▶ 調査レポート

ARヘッドセットの世界市場2023年:一体型、分割型

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

QYResearchが調査・発行した産業分析レポートです。ARヘッドセットの世界市場2023年:一体型、分割型 / Global AR Headsets Market Research Report 2023 / MRC23Q30449資料のイメージです。• レポートコード:MRC23Q30449
• 出版社/出版日:QYResearch / 2023年3月
• レポート形態:英文、PDF、109ページ
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• 産業分類:電子&半導体
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レポート概要
本調査レポートは世界のARヘッドセット市場について調査・分析し、世界のAR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(一体型、分割型)、用途別セグメント分析(工業、エンタテインメント、医学、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、Microsoft、Google、Shadow Creator、Nreal、Rokid、Vuzix Corporation、RealWare、Lenovo、Magic Leap、Epson、MAD Gaze、Xloongx、LLVISION、GUANGLI、gooltonなどが含まれています。世界のAR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ヘッドセット市場の概要
- 製品の定義
- ARヘッドセットのタイプ別セグメント
- 世界のARヘッドセット市場成長率のタイプ別分析(一体型、分割型)
- ARヘッドセットの用途別セグメント
- 世界のARヘッドセット市場成長率の用途別分析(工業、エンタテインメント、医学、教育、その他)
- 世界市場の成長展望
- 世界のARヘッドセット生産量の推定と予測(2018年-2029年)
- 世界のARヘッドセット生産能力の推定と予測(2018年-2029年)
- AR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ヘッドセット市場の競争状況およびトレンド

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

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

・タイプ別セグメント:一体型、分割型
- 世界のARヘッドセットのタイプ別生産量(2018年-2023年)
- 世界のARヘッドセットのタイプ別生産量(2024年-2029年)
- 世界のARヘッドセットのタイプ別価格

・用途別セグメント:工業、エンタテインメント、医学、教育、その他
- 世界のARヘッドセットの用途別生産量(2018年-2023年)
- 世界のARヘッドセットの用途別生産量(2024年-2029年)
- 世界のAR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
Microsoft、Google、Shadow Creator、Nreal、Rokid、Vuzix Corporation、RealWare、Lenovo、Magic Leap、Epson、MAD Gaze、Xloongx、LLVISION、GUANGLI、goolton

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

・ARヘッドセット市場ダイナミクス
- ARヘッドセットの業界動向
- AR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

