全球虚拟现实耳机市场研究报告 - 2023 年至 2030 年行业分析、规模、份额、增长、趋势和预测
市场调查报告书
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1342940

全球虚拟现实耳机市场研究报告 - 2023 年至 2030 年行业分析、规模、份额、增长、趋势和预测

Global Virtual Reality Headset Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2023 to 2030

出版日期: | 出版商: Value Market Research | 英文 181 Pages | 商品交期: 最快1-2个工作天内

价格

全球虚拟现实耳机市场需求预计将从 2022 年的 136 亿美元增至 2030 年的近 1474.5 亿美元,2023-2030 年研究期间复合年增长率为 30.32%。

虚拟现实耳机是一种头戴式设备,可让用户沉浸在虚拟环境中。虚拟现实 (VR) 耳机经常用于视频游戏,但也可以有其他用途,例如训练器和模拟。它们包括立体声、每隻眼睛都有单独图像的立体头戴式显示器以及跟踪头部运动的传感器。这些传感器系统由磁力计、陀螺仪、加速度计或结构光系统组成。

市场动态:

由于游戏、广告和汽车市场的需求不断增长以及不断增长的智能手机领域的应用,虚拟现实耳机市场正在强劲增长。虚拟现实(VR)技术在汽车和军事领域的大量使用正在推动市场增长。此外,游戏机需求的激增也推动了该行业的增长。虚拟现实耳机技术在教育、工业原型和医疗培训等广泛领域具有巨大的应用潜力。消费者和企业对这项技术的投资不断增加,预计将在预测期内繁荣市场。由于虚拟现实耳机在医疗保健、零售、体育、游戏和娱乐领域的渗透率不断提高等因素,该市场的增长前景看好。

该研究报告涵盖波特五力模型、市场吸引力分析和价值链分析。这些工具有助于清晰地了解行业结构并评估全球范围内的竞争吸引力。此外,这些工具还对全球虚拟现实耳机市场的各个细分市场进行了包容性评估。虚拟现实耳机行业的增长和趋势为本研究提供了整体方法。

区域分析:

本节涵盖区域前景,重点介绍北美、欧洲、亚太地区、拉丁美洲以及中东和非洲虚拟现实耳机市场当前和未来的需求。此外,该报告重点关注所有主要地区各个应用领域的需求、估计和预测。

该研究报告还涵盖了市场主要参与者的全面概况以及对全球竞争格局的深入了解。虚拟现实耳机市场的主要参与者包括 Carl Zeiss AG、Facebook Technologies, LLC (Oculus)、Google LLC、HTC Corp.、LG Electronics、Microsoft、Razer Inc.、Samsung Electronics Co. Ltd.、Sony Corp.。包括对竞争格局的整体看法,包括各种战略发展,例如关键併购、未来能力、合作伙伴关係、财务概况、合作、新产品开发、新产品发布和其他发展。

如果您有任何定制要求,请写信给我们。我们的研究团队可以根据您的需求提供定制报告。

目录

第一章:前言

  • 报告说明
    • 客观的
    • 目标受众
    • 独特的销售主张 (USP) 和产品
  • 研究范围
  • 研究方法论
    • 市场研究过程
    • 市场研究方法论

第 2 章:执行摘要

  • 市场亮点
  • 全球市场概况

第 3 章:虚拟现实耳机 - 行业分析

  • 简介 - 市场动态
  • 市场驱动因素
  • 市场限制
  • 机会
  • 行业动态
  • 波特五力分析
  • 市场吸引力分析
    • 终端设备市场吸引力分析
    • 按产品分類的市场吸引力分析
    • 市场吸引力分析:按应用分类
    • 市场吸引力分析:按地区

第 4 章:价值链分析

  • 价值链分析
  • 原材料分析
    • 原材料清单
    • 原料厂商清单
    • 主要原材料价格走势
  • 潜在买家名单
  • 营销渠道
    • 直效行销
    • 间接营销
    • 营销渠道发展趋势

第 5 章:COVID-19 爆发的影响分析

第 6 章:全球虚拟现实耳机市场分析:按终端设备分类

  • 终端设备概述
  • 历史和预测数据
  • 按终端设备分析
  • 低端设备
  • 中檔设备
  • 高端设备

第 7 章:全球虚拟现实耳机市场分析:按产品

  • 按产品概述
  • 历史和预测数据
  • 按产品分析
  • 独立式
  • 支持智能手机
  • 独立PC连接

第 8 章:全球虚拟现实耳机市场销售分析:按应用分类

  • 概述:按应用
  • 历史和预测数据
  • 分析:按应用
  • 赌博
  • 卫生保健
  • 媒体与娱乐
  • 製造业
  • 零售
  • 教育
  • 电信
  • 其他的

