • 市场细分
  • 货币
  • 先决条件
  • 基准年和预测年时间表

第 2 章研究方法

  • 调查数据
  • 先决条件

第 3 章执行摘要

  • 调查要点

第四章市场动态

  • 市场驱动因素
  • 市场製约因素
  • 波特五力分析
  • 行业价值链分析

第 5 章虚拟现实 (VR) 耳机市场:按平台

  • 简介
  • 电脑周边设备
  • 智能手机耳机

第 6 章虚拟现实 (VR) 耳机市场:按功能

  • 简介
  • 有线
  • 无线

第 7 章:虚拟现实 (VR) 耳机市场:按应用划分

  • 简介
  • 电影
  • 游戏
  • 其他

第 8 章:虚拟现实 (VR) 耳机市场:按地区

  • 简介
  • 北美
    • 美国
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 西班牙
    • 其他
  • 中东和非洲
    • 沙特阿拉伯
    • 阿拉伯联合酋长国
    • 以色列
    • 其他
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 韩国
    • 印度尼西亚
    • 泰国
    • 其他

第 9 章竞争格局与分析

  • 主要公司及战略分析
  • 新兴公司和市场盈利能力
  • 合併、收购、协议与合作
  • 供应商竞争力矩阵

第 10 章公司简介

  • Meta Platforms Inc
  • Goertek Inc
  • Google LLC
  • Samsung Electronics Co Ltd
  • NVIDIA Corp
  • Microsoft Corp
  • Spectra7 Microsystems Inc
  • Unity Technologies Inc
  • HTC Corp
  • Sunny Optical Technology Co Ltd
简介目录
Product Code: KSI061610602

The virtual reality (VR) headsets market was valued at US$5.640 billion in 2021 and is projected to expand at a CAGR of 18.54% over the forecast period to reach US$18.545 billion by 2028.

This research study examines the virtual reality (VR) headsets market based on various segments: platform, functionality, application, and geography. First, a brief overview of the market details key driving factors and challenges. Next, Porter's five forces model analyzes the virtual reality (VR) headsets industry comprehensively. This is followed by industry value chain analysis which determines the companies which are part of the different processes and contributing to various sectors.

The study also presents in-depth information concerning the development, trends, and industry policies and regulations affecting the virtual reality (VR) headsets market. Moreover, the research study analyzes the overall regulatory framework of the virtual reality (VR) headsets sector, offering stakeholders a better understanding of the key factors influencing the overall market environment.

Virtual reality (VR) headsets market - Forecasts from 2023 to 2028 is a comprehensive and latest report. It provides vital market information to executives and interested stakeholders to enable them to get vital market information. The report also analyzes the competitive landscape and details strategies of key market players and also plots them on our vendor matrix in four quadrants: leader, follower, challenger, and niche.

The scope and coverage of the virtual reality (VR) headsets market report is as below:

  • Virtual reality (VR) headsets market data tables and charts
  • Market outlook with sections on drivers, restraints, Porter's, and industry value chain analysis
  • Market assessment by the platform into PC peripherals and smartphone headsets.
  • Detailed market trends, analysis, and graphical representation by functionality into wired and wireless.
  • In-depth analysis of the virtual reality (VR) headsets market by application into movies, games, and others.
  • A 360o view of the demand for virtual reality (VR) headsets solutions/services across different geographies (North America, South America, Europe, Middle East and Africa, and Asia Pacific) with further breakdown for key countries within those regions.

Different segments covered under the virtual reality (VR) headsets market report are as below:

By Platform

  • PC Peripherals
  • Smartphone Headsets.

By Functionality

  • Wired
  • Wireless

By Application

  • Movies
  • Games
  • Others

By Geography

  • North America
  • United States
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Others
  • The Middle East and Africa
  • Saudi Arabia
  • UAE
  • Israel
  • Others
  • Asia Pacific
  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Thailand
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY

  • 2.1. Research Data
  • 2.2. Assumptions

3. EXECUTIVE SUMMARY

  • 3.1. Research Highlights

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Force Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis

5. VIRTUAL REALITY (VR) HEADSETS MARKET, BY PLATFORM

  • 5.1. Introduction
  • 5.2. PC Peripherals
  • 5.3. Smartphone Headsets

6. VIRTUAL REALITY (VR) HEADSETS MARKET, BY FUNCTIONALITY

  • 6.1. Introduction
  • 6.2. Wired
  • 6.3. Wireless

7. VIRTUAL REALITY (VR) HEADSETS MARKET, BY APPLICATION

  • 7.1. Introduction
  • 7.2. Movies
  • 7.3. Games
  • 7.4. Others

8. VIRTUAL REALITY (VR) HEADSETS MARKET, BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. United States
    • 8.2.2. Canada
    • 8.2.3. Mexico
  • 8.3. South America
    • 8.3.1. Brazil
    • 8.3.2. Argentina
    • 8.3.3. Others
  • 8.4. Europe
    • 8.4.1. United Kingdom
    • 8.4.2. Germany
    • 8.4.3. France
    • 8.4.4. Spain
    • 8.4.5. Others
  • 8.5. The Middle East and Africa
    • 8.5.1. Saudi Arabia
    • 8.5.2. UAE
    • 8.5.3. Israel
    • 8.5.4. Others
  • 8.6. Asia Pacific
    • 8.6.1. Japan
    • 8.6.2. China
    • 8.6.3. India
    • 8.6.4. South Korea
    • 8.6.5. Indonesia
    • 8.6.6. Thailand
    • 8.6.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Emerging Players and Market Lucrativeness
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 9.4. Vendor Competitiveness Matrix

10. COMPANY PROFILES

  • 10.1. Meta Platforms Inc
  • 10.2. Goertek Inc
  • 10.3. Google LLC
  • 10.4. Samsung Electronics Co Ltd
  • 10.5. NVIDIA Corp
  • 10.6. Microsoft Corp
  • 10.7. Spectra7 Microsystems Inc
  • 10.8. Unity Technologies Inc
  • 10.9. HTC Corp
  • 10.10. Sunny Optical Technology Co Ltd