Highlights
The global AR Headsets market was valued at US$ 571.6 million in 2022 and is anticipated to reach US$ 9929.9 million by 2029, witnessing a CAGR of 52.7% during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
Global key players of AR Headsets include Microsoft, Google and Shadow Creator, etc. Global top three manufacturers hold a share over 60%. United States is the largest producer of AR Headsets, followed by China.
Report Scope
This report aims to provide a comprehensive presentation of the global market for AR 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 Headsets.
The AR 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 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 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
Microsoft
Google
Shadow Creator
Nreal
Rokid
Vuzix Corporation
RealWare
Lenovo
Magic Leap
Epson
MAD Gaze
Xloongx
LLVISION
GUANGLI
goolton
Segment by Type
Integrated Type
Split Type
Segment by Application
Industrial
Entertainment
Medicine
Educate
Others
Production by Region
United States
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
Colombia
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 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 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 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 Headsets Market Overview
1.1 Product Definition
1.2 AR Headsets Segment by Type
1.2.1 Global AR Headsets Market Value Growth Rate Analysis by Type 2022 VS 2029
1.2.2 Integrated Type
1.2.3 Split Type
1.3 AR Headsets Segment by Application
1.3.1 Global AR Headsets Market Value Growth Rate Analysis by Application: 2022 VS 2029
1.3.2 Industrial
1.3.3 Entertainment
1.3.4 Medicine
1.3.5 Educate
1.3.6 Others
1.4 Global Market Growth Prospects
1.4.1 Global AR Headsets Production Value Estimates and Forecasts (2018-2029)
1.4.2 Global AR Headsets Production Capacity Estimates and Forecasts (2018-2029)
1.4.3 Global AR Headsets Production Estimates and Forecasts (2018-2029)
1.4.4 Global AR Headsets Market Average Price Estimates and Forecasts (2018-2029)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global AR Headsets Production Market Share by Manufacturers (2018-2023)
2.2 Global AR Headsets Production Value Market Share by Manufacturers (2018-2023)
2.3 Global Key Players of AR Headsets, Industry Ranking, 2021 VS 2022 VS 2023
2.4 Global AR Headsets Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.5 Global AR Headsets Average Price by Manufacturers (2018-2023)
2.6 Global Key Manufacturers of AR Headsets, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of AR Headsets, Product Offered and Application
2.8 Global Key Manufacturers of AR Headsets, Date of Enter into This Industry
2.9 AR Headsets Market Competitive Situation and Trends
2.9.1 AR Headsets Market Concentration Rate
2.9.2 Global 5 and 10 Largest AR Headsets Players Market Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 AR Headsets Production by Region
3.1 Global AR Headsets Production Value Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.2 Global AR Headsets Production Value by Region (2018-2029)
3.2.1 Global AR Headsets Production Value Market Share by Region (2018-2023)
3.2.2 Global Forecasted Production Value of AR Headsets by Region (2024-2029)
3.3 Global AR Headsets Production Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.4 Global AR Headsets Production by Region (2018-2029)
3.4.1 Global AR Headsets Production Market Share by Region (2018-2023)
3.4.2 Global Forecasted Production of AR Headsets by Region (2024-2029)
3.5 Global AR Headsets Market Price Analysis by Region (2018-2023)
3.6 Global AR Headsets Production and Value, Year-over-Year Growth
3.6.1 United States AR Headsets Production Value Estimates and Forecasts (2018-2029)
3.6.2 China AR Headsets Production Value Estimates and Forecasts (2018-2029)
4 AR Headsets Consumption by Region
4.1 Global AR Headsets Consumption Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
4.2 Global AR Headsets Consumption by Region (2018-2029)
4.2.1 Global AR Headsets Consumption by Region (2018-2023)
4.2.2 Global AR Headsets Forecasted Consumption by Region (2024-2029)
4.3 North America
4.3.1 North America AR Headsets Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.3.2 North America AR Headsets Consumption by Country (2018-2029)
4.3.3 United States
4.3.4 Canada
4.4 Europe
4.4.1 Europe AR Headsets Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.4.2 Europe AR 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 Headsets Consumption Growth Rate by Region: 2018 VS 2022 VS 2029
4.5.2 Asia Pacific AR 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 Headsets Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.6.2 Latin America, Middle East & Africa AR Headsets Consumption by Country (2018-2029)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Turkey
