▶ 調査レポート

AR&VRヘッドセットの世界市場2023年:VRヘッドセット、ARヘッドセット

• 英文タイトル:Global AR and VR Headsets Market Research Report 2023

QYResearchが調査・発行した産業分析レポートです。AR&VRヘッドセットの世界市場2023年:VRヘッドセット、ARヘッドセット / Global AR and VR Headsets Market Research Report 2023 / MRC23Q30448資料のイメージです。• レポートコード:MRC23Q30448
• 出版社/出版日:QYResearch / 2023年3月
• レポート形態:英文、PDF、90ページ
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レポート概要
本調査レポートは世界のAR&VRヘッドセット市場について調査・分析し、世界のAR&VRヘッドセット市場概要、メーカー別競争状況、地域別生産量、地域別消費量、タイプ別セグメント分析(VRヘッドセット、ARヘッドセット)、用途別セグメント分析(エンタテインメント、医療、工業、教育、その他)、主要企業のプロファイル、市場動向などに関する情報を掲載しています。主要企業としては、Meta、Microsoft、Sony、DPVR、Pico Interactive、Google、HTC、Pimax、Vuzix Corporation、Lenovoなどが含まれています。世界のAR&VRヘッドセット市場は、2022年にXXX米ドル、2029年にはXXX米ドルに達すると予測され、予測期間中の年平均成長率はXXX%です。COVID-19とロシア・ウクライナ戦争による影響は、AR&VRヘッドセット市場規模を推定する際に考慮しました。本レポートは、AR&VRヘッドセットの世界市場を定量的・定性的な分析により包括的に提示し、読者がビジネス/成長戦略を策定し、市場競争状況を把握し、現在の市場における自社のポジションを分析し、AR&VRヘッドセットに関するビジネス上の意思決定に役立てることを目的としています。

・AR&VRヘッドセット市場の概要
- 製品の定義
- AR&VRヘッドセットのタイプ別セグメント
- 世界のAR&VRヘッドセット市場成長率のタイプ別分析(VRヘッドセット、ARヘッドセット)
- AR&VRヘッドセットの用途別セグメント
- 世界のAR&VRヘッドセット市場成長率の用途別分析(エンタテインメント、医療、工業、教育、その他)
- 世界市場の成長展望
- 世界のAR&VRヘッドセット生産量の推定と予測(2018年-2029年)
- 世界のAR&VRヘッドセット生産能力の推定と予測(2018年-2029年)
- AR&VRヘッドセットの平均価格の推定と予測(2018年-2029年)
- 前提条件と制限事項

・メーカー別競争状況
- メーカー別市場シェア
- 世界の主要メーカー、業界ランキング分析
- メーカー別平均価格
- AR&VRヘッドセット市場の競争状況およびトレンド

・AR&VRヘッドセットの地域別生産量
- AR&VRヘッドセット生産量の地域別推計と予測(2018年-2029年)
- 地域別AR&VRヘッドセット価格分析(2018年-2023年)
- 北米のAR&VRヘッドセット生産規模(2018年-2029年)
- ヨーロッパのAR&VRヘッドセット生産規模(2018年-2029年)
- 中国のAR&VRヘッドセット生産規模(2018年-2029年)
- 日本のAR&VRヘッドセット生産規模(2018年-2029年)
- 韓国のAR&VRヘッドセット生産規模(2018年-2029年)
- インドのAR&VRヘッドセット生産規模(2018年-2029年)

・AR&VRヘッドセットの地域別消費量
- AR&VRヘッドセット消費量の地域別推計と予測(2018年-2029年)
- 北米のAR&VRヘッドセット消費量(2018年-2029年)
- アメリカのAR&VRヘッドセット消費量(2018年-2029年)
- ヨーロッパのAR&VRヘッドセット消費量(2018年-2029年)
- アジア太平洋のAR&VRヘッドセット消費量(2018年-2029年)
- 中国のAR&VRヘッドセット消費量(2018年-2029年)
- 日本のAR&VRヘッドセット消費量(2018年-2029年)
- 韓国のAR&VRヘッドセット消費量(2018年-2029年)
- 東南アジアのAR&VRヘッドセット消費量(2018年-2029年)
- インドのAR&VRヘッドセット消費量(2018年-2029年)
- 中南米・中東・アフリカのAR&VRヘッドセット消費量(2018年-2029年)

