2023年至2028年头戴式显示器市场预测
市场调查报告书
商品编码
1390053

2023年至2028年头戴式显示器市场预测

Head Mounted Display Market Forecasts from 2023 to 2028

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 152 Pages | 商品交期: 最快1-2个工作天内

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简介目录

头戴式显示器市场预计将以 16.31% 的复合年增长率增长,从 2021 年的 3,392,256,000 美元增长到 2028 年的 9,766,994,000 美元。

头戴式显示器是一种附着在眼镜上的投影技术。此类技术的发展使客户能够利用更高的舒适度和改进的人体工学,并且公司正在开发尖端的 HMD 系统以改善用户的 VR/AR 体验。

此外,穿戴式科技和智慧眼镜领域的创新发展推动了头戴式显示器市场,从而促进了整体市场的成长。例如,2020 年 2 月,专门从事搜寻引擎优化和技术的科技企业Google宣布发布 Google Glass AR,这是一款包含有关在您眼前移动的物体的附加资讯的耳机。

游戏应用中 HMD 的采用率增加

价格实惠的 HMD 设备的出现以及对更好游戏体验的需求将增加头戴式显示器在游戏应用中的使用。头盔式显示器透过提高游戏可玩性来帮助改善使用者体验。因此,VR游戏的发布数量随着时间的推移而增加,成为推动头戴式显示器(HMD)产业的因素。

经济实惠的 HMD 可用于 3D 游戏和其他休閒。透过将最新的摄影机和数数位单眼相机与各种视讯眼镜结合,您可以创建最先进的监视器。凭藉眼镜阻挡环境光的能力,电影製作人和摄影师可以更清晰地看到即时照片演示。例如,索尼在 2021 年 2 月宣布了一系列适用于 PlayStation 5 平台的 PlayStation VR。据说这款耳机可以进行升级,例如高解析度的萤幕、新的头戴式显示器、新的控制器以及一条电线而不是原始的电缆盒。此外,这些进步正在增加线上游戏产业的收益。例如,根据 FICCI 的数据,印度的线上游戏收益从 2021 年的 1,010 亿印度卢比增加到 2022 年的 1,190 亿印度卢比。

美国预计将成为北美地区成长最快的国家。

由于扩增实境和虚拟实境(AR/VR)的日益普及,该国的头戴式显示器市场正在扩大。此外,医疗保健领域对手术和治疗显示器的需求不断增长,为头戴式显示器市场的成长带来了优势。透过头戴式显示器可以轻鬆查看 MRI 和电脑断层扫描等重要患者资料。

头戴式显示器对于国防和军事目的也非常有用。许多公司推出的产品都考虑到了这个功能。例如,2022年10月,霍尼韦尔推出了Honeywell 360显示器。 Honeywell 360 Display 是一款头戴式显示器,旨在提高军用车辆操作员的情境察觉,特别是在困难和能见度较低的情况下。这种先进的显示系统可再现自然视觉,并以最小的延迟提供车辆周围环境的高解析度即时视图。头戴式显示器使用量的增加是由于美国游戏产业的成长。根据娱乐软体协会 (ESA) 的数据,2021 年玩电玩的人数将增至 2.266 亿,而 2020 年为 2.144 亿。由于电玩游戏在美国普及普及,预计头戴式显示器市场将在预测期内扩大。

目录

第1章简介

  • 市场概况
  • 市场定义
  • 调查范围
  • 市场区隔
  • 货币
  • 先决条件
  • 基准年和预测年时间表

第2章调查方法

  • 调查资料
  • 先决条件

第3章执行摘要

  • 研究亮点

第4章市场动态

  • 市场驱动因素
  • 市场抑制因素
  • 波特五力分析

第5章头戴式显示器市场:依技术分类

  • 虚拟实境
  • 扩增实境

第6章头戴式显示器市场:互联性别

  • 头戴式
  • 眼镜

第7章头戴式显示器市场:依显示器分类

  • 滑盖式头显
  • 离散头显
  • 整合头显

第8章头戴式显示器市场:依行业分类

  • 航空和国防
  • 媒体与娱乐
  • 製造业
  • 卫生保健
  • 教育
  • 其他的

第9章头戴式显示器市场:依地区

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他的
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 其他的
  • 中东/非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 以色列
    • 其他的
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 韩国
    • 台湾
    • 泰国
    • 印尼
    • 其他的

第10章竞争环境及分析

  • 主要企业及策略分析
  • 新兴企业和市场盈利
  • 合併、收购、协议和伙伴关係
  • 供应商竞争力矩阵

第11章公司简介

  • Kopin Corporation
  • Vuzix
  • Google Inc.
  • Sony Electronics Inc.
  • Oculus VR(Facebook Technologies, Inc.)
  • HTC Corporation
  • Recon Instruments
  • Seiko Epson Corporation
  • Samsung
  • Microsoft
  • Fujitsu
  • LG Electronics
简介目录
Product Code: KSI061610023

The head mounted display market is predicted to grow at a CAGR of 16.31% from US$3,392.256 million in 2021 to US$9,766.994 million by 2028.

The head mounted display is a projection technology that is mounted on eyeglasses. Customers can now take advantage of greater comfort and improved ergonomics due to the development of such technology and to enhance the user VR/AR experience companies are developing cutting-edge HMD systems.