第 9 章:全球虚拟现实耳机市场销售分析:按地理位置

  • 区域展望销售分析
  • 简介 销售分析
  • 北美销售分析
    • 概述、历史和预测销售分析
    • 北美按细分市场销售分析
    • 北美按国家/地区销售分析
    • 美国销售分析
    • 加拿大销售分析
    • 墨西哥销售分析
  • 欧洲销售分析
    • 概述、历史和预测销售分析
    • 欧洲按细分市场销售分析
    • 欧洲按国家/地区销售分析
    • 英国销售分析
    • 法国销售分析
    • 德国销售分析
    • 意大利销售分析
    • 俄罗斯销售分析
    • 欧洲其他地区销售分析
  • 亚太地区销售分析
    • 概述、历史和预测销售分析
    • 亚太地区按细分市场销售分析
    • 亚太地区国家/地区销售分析
    • 中国销售分析
    • 印度销售分析
    • 日本销售分析
    • 韩国销售分析
    • 澳大利亚销售分析
    • 亚太地区其他地区销售分析
  • 拉丁美洲销售分析
    • 概述、历史和预测销售分析
    • 拉丁美洲按细分市场销售分析
    • 拉丁美洲按国家/地区销售分析
    • 巴西销售分析
    • 阿根廷销售分析
    • 秘鲁销售分析
    • 智利销售分析
    • 拉丁美洲其他地区销售分析
  • 中东和非洲销售分析
    • 概述、历史和预测销售分析
    • 中东和非洲按细分市场销售分析
    • 中东和非洲国家销售分析
    • 沙特阿拉伯销售分析
    • 阿联酋销售分析
    • 以色列销售分析
    • 南非销售分析
    • 中东其他地区和非洲销售分析

第 10 章:虚拟现实耳机公司的竞争格局

  • 虚拟现实耳机市场竞争
  • 伙伴关係/协作/协议
  • 併购
  • 新产品发布
  • 其他发展

第 11 章:公司简介

  • 十大公司股票分析
  • 市场集中度
  • Carl Zeiss AG
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Facebook Technologies LLC (Oculus)
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Google LLC
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • HTC Corp.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • LG Electronics
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Microsoft
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Razer Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Samsung Electronics Co. Ltd.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Sony Corp.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展

注意 - 在公司概况中,财务详细信息和近期发展视情况而定,或者如果是私营公司,则可能不包括在内

Product Code: VMR11219176

The global demand for Virtual Reality Headset Market is presumed to reach the market size of nearly USD 147.45 BN by 2030 from USD 13.6 BN in 2022 with a CAGR of 30.32% under the study period 2023 - 2030.

A virtual reality headset, a head-mounted gadget, immerses the user in a virtual environment. Virtual reality (VR) headsets are frequently used with video games but can have other uses, such as trainers and simulations. They include stereo sound, a stereoscopic head-mounted display with separate images for each eye, and sensors that track head motion. These sensor systems consist of magnetometers, gyroscopes, accelerometers, or structured light systems.

MARKET DYNAMICS:

The virtual reality headset market is witnessing robust growth due to rising demand in the gaming, advertising, and automotive markets as well as application in the growing smartphone sector. The substantial use of virtual reality (VR) technology in the automotive & military sectors is propelling the market growth. In addition, the industry's growth is being driven by the spike in demand for gaming consoles. Virtual reality headset technology has immense potential to be applied in a wide range of fields, including education, industrial prototyping, and medical training. The increasing investments in this technology by consumers and enterprises are anticipated to flourish the market over the projected period. The growth of this market looks promising due to factors such as increasing penetration of virtual reality headsets in healthcare, retail, sports, gaming, and entertainment.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of virtual reality headset. The growth and trends of virtual reality headset industry provide a holistic approach to this study.

MARKET SEGMENTATION:

This section of the virtual reality headset market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By End-Device

  • Low-End Device
  • Mid-Range Device
  • High-End Device

By Product

  • Standalone
  • Smartphone-Enabled
  • Standalone Pc-Connected

By Application

  • Gaming
  • Healthcare
  • Media & Entertainment
  • Manufacturing
  • Retail
  • Education
  • Telecommunications
  • Others

REGIONAL ANALYSIS:

This section covers the regional outlook, which accentuates current and future demand for the Virtual Reality Headset market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the virtual reality headset market include Carl Zeiss AG, Facebook Technologies, LLC (Oculus), Google LLC, HTC Corp., LG Electronics, Microsoft, Razer Inc., Samsung Electronics Co. Ltd., Sony Corp. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3 . VIRTUAL REALITY HEADSET - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By End-device
    • 3.7.2 Market Attractiveness Analysis By Product
    • 3.7.3 Market Attractiveness Analysis By Application
    • 3.7.4 Market Attractiveness Analysis By Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Raw Material Manufactures List
    • 4.2.3. Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK

6 . GLOBAL VIRTUAL REALITY HEADSET MARKET ANALYSIS BY END-DEVICE

  • 6.1 Overview by End-device
  • 6.2 Historical and Forecast Data
  • 6.3 Analysis by End-device
  • 6.4 Low-end Device Historic and Forecast Sales by Regions
  • 6.5 Mid-range Device Historic and Forecast Sales by Regions
  • 6.6 High-end Device Historic and Forecast Sales by Regions

7 . GLOBAL VIRTUAL REALITY HEADSET MARKET ANALYSIS BY PRODUCT

  • 7.1 Overview by Product
  • 7.2 Historical and Forecast Data
  • 7.3 Analysis by Product
  • 7.4 Standalone Historic and Forecast Sales by Regions
  • 7.5 Smartphone-enabled Historic and Forecast Sales by Regions
  • 7.6 Standalone PC-connected Historic and Forecast Sales by Regions

8 . GLOBAL VIRTUAL REALITY HEADSET MARKET SALES ANALYSIS BY APPLICATION

  • 8.1 Overview by Application
  • 8.2 Historical and Forecast Data
  • 8.3 Analysis by Application
  • 8.4 Gaming Historic and Forecast Sales by Regions
  • 8.5 Healthcare Historic and Forecast Sales by Regions
  • 8.6 Media & Entertainment Historic and Forecast Sales by Regions
  • 8.7 Manufacturing Historic and Forecast Sales by Regions
  • 8.8 Retail Historic and Forecast Sales by Regions
  • 8.9 Education Historic and Forecast Sales by Regions
  • 8.10. Telecommunications Historic and Forecast Sales by Regions
  • 8.11 Others Historic and Forecast Sales by Regions

9 . GLOBAL VIRTUAL REALITY HEADSET MARKET SALES ANALYSIS BY GEOGRAPHY

  • 9.1. Regional Outlook Sales Analysis
  • 9.2. Introduction Sales Analysis
  • 9.3. North America Sales Analysis
    • 9.3.1. Overview, Historic and Forecast Sales Analysis
    • 9.3.2. North America By Segment Sales Analysis
    • 9.3.3. North America By Country Sales Analysis
    • 9.3.4. United State Sales Analysis
    • 9.3.5. Canada Sales Analysis
    • 9.3.6. Mexico Sales Analysis
  • 9.4. Europe Sales Analysis
    • 9.4.1. Overview, Historic and Forecast Sales Analysis
    • 9.4.2. Europe by Segment Sales Analysis
    • 9.4.3. Europe by Country Sales Analysis
    • 9.4.4. United Kingdom Sales Analysis
    • 9.4.5. France Sales Analysis
    • 9.4.6. Germany Sales Analysis
    • 9.4.7. Italy Sales Analysis
    • 9.4.8. Russia Sales Analysis
    • 9.4.9. Rest Of Europe Sales Analysis
  • 9.5. Asia Pacific Sales Analysis
    • 9.5.1. Overview, Historic and Forecast Sales Analysis
    • 9.5.2. Asia Pacific by Segment Sales Analysis
    • 9.5.3. Asia Pacific by Country Sales Analysis
    • 9.5.4. China Sales Analysis
    • 9.5.5. India Sales Analysis
    • 9.5.6. Japan Sales Analysis
    • 9.5.7. South Korea Sales Analysis
    • 9.5.8. Australia Sales Analysis
    • 9.5.9. Rest Of Asia Pacific Sales Analysis
  • 9.6. Latin America Sales Analysis
    • 9.6.1. Overview, Historic and Forecast Sales Analysis
    • 9.6.2. Latin America by Segment Sales Analysis
    • 9.6.3. Latin America by Country Sales Analysis
    • 9.6.4. Brazil Sales Analysis
    • 9.6.5. Argentina Sales Analysis
    • 9.6.6. Peru Sales Analysis
    • 9.6.7. Chile Sales Analysis
    • 9.6.8. Rest of Latin America Sales Analysis
  • 9.7. Middle East & Africa Sales Analysis
    • 9.7.1. Overview, Historic and Forecast Sales Analysis
    • 9.7.2. Middle East & Africa by Segment Sales Analysis
    • 9.7.3. Middle East & Africa by Country Sales Analysis
    • 9.7.4. Saudi Arabia Sales Analysis
    • 9.7.5. UAE Sales Analysis
    • 9.7.6. Israel Sales Analysis
    • 9.7.7. South Africa Sales Analysis
    • 9.7.8. Rest Of Middle East And Africa Sales Analysis