・タイプ別セグメント:VRヘッドセット、ARヘッドセット
- 世界のAR&VRヘッドセットのタイプ別生産量(2018年-2023年)
- 世界のAR&VRヘッドセットのタイプ別生産量(2024年-2029年)
- 世界のAR&VRヘッドセットのタイプ別価格

・用途別セグメント:エンタテインメント、医療、工業、教育、その他
- 世界のAR&VRヘッドセットの用途別生産量(2018年-2023年)
- 世界のAR&VRヘッドセットの用途別生産量(2024年-2029年)
- 世界のAR&VRヘッドセットの用途別価格

・主要企業のプロファイル:企業情報、製品ポートフォリオ、生産量、価格、動向
Meta、Microsoft、Sony、DPVR、Pico Interactive、Google、HTC、Pimax、Vuzix Corporation、Lenovo

・産業チェーンと販売チャネルの分析
- AR&VRヘッドセット産業チェーン分析
- AR&VRヘッドセットの主要原材料
- AR&VRヘッドセットの販売チャネル
- AR&VRヘッドセットのディストリビューター
- AR&VRヘッドセットの主要顧客

・AR&VRヘッドセット市場ダイナミクス
- AR&VRヘッドセットの業界動向
- AR&VRヘッドセット市場の成長ドライバ、課題、阻害要因

・調査成果および結論

・調査方法とデータソース

AR is called Augmented Reality, while VR is called Virtual Reality. VR is a full virtual world, putting the real you into a virtual environment; AR is a semi-virtual semi-real world, putting virtual things into a real environment.
Highlights
The global AR and VR Headsets market was valued at US$ 3792 million in 2022 and is anticipated to reach US$ 41420 million by 2029, witnessing a CAGR of 42.1% during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The main players of AR and VR Headsets are Meta, Sony and DPVR, with the top five manufacturers accounting for about 90% of the share. North America is the largest market with more than 35% share, followed by Europe and China with about 23% and 20% shares. Entertainment is the largest application, accounting for about 38% of the share.
Report Scope
This report aims to provide a comprehensive presentation of the global market for AR and VR Headsets, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding AR and VR Headsets.
The AR and VR Headsets market size, estimations, and forecasts are provided in terms of output/shipments (K Units) and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global AR and VR Headsets market comprehensively. Regional market sizes, concerning products by type, by application and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the AR and VR Headsets manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Meta
Microsoft
Sony
DPVR
Pico Interactive
Google
HTC
Pimax
Vuzix Corporation
Lenovo
Segment by Type
VR Headsets
AR Headsets
Segment by Application
Entertainment
Heathcare
Industrial
Education
Others
Production by Region
North America
Japan
China
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by type, by application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of AR and VR Headsets manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Production/output, value of AR and VR Headsets by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
Chapter 4: Consumption of AR and VR Headsets in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and production of each country in the world.
Chapter 5: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 10: The main points and conclusions of the report.