Further, innovative developments in the field of wearable technology and smart glasses propelled the head mounted display market, thereby augmenting the overall market growth. For instance, in February 2020, Google, a technology business that focuses on search engine optimization and technology announced the release of Google Glass AR, a headset that includes additional information for any object moving in front of it.

Increasing adoption of HMD in gaming applications

The availability of affordable HMD devices and the need for a better gaming experience will lead to a rise in the use of head-mounted displays in gaming applications. The helmet-mounted display encourages improving user experience by enhancing game playability. As a result, the number of VR game releases has increased over time and is what is causing the head-mounted display (HMD) industry to rise.

Affordable HMDs can be utilized for 3D gaming and other leisure pursuits. By coupling modern video and DSLR cameras to a variety of video glasses, a cutting-edge monitor can be created. Filmmakers and photographers can view presentations of their live photos in enhanced clarity due to the glasses' ability to filter out ambient light. For instance, Sony announced a new generation of PlayStation VR for its PlayStation 5 platform in February 2021. This headset is claimed to be available with upgrades such as a higher-resolution screen, a new head-mounted display, a new controller, a single wire in place of the original cable box, and more. Further, these advancements have increased the revenue for the online gaming industry. For instance, as per the FICCI, the revenue of online gaming in India increased from INR 101 billion in 2021 to INR 119 billion in 2022.

The United States is anticipated to be the fastest-growing country in the North American region

The increasing adoption of augmented reality and virtual reality (AR/VR) is expanding the head mounted display market in the country. Further, the increased demand for these displays in the healthcare sector for surgeries and treatments is providing an edge for head-mounted display market growth. Critical patient data can such as MRI, and CT scans can be easily visible through the head-mounted display.

Head-mounted displays are very useful for defense and military purposes as well. Many companies are launching products keeping this very feature in mind. For instance, in October 2022, Honeywell launched the Honeywell 360 Display a head-mounted display designed to offer improved situational awareness to operators of military vehicles, particularly in challenging and low-visibility conditions. This advanced display system replicates natural vision, providing a high-resolution, real-time view of the vehicle's surroundings with minimal delay. The increasing use of head-mounted displays can be attributed to the increasing gaming industry in the United States. According to the Entertainment Software Association (ESA), the number of people who play video games increased to 226.6 million in 2021 compared to 214.4 million in 2020. The rising penetration of video games in the people of the United States is aiding the head mounted display market to propel in the projected period.

Segmentation:

By Technology

  • Virtual Reality
  • Augmented Reality

By Connectivity

  • Head-Mounted
  • Eyewear

By Display

  • Slide-On HMDs
  • Discrete HMDs
  • Integrated HMDs

By Industry Vertical

  • Aviation and Defense
  • Media and Entertainment
  • Manufacturing
  • Healthcare
  • Education
  • Others

By Geography

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

5. HEAD-MOUNTED DISPLAYS MARKET BY TECHNOLOGY

  • 5.1. Introduction
  • 5.2. Virtual Reality
  • 5.3. Augmented Reality

6. HEAD-MOUNTED DISPLAYS MARKET BY CONNECTIVITY

  • 6.1. Introduction
  • 6.2. Head-Mounted
  • 6.3. Eyewear

7. HEAD-MOUNTED DISPLAYS MARKET BY DISPLAY

  • 7.1. Introduction
  • 7.2. Slide-On HMDs
  • 7.3. Discrete HMDs
  • 7.4. Integrated HMDs

8. HEAD-MOUNTED DISPLAYS MARKET BY INDUSTRY VERTICAL

  • 8.1. Introduction
  • 8.2. Aviation and Defense
  • 8.3. Media and Entertainment
  • 8.4. Manufacturing
  • 8.5. Healthcare
  • 8.6. Education
  • 8.7. Others

9. HEAD-MOUNTED DISPLAYS MARKET BY GEOGRAPHY

  • 9.1. Introduction
  • 9.2. North America
    • 9.2.1. USA
    • 9.2.2. Canada
    • 9.2.3. Mexico
  • 9.3. South America
    • 9.3.1. Brazil
    • 9.3.2. Argentina
    • 9.3.3. Others
  • 9.4. Europe
    • 9.4.1. United Kingdom
    • 9.4.2. Germany
    • 9.4.3. France
    • 9.4.4. Italy
    • 9.4.5. Others
  • 9.5. Middle East and Africa
    • 9.5.1. Saudi Arabia
    • 9.5.2. UAE
    • 9.5.3. Israel
    • 9.5.4. Others
  • 9.6. Asia Pacific
    • 9.6.1. Japan
    • 9.6.2. China
    • 9.6.3. India
    • 9.6.4. South Korea
    • 9.6.5. Taiwan
    • 9.6.6. Thailand
    • 9.6.7. Indonesia
    • 9.6.8. Others

10. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 10.1. Major Players and Strategy Analysis
  • 10.2. Emerging Players and Market Lucrativeness
  • 10.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 10.4. Vendor Competitiveness Matrix

11. COMPANY PROFILES

  • 11.1. Kopin Corporation
  • 11.2. Vuzix
  • 11.3. Google Inc.
  • 11.4. Sony Electronics Inc.
  • 11.5. Oculus VR (Facebook Technologies, Inc.)
  • 11.6. HTC Corporation
  • 11.7. Recon Instruments
  • 11.8. Seiko Epson Corporation
  • 11.9. Samsung
  • 11.10. Microsoft
  • 11.11. Fujitsu
  • 11.12. LG Electronics