10 . COMPETITIVE LANDSCAPE OF THE VIRTUAL REALITY HEADSET COMPANIES

  • 10.1. Virtual Reality Headset Market Competition
  • 10.2. Partnership/Collaboration/Agreement
  • 10.3. Merger And Acquisitions
  • 10.4. New Product Launch
  • 10.5. Other Developments

11 . COMPANY PROFILES OF VIRTUAL REALITY HEADSET INDUSTRY

  • 11.1. Top 10 Company Share Analysis
  • 11.2. Market Concentration Rate
  • 11.3. Carl Zeiss AG
    • 11.3.1. Company Overview
    • 11.3.2. Company Revenue
    • 11.3.3. Products
    • 11.3.4. Recent Developments
  • 11.4. Facebook Technologies LLC (Oculus)
    • 11.4.1. Company Overview
    • 11.4.2. Company Revenue
    • 11.4.3. Products
    • 11.4.4. Recent Developments
  • 11.5. Google LLC
    • 11.5.1. Company Overview
    • 11.5.2. Company Revenue
    • 11.5.3. Products
    • 11.5.4. Recent Developments
  • 11.6. HTC Corp.
    • 11.6.1. Company Overview
    • 11.6.2. Company Revenue
    • 11.6.3. Products
    • 11.6.4. Recent Developments
  • 11.7. LG Electronics
    • 11.7.1. Company Overview
    • 11.7.2. Company Revenue
    • 11.7.3. Products
    • 11.7.4. Recent Developments
  • 11.8. Microsoft
    • 11.8.1. Company Overview
    • 11.8.2. Company Revenue
    • 11.8.3. Products
    • 11.8.4. Recent Developments
  • 11.9. Razer Inc.
    • 11.9.1. Company Overview
    • 11.9.2. Company Revenue
    • 11.9.3. Products
    • 11.9.4. Recent Developments
  • 11.10. Samsung Electronics Co. Ltd.
    • 11.10.1. Company Overview
    • 11.10.2. Company Revenue
    • 11.10.3. Products
    • 11.10.4. Recent Developments
  • 11.11. Sony Corp.
    • 11.11.1. Company Overview
    • 11.11.2. Company Revenue
    • 11.11.3. Products
    • 11.11.4. Recent Developments

Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers : Impact Analysis
  • Restraints : Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • Analysis by End-device (USD MN)
  • Low-end Device Market Sales by Geography (USD MN)
  • Mid-range Device Market Sales by Geography (USD MN)
  • High-end Device Market Sales by Geography (USD MN)
  • Analysis Market by Product (USD MN)
  • Standalone Market Sales by Geography (USD MN)
  • Smartphone-enabled Market Sales by Geography (USD MN)
  • Standalone PC-connected Market Sales by Geography (USD MN)
  • Analysis by Application (USD MN)
  • Gaming Market Sales by Geography (USD MN)
  • Healthcare Market Sales by Geography (USD MN)
  • Media & Entertainment Market Sales by Geography (USD MN)
  • Manufacturing Market Sales by Geography (USD MN)
  • Retail Market Sales by Geography (USD MN)
  • Education Market Sales by Geography (USD MN)
  • Telecommunications Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Virtual Reality Headset Market Sales by Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United State Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate by Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Virtual Reality Headset Report
  • Market Research Process
  • Market Research Methodology
  • Global Virtual Reality Headset Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by End-device
  • Market Attractiveness Analysis by Product
  • Market Attractiveness Analysis by Application
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by End-device (USD MN)
  • Low-end Device Market Sales by Geography (USD MN)
  • Mid-range Device Market Sales by Geography (USD MN)
  • High-end Device Market Sales by Geography (USD MN)
  • Global Market Analysis by Product (USD MN)
  • Standalone Market Sales by Geography (USD MN)
  • Smartphone-enabled Market Sales by Geography (USD MN)
  • Standalone PC-connected Market Sales by Geography (USD MN)
  • Global Market Analysis by Application (USD MN)
  • Gaming Market Sales by Geography (USD MN)
  • Healthcare Market Sales by Geography (USD MN)
  • Media & Entertainment Market Sales by Geography (USD MN)
  • Manufacturing Market Sales by Geography (USD MN)
  • Retail Market Sales by Geography (USD MN)
  • Education Market Sales by Geography (USD MN)
  • Telecommunications Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Market by Revenue
  • North America Market by Revenue
  • Europe Market by Revenue
  • Asia Pacific Market by Revenue
  • Latin America Market by Revenue
  • Middle East & Africa Market by Revenue
  • Recent Development in Industry
  • Top Company Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.