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市场调查报告书
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1690795

扩增实境显示器:市场占有率分析、产业趋势与统计、成长预测(2025-2030)

Extended Reality Display - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

出版日期: | 出版商: Mordor Intelligence | 英文 142 Pages | 商品交期: 2-3个工作天内

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简介目录

扩增实境显示器市场规模预计在 2025 年为 28.2 亿美元,预计到 2030 年将达到 187.4 亿美元,预测期内(2025-2030 年)的复合年增长率为 46.06%。

扩充现实显示-市场-IMG1

疫情的爆发引发了零售、教育和医疗保健领域扩增实境技术的发展。然而,儘管 COVID-19 的影响加速了 XR 技术在其他终端用户产业的应用,但 XR 技术的使用始终在游戏和娱乐产业中占据主导地位。因此,它正在推动扩增实境市场显示器的成长。

关键亮点

  • 本研究中提出的市场规模代表了游戏、娱乐、零售、医疗保健、教育、军事和国防以及汽车和製造等领域的供应商销售的显示器的价值。市面上使用的显示器设计为直视面板或微型显示面板。 AR显示面板设计为透明的,使用户能够查看数位资料,同时充分了解周围的物理世界。
  • COVID-19 疫情导致 XR 技术的应用激增,推动了市场对正在研究的显示器的需求。例如,丝芙兰和 Ulta 等美容零售商不得不禁止顾客在皮肤上试用美容产品。相反,美容零售商正在转向 AR,让消费者以数位方式测试产品并帮助他们做出购买决策。
  • 因此,受疫情影响导致短期需求成长的推动,预计未来几年身临其境型技术在终端用户环境中的使用将进一步增加。
  • 此外,混合实境的应用正在各个领域获得发展势头,在这些领域,获取视觉资讯可以带来优势。微软正在不断创新其服务产品以扩大其使用范围。例如,2021 年 3 月,微软赢得了美国製造价值 219 亿美元的 HoloLens 2 头戴装置的合约。预计这些发展将进一步影响该技术的采用,并推动市场对正在研究的 XR 显示器的需求。
  • XR 技术面临的最严峻挑战之一是教育更广泛的受众,从而教育更广泛的市场。目前用途(智慧型手机、平板电脑、穿戴式装置)仅限于单一使用者。为了让 XR 更容易被访问,开发统一、简化、多用户体验至关重要。在当前的市场情况下,此类产品的供应有限,对市场成长构成了重大挑战。
  • 未来几年,即时渲染和互动式人工智慧、身临其境型体验的日益普及以及 5G 的广泛应用预计将改变影院体验并推动 XR 显示器市场的成长。例如,如果端对端延迟(使用者头部运动和VR头戴装置显示器变化之间的延迟)太大,使用者可能会感到晕动病。为了避免这种情况,VR 系统需要 20 毫秒或更短的延迟,而 5G 可以实现这一点。因此,5G可望支持XR市场的需求。

扩增实境显示市场趋势

多个终端用户产业对 AR 和 VR 应用的采用正在增加

  • AR 和 VR 的快速普及正在改变游戏产业,并为 XR 显示器市场带来许多机会。公司正在快速开发其产品以最大限度地吸引市场。例如,Oculus Quest VR头戴装置透过添加手部侦测功能改进了其 VR 系统,让 VR 用户可以使用手指与 VR 世界进行互动。
  • 基于手势的计算现已成为游戏、电视、设备、资讯亭、医学、3D 雕刻、工程、医疗专业人员、设计师、广告商甚至身障者的一部分。基于手势的游戏正在超越传统游戏机,并且越来越多地被应用于针对幼儿的教育游戏中。例如,Magic Touch Math 是第一款专注于使用自订手势绘图学习数学的游戏。这样,基于手势的辨识就可以用于传统游戏以外的其他应用。
  • 2021 年 9 月,奥迪推出了基于道路的虚拟实境娱乐体验 Holoride。这样您就可以从您的奥迪车内进入虚拟世界。Start-Upsholoride 致力于让汽车上下班成为多模态体验。新技术将VR内容与驾驶动作即时融合,让奥迪后座乘客可以沉浸在游戏、电影或演示中,或使用VR眼镜体验与汽车驾驶动作即时匹配的虚拟内容。
  • 此外,2021 年 9 月,酵母伦敦大学 (UEL) 宣布与 Eon Reality 合作开设 EON-XR 中心。在英国的 EON-XR 中心,学生和教师可以透过智慧型手机、网站和VR头戴装置等一系列设备进行基于 AR 和 VR 的培训。因此,预计此类发展将进一步推动市场对 XR 显示器的需求。