レポート目次

1 AR and VR Headsets Market Overview
1.1 Product Definition
1.2 AR and VR Headsets Segment by Type
1.2.1 Global AR and VR Headsets Market Value Growth Rate Analysis by Type 2022 VS 2029
1.2.2 VR Headsets
1.2.3 AR Headsets
1.3 AR and VR Headsets Segment by Application
1.3.1 Global AR and VR Headsets Market Value Growth Rate Analysis by Application: 2022 VS 2029
1.3.2 Entertainment
1.3.3 Heathcare
1.3.4 Industrial
1.3.5 Education
1.3.6 Others
1.4 Global Market Growth Prospects
1.4.1 Global AR and VR Headsets Production Value Estimates and Forecasts (2018-2029)
1.4.2 Global AR and VR Headsets Production Capacity Estimates and Forecasts (2018-2029)
1.4.3 Global AR and VR Headsets Production Estimates and Forecasts (2018-2029)
1.4.4 Global AR and VR Headsets Market Average Price Estimates and Forecasts (2018-2029)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global AR and VR Headsets Production Market Share by Manufacturers (2018-2023)
2.2 Global AR and VR Headsets Production Value Market Share by Manufacturers (2018-2023)
2.3 Global Key Players of AR and VR Headsets, Industry Ranking, 2021 VS 2022 VS 2023
2.4 Global AR and VR Headsets Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.5 Global AR and VR Headsets Average Price by Manufacturers (2018-2023)
2.6 Global Key Manufacturers of AR and VR Headsets, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of AR and VR Headsets, Product Offered and Application
2.8 Global Key Manufacturers of AR and VR Headsets, Date of Enter into This Industry
2.9 AR and VR Headsets Market Competitive Situation and Trends
2.9.1 AR and VR Headsets Market Concentration Rate
2.9.2 Global 5 and 10 Largest AR and VR Headsets Players Market Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 AR and VR Headsets Production by Region
3.1 Global AR and VR Headsets Production Value Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.2 Global AR and VR Headsets Production Value by Region (2018-2029)
3.2.1 Global AR and VR Headsets Production Value Market Share by Region (2018-2023)
3.2.2 Global Forecasted Production Value of AR and VR Headsets by Region (2024-2029)
3.3 Global AR and VR Headsets Production Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.4 Global AR and VR Headsets Production by Region (2018-2029)
3.4.1 Global AR and VR Headsets Production Market Share by Region (2018-2023)
3.4.2 Global Forecasted Production of AR and VR Headsets by Region (2024-2029)
3.5 Global AR and VR Headsets Market Price Analysis by Region (2018-2023)
3.6 Global AR and VR Headsets Production and Value, Year-over-Year Growth
3.6.1 North America AR and VR Headsets Production Value Estimates and Forecasts (2018-2029)
3.6.2 Japan AR and VR Headsets Production Value Estimates and Forecasts (2018-2029)
3.6.3 China AR and VR Headsets Production Value Estimates and Forecasts (2018-2029)
4 AR and VR Headsets Consumption by Region
4.1 Global AR and VR Headsets Consumption Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
4.2 Global AR and VR Headsets Consumption by Region (2018-2029)
4.2.1 Global AR and VR Headsets Consumption by Region (2018-2023)
4.2.2 Global AR and VR Headsets Forecasted Consumption by Region (2024-2029)
4.3 North America
4.3.1 North America AR and VR Headsets Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.3.2 North America AR and VR Headsets Consumption by Country (2018-2029)
4.3.3 United States
4.3.4 Canada
4.4 Europe
4.4.1 Europe AR and VR Headsets Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.4.2 Europe AR and VR Headsets Consumption by Country (2018-2029)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Russia
4.5 Asia Pacific
4.5.1 Asia Pacific AR and VR Headsets Consumption Growth Rate by Region: 2018 VS 2022 VS 2029
4.5.2 Asia Pacific AR and VR Headsets Consumption by Region (2018-2029)
4.5.3 China
4.5.4 Japan
4.5.5 South Korea
4.5.6 China Taiwan
4.5.7 Southeast Asia
4.5.8 India
4.6 Latin America, Middle East & Africa
4.6.1 Latin America, Middle East & Africa AR and VR Headsets Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.6.2 Latin America, Middle East & Africa AR and VR Headsets Consumption by Country (2018-2029)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Turkey
5 Segment by Type
5.1 Global AR and VR Headsets Production by Type (2018-2029)
5.1.1 Global AR and VR Headsets Production by Type (2018-2023)
5.1.2 Global AR and VR Headsets Production by Type (2024-2029)
5.1.3 Global AR and VR Headsets Production Market Share by Type (2018-2029)
5.2 Global AR and VR Headsets Production Value by Type (2018-2029)
5.2.1 Global AR and VR Headsets Production Value by Type (2018-2023)