预计北美将占很大份额

  • 由于美国政府正在寻找直接和间接的方式来利用扩增实境技术来促进创新和繁荣,预计北美将占据相当大的市场占有率。
  • 例如,美国国务院外交学院正在某些培训课程中采用 VR 作为体验式学习工具。该地区正在实施多项 AR 和 VR 培训计划,以发展当地劳动力和管理污水。
  • 该地区在市场上的主导地位得益于高科技曝光等因素。此外,由于资源的易得性,对扩增实境设备的需求正在增加。一些本地公司正在将创新显示器引入 AR/VR 穿戴式装置。
  • 从苹果到谷歌,许多美国大型科技公司都在大力投资打造 VR 和 AR 设备。由于显示器是此类设备的关键部件,此类投资可能有助于市场成长。
  • 例如,2022 年 6 月,Facebook 的母公司 Meta 推出了四款用于研究目的的虚拟实境 (VR) 原型显示器,以最大限度地发挥元宇宙技术的潜力。这些型号有望提供更逼真的视觉体验,解决低解析度、视觉失真和眼睛疲劳等问题,同时使耳机更轻。
  • 该地区也是许多大公司的所在地,包括 Emagine Corporation,一家领先的 AR/VR 高解析度 OLED 微显示器製造商,以及其他近眼成像产品。该公司在 2022 年 5 月于加州圣荷西举行的 Display Week 2022 上展示了其当前产品线,包括其 dPd 直接图形化OLED 微显示技术。 Display Week 2022 是业界最大的显示器市场会议之一。

扩增实境显示行业概况

扩增实境显示市场主要由国内外多个参与企业组成。竞争对手之间的竞争非常激烈,预计在预测期内将保持不变。市场上的一些主要参与企业包括索尼公司、三星电子、高平公司和日本显示器公司。市场上的技术进步也为公司提供了相当大的竞争优势,市场上已经出现了多个联盟。

  • 2022 年 6 月-Copin 获得了一份合同,为美国一家主要国防承包商开发一种新的汽车显示成像系统。新系统将 Copin 的高亮度、高解析度、低功耗硅基铁液晶硅(FLCOS) 微型显示器和自订光学元件整合到自订的加固外壳中,以便在极其恶劣的环境中运作。
  • 2022 年 6 月-LG Display 正在为向 Apple 第二代混合实境 (MR) 装置供应显示器奠定基础。 LG 已向 Sanic Systems 订购沉积设备,以实现微型 OLED 面板的生产。
  • 2022 年 5 月—三星电子在欧洲整合系统展 (ISE) 上展示了其尖端显示技术 The Wall 的三款新型号中采用的 ​​Micro LED 技术。预计 The Wall 的下一代技术将带来改变任何业务并开启新机会的益处。

其他福利

  • Excel 格式的市场预测 (ME) 表
  • 3个月的分析师支持

目录

第一章 引言

  • 研究假设和市场定义
  • 研究范围

第二章调查方法

第三章执行摘要

第四章 市场洞察

  • 市场概览
  • 产业吸引力-波特五力分析
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 竞争对手之间的竞争
    • 替代品的威胁
  • 技术简介
    • 虚拟实境
    • 扩增实境
    • 混合实境
  • COVID-19 市场影响评估

第五章市场动态

  • 市场驱动因素
    • 多个终端用户产业对 AR 和 VR 应用的采用日益增多
    • Micro-LED 等微型显示器的重大技术进步
  • 市场限制
    • 显示器生产涉及的复杂製造工艺
    • 扩增实境穿戴装置提供的内容有限

第六章市场区隔

  • 按显示类型
    • 液晶显示器(LCD)
    • 有机发光二极体二极体(OLED)
    • 其他显示类型
  • 按最终用户产业
    • 游戏和娱乐
    • 医疗保健
    • 教育
    • 军事和国防
    • 汽车/製造业
    • 零售
    • 其他的
  • 按地区
    • 北美洲
    • 欧洲
    • 亚太地区
    • 其他的

第七章竞争格局

  • 公司简介
    • Sony Corporation
    • Samsung Electronics Co., Ltd.
    • Kopin Corporation
    • Japan Display Inc.
    • Plessey Company plc
    • eMagin Corporation
    • LG Display Co., Ltd.
    • Lumus, Ltd.
    • Seiko Epson Corporation
    • BOE Technology Group Co., Ltd.
    • Realfiction Holding AB
    • SA Photonics, Inc.

第八章投资分析

第九章 市场机会与未来趋势

简介目录
Product Code: 71672

The Extended Reality Display Market size is estimated at USD 2.82 billion in 2025, and is expected to reach USD 18.74 billion by 2030, at a CAGR of 46.06% during the forecast period (2025-2030).

Extended Reality Display - Market - IMG1

The onset of the pandemic has triggered the development of extended reality technologies in retail, education, and healthcare. However, the use of XR Technologies has always been dominant in the gaming and entertainment industry despite the impact of COVID-19 that accelerated the adoption of XR technologies in other end-user industries. Thus, driving the growth for displays in the extended reality market.

Key Highlights

  • The market numbers stated in the study indicate the value of displays sold by the vendors across applications such as gaming, entertainment, retail, healthcare, education, military and defense, automotive and manufacturing, and others. The displays used in the market are designed as either direct view panels or microdisplay panels. The AR display panels are designed as see-through and allow users to view the digital data while fully being aware of the physical world around them.
  • The COVID-19 pandemic resulted in an upsurge in adopting XR technologies that drive the demand for displays studied in the market. For example, beauty retailers such as Sephora and Ulta have to forbid customers from physically testing the beauty products on their skin. Beauty retailers are instead turning to AR to help consumers digitally test products to assist in buying decisions.
  • Therefore, the use of immersive technology in end-user settings is expected to increase further over the coming years due to the short-term growth in demand augmented by the effects of the pandemic.
  • Moreover, Mixed reality adoption is gaining momentum in various sectors where information availability at the eyesight becomes an added advantage and gives an edge. Microsoft is increasingly focusing on innovating its offering to expand its application field. For instance, in March 2021, Microsoft won a contract from the US Army to produce headsets based on the HoloLens 2 worth USD 21.9 billion. Such developments are further expected to impact the adoption of the technology and drive the need for XR displays studied in the market.
  • One of the most difficult challenges faced by the XR technology pertains to educating the wider audience - the broader market. The current applications (for smartphones, tablets, and wearables) are limited to a single user alone. For XR to be more accessible, developing multi-user, uniform, and streamlined experiences is a must. In the current market scenario, the availability of such products is limited, thus acting as a significant challenge to the market's growth.
  • In the coming years, real-time rendering and interactive AI, the increasing popularity of immersive experiences, and the proliferation of 5G are expected to transform the theatrical experience and boost the growth of the XR display market. For instance, if the end-to-end latency (delay between the user's head movement and the change of the display in a VR headset) is very high, users can experience motion sickness. To avoid it, VR systems need less than 20ms latency, which a 5G can deliver. Thus, 5G is expected to support the demand for the XR market.

Extended Reality Display Market Trends

Rising Adoption of AR and VR Applications Across Multiple End-User Industries

  • The rapid adoption of AR and VR is transforming the gaming industry, significantly creating more opportunities for the XR display market. Companies are making rapid developments in their products to gain maximum market traction. For instance, the Oculus Quest VR headset improvised its VR system by adding a hand tracking feature, which may enable VR users to use their fingers to manipulate the VR worlds.
  • Gesture-based computing is now becoming a part of gaming, TVs, devices, kiosks, medical, 3D sculpting, engineering, medical professionals, designers, advertisers, and even people with physical disabilities. Gesture-based gaming has moved beyond traditional gaming consoles and is witnessing increasing adoption in educational games for children. For instance, Magic Touch Math is the first game that focuses on learning mathematics using custom gesture drawings. Thus, gesture-based recognition can also be used in applications apart from traditional gaming applications.
  • In September 2021, Audi announced the virtual reality entertainment holoride on the road. This makes travel to virtual worlds from within an Audi possible. The startup holoride is working to make car rise a multi-modal experience. This new technology will merge VR content with driving movements in real-time to enable back seat passengers in Audi to dive into games, movies, and presentations and experience virtual content by adapting to the driving movements of the car in real-time using VR glasses.
  • Further, in September 2021, the University of East London (UEL) announced the launch of an EON-XR Center in partnership with EON Reality. The EON-XR Center in the United Kingdom lets students and lecturers access AR and VR-based training through various devices, including smartphones, websites, and VR headsets.Thus, driving the growth and demand for the market studied. Thus, such developments are expected to further drive the demand for the XR displays studied in the market.