5.2.2 Global AR and VR Headsets Production Value by Type (2024-2029)
5.2.3 Global AR and VR Headsets Production Value Market Share by Type (2018-2029)
5.3 Global AR and VR Headsets Price by Type (2018-2029)
6 Segment by Application
6.1 Global AR and VR Headsets Production by Application (2018-2029)
6.1.1 Global AR and VR Headsets Production by Application (2018-2023)
6.1.2 Global AR and VR Headsets Production by Application (2024-2029)
6.1.3 Global AR and VR Headsets Production Market Share by Application (2018-2029)
6.2 Global AR and VR Headsets Production Value by Application (2018-2029)
6.2.1 Global AR and VR Headsets Production Value by Application (2018-2023)
6.2.2 Global AR and VR Headsets Production Value by Application (2024-2029)
6.2.3 Global AR and VR Headsets Production Value Market Share by Application (2018-2029)
6.3 Global AR and VR Headsets Price by Application (2018-2029)
7 Key Companies Profiled
7.1 Meta
7.1.1 Meta AR and VR Headsets Corporation Information
7.1.2 Meta AR and VR Headsets Product Portfolio
7.1.3 Meta AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.1.4 Meta Main Business and Markets Served
7.1.5 Meta Recent Developments/Updates
7.2 Microsoft
7.2.1 Microsoft AR and VR Headsets Corporation Information
7.2.2 Microsoft AR and VR Headsets Product Portfolio
7.2.3 Microsoft AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.2.4 Microsoft Main Business and Markets Served
7.2.5 Microsoft Recent Developments/Updates
7.3 Sony
7.3.1 Sony AR and VR Headsets Corporation Information
7.3.2 Sony AR and VR Headsets Product Portfolio
7.3.3 Sony AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.3.4 Sony Main Business and Markets Served
7.3.5 Sony Recent Developments/Updates
7.4 DPVR
7.4.1 DPVR AR and VR Headsets Corporation Information
7.4.2 DPVR AR and VR Headsets Product Portfolio
7.4.3 DPVR AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.4.4 DPVR Main Business and Markets Served
7.4.5 DPVR Recent Developments/Updates
7.5 Pico Interactive
7.5.1 Pico Interactive AR and VR Headsets Corporation Information
7.5.2 Pico Interactive AR and VR Headsets Product Portfolio
7.5.3 Pico Interactive AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.5.4 Pico Interactive Main Business and Markets Served
7.5.5 Pico Interactive Recent Developments/Updates
7.6 Google
7.6.1 Google AR and VR Headsets Corporation Information
7.6.2 Google AR and VR Headsets Product Portfolio
7.6.3 Google AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.6.4 Google Main Business and Markets Served
7.6.5 Google Recent Developments/Updates
7.7 HTC
7.7.1 HTC AR and VR Headsets Corporation Information
7.7.2 HTC AR and VR Headsets Product Portfolio
7.7.3 HTC AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.7.4 HTC Main Business and Markets Served
7.7.5 HTC Recent Developments/Updates
7.8 Pimax
7.8.1 Pimax AR and VR Headsets Corporation Information
7.8.2 Pimax AR and VR Headsets Product Portfolio
7.8.3 Pimax AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.8.4 Pimax Main Business and Markets Served
7.7.5 Pimax Recent Developments/Updates
7.9 Vuzix Corporation
7.9.1 Vuzix Corporation AR and VR Headsets Corporation Information
7.9.2 Vuzix Corporation AR and VR Headsets Product Portfolio
7.9.3 Vuzix Corporation AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.9.4 Vuzix Corporation Main Business and Markets Served
7.9.5 Vuzix Corporation Recent Developments/Updates
7.10 Lenovo
7.10.1 Lenovo AR and VR Headsets Corporation Information
7.10.2 Lenovo AR and VR Headsets Product Portfolio
7.10.3 Lenovo AR and VR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.10.4 Lenovo Main Business and Markets Served
7.10.5 Lenovo Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 AR and VR Headsets Industry Chain Analysis
8.2 AR and VR Headsets Key Raw Materials
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 AR and VR Headsets Production Mode & Process
8.4 AR and VR Headsets Sales and Marketing
8.4.1 AR and VR Headsets Sales Channels
8.4.2 AR and VR Headsets Distributors
8.5 AR and VR Headsets Customers
9 AR and VR Headsets Market Dynamics
9.1 AR and VR Headsets Industry Trends
9.2 AR and VR Headsets Market Drivers
9.3 AR and VR Headsets Market Challenges
9.4 AR and VR Headsets Market Restraints
10 Research Finding and Conclusion
11 Methodology and Data Source
11.1 Methodology/Research Approach
11.1.1 Research Programs/Design
11.1.2 Market Size Estimation
11.1.3 Market Breakdown and Data Triangulation
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Author List
11.4 Disclaimer