North America is Expected to Hold Significant Share

  • The North American region is expected to hold a significant market share as the United States Government is finding both direct and indirect ways to use extended reality technology to facilitate innovation and promote prosperity.
  • For instance, the Foreign Service Institute at the State Department has introduced VR as an experiential learning tool in specific training. Several AR and VR training programs have been implemented in the region to develop local workforces and manage wastewater.
  • The region is dominating the market due to factors such as high technology exposure. Besides, the easy availability of resources has created a robust demand for extended reality devices. Several regional companies are deploying innovative displays into their AR/VR wearables.
  • Many large American technology giants, from Apple to Google, are significantly investing in building VR and AR equipment. As the display forms a critical element in such devices, such investments will aid the market's growth.
  • For instance, in June 2022, Facebook's parent company Meta unveiled four virtual reality (VR) prototype displays for research purposes as the company seeks to achieve the full potential of metaverse technology. The models are expected to deliver visual experiences that closely resemble reality and solve problems such as poor resolution, distorted views, and eye fatigue while making headsets lighter.
  • The region is also home to many major players, such as eMagin Corporation, a major manufacturer of high-resolution OLED microdisplays for AR/VR and other near-eye imaging products. The company hosted an exhibit of its current product line, including its dPd Direct Patterning OLED Microdisplay Technology, at Display Week 2022, one of the industry's largest conferences devoted to the display market, in San Jose, California, in May 2022.

Extended Reality Display Industry Overview

The Extended Reality Display Market primarily comprises multiple domestic and international players. The competitive rivalry is expected to be high and remain the same during the forecast period among the players. Significant players in the market include Sony Corporation, Samsung Electronics Co., Ltd., Kopin Corporation, Japan Display, Inc., etc. Technological advancements in the market are also bringing considerable competitive advantage to the companies, and the market is also witnessing multiple partnerships.

  • June 2022 - Kopin was awarded a contract to develop a new in-vehicle display imaging system for a US prime defense contractor. The new system would integrate Kopin's high-brightness, high-resolution, low-power ferroelectric liquid crystal on silicon (FLCOS) microdisplay and custom optic into a heavily ruggedized custom housing to enable operational use in extremely harsh environments.
  • June 2022 - LG Display is planning the groundwork to potentially supply Apple with displays for its second-generation mixed reality (MR) device. LG will order deposition equipment from Sunic System, allowing the company to produce micro OLED panels.
  • May 2022 - Samsung Electronics launched Micro LED technology at Integrated Systems Europe (ISE) with three new models of its state-of-the-art display technology, The Wall. The next-generation technology of The Wall would deliver benefits for transforming any business and unlocking new opportunities.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Intensity of Competitive Rivalry
    • 4.2.5 Threat of Substitutes
  • 4.3 Technology Snapshot
    • 4.3.1 Virtual Reality
    • 4.3.2 Augmented Reality
    • 4.3.3 Mixed Reality
  • 4.4 Assessment on the impact due to COVID-19 on the market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Rising Adoption of AR and VR Applications Across Multiple End-user Industries
    • 5.1.2 Significant Technological Advancement Across Micros Displays Such as MicroLEDs
  • 5.2 Market Restraints
    • 5.2.1 Complex Manufacturing Process Involved for the Production of Displays
    • 5.2.2 Limited Content Available for the Extended Reality Wearables

6 MARKET SEGMENTATION

  • 6.1 By Display Type
    • 6.1.1 Liquid Crystal Displays (LCD)
    • 6.1.2 Organic Light-Emitting Diode (OLED)
    • 6.1.3 Other Display Type
  • 6.2 By End-User Industry
    • 6.2.1 Gaming and Entertainment
    • 6.2.2 Healthcare
    • 6.2.3 Education
    • 6.2.4 Military and Defense
    • 6.2.5 Automotive and Manufacturing
    • 6.2.6 Retail
    • 6.2.7 Other Applications
  • 6.3 By Geography
    • 6.3.1 North America
    • 6.3.2 Europe
    • 6.3.3 Asia Pacific
    • 6.3.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Sony Corporation
    • 7.1.2 Samsung Electronics Co., Ltd.
    • 7.1.3 Kopin Corporation
    • 7.1.4 Japan Display Inc.
    • 7.1.5 Plessey Company plc
    • 7.1.6 eMagin Corporation
    • 7.1.7 LG Display Co., Ltd.
    • 7.1.8 Lumus, Ltd.
    • 7.1.9 Seiko Epson Corporation
    • 7.1.10 BOE Technology Group Co., Ltd.
    • 7.1.11 Realfiction Holding AB
    • 7.1.12 SA Photonics, Inc.

8 INVESTMENT ANALYSIS

9 MARKET OPPORTUNITIES AND FUTURE TRENDS