4.6.6 GCC Countries
5 Segment by Type
5.1 Global AR Headsets Production by Type (2018-2029)
5.1.1 Global AR Headsets Production by Type (2018-2023)
5.1.2 Global AR Headsets Production by Type (2024-2029)
5.1.3 Global AR Headsets Production Market Share by Type (2018-2029)
5.2 Global AR Headsets Production Value by Type (2018-2029)
5.2.1 Global AR Headsets Production Value by Type (2018-2023)
5.2.2 Global AR Headsets Production Value by Type (2024-2029)
5.2.3 Global AR Headsets Production Value Market Share by Type (2018-2029)
5.3 Global AR Headsets Price by Type (2018-2029)
6 Segment by Application
6.1 Global AR Headsets Production by Application (2018-2029)
6.1.1 Global AR Headsets Production by Application (2018-2023)
6.1.2 Global AR Headsets Production by Application (2024-2029)
6.1.3 Global AR Headsets Production Market Share by Application (2018-2029)
6.2 Global AR Headsets Production Value by Application (2018-2029)
6.2.1 Global AR Headsets Production Value by Application (2018-2023)
6.2.2 Global AR Headsets Production Value by Application (2024-2029)
6.2.3 Global AR Headsets Production Value Market Share by Application (2018-2029)
6.3 Global AR Headsets Price by Application (2018-2029)
7 Key Companies Profiled
7.1 Microsoft
7.1.1 Microsoft AR Headsets Corporation Information
7.1.2 Microsoft AR Headsets Product Portfolio
7.1.3 Microsoft AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.1.4 Microsoft Main Business and Markets Served
7.1.5 Microsoft Recent Developments/Updates
7.2 Google
7.2.1 Google AR Headsets Corporation Information
7.2.2 Google AR Headsets Product Portfolio
7.2.3 Google AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.2.4 Google Main Business and Markets Served
7.2.5 Google Recent Developments/Updates
7.3 Shadow Creator
7.3.1 Shadow Creator AR Headsets Corporation Information
7.3.2 Shadow Creator AR Headsets Product Portfolio
7.3.3 Shadow Creator AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.3.4 Shadow Creator Main Business and Markets Served
7.3.5 Shadow Creator Recent Developments/Updates
7.4 Nreal
7.4.1 Nreal AR Headsets Corporation Information
7.4.2 Nreal AR Headsets Product Portfolio
7.4.3 Nreal AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.4.4 Nreal Main Business and Markets Served
7.4.5 Nreal Recent Developments/Updates
7.5 Rokid
7.5.1 Rokid AR Headsets Corporation Information
7.5.2 Rokid AR Headsets Product Portfolio
7.5.3 Rokid AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.5.4 Rokid Main Business and Markets Served
7.5.5 Rokid Recent Developments/Updates
7.6 Vuzix Corporation
7.6.1 Vuzix Corporation AR Headsets Corporation Information
7.6.2 Vuzix Corporation AR Headsets Product Portfolio
7.6.3 Vuzix Corporation AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.6.4 Vuzix Corporation Main Business and Markets Served
7.6.5 Vuzix Corporation Recent Developments/Updates
7.7 RealWare
7.7.1 RealWare AR Headsets Corporation Information
7.7.2 RealWare AR Headsets Product Portfolio
7.7.3 RealWare AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.7.4 RealWare Main Business and Markets Served
7.7.5 RealWare Recent Developments/Updates
7.8 Lenovo
7.8.1 Lenovo AR Headsets Corporation Information
7.8.2 Lenovo AR Headsets Product Portfolio
7.8.3 Lenovo AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.8.4 Lenovo Main Business and Markets Served
7.7.5 Lenovo Recent Developments/Updates
7.9 Magic Leap
7.9.1 Magic Leap AR Headsets Corporation Information
7.9.2 Magic Leap AR Headsets Product Portfolio
7.9.3 Magic Leap AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.9.4 Magic Leap Main Business and Markets Served
7.9.5 Magic Leap Recent Developments/Updates
7.10 Epson
7.10.1 Epson AR Headsets Corporation Information
7.10.2 Epson AR Headsets Product Portfolio
7.10.3 Epson AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.10.4 Epson Main Business and Markets Served
7.10.5 Epson Recent Developments/Updates
7.11 MAD Gaze
7.11.1 MAD Gaze AR Headsets Corporation Information
7.11.2 MAD Gaze AR Headsets Product Portfolio
7.11.3 MAD Gaze AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.11.4 MAD Gaze Main Business and Markets Served
7.11.5 MAD Gaze Recent Developments/Updates
7.12 Xloongx
7.12.1 Xloongx AR Headsets Corporation Information
7.12.2 Xloongx AR Headsets Product Portfolio
7.12.3 Xloongx AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.12.4 Xloongx Main Business and Markets Served
7.12.5 Xloongx Recent Developments/Updates
7.13 LLVISION
7.13.1 LLVISION AR Headsets Corporation Information
7.13.2 LLVISION AR Headsets Product Portfolio
7.13.3 LLVISION AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.13.4 LLVISION Main Business and Markets Served
7.13.5 LLVISION Recent Developments/Updates
7.14 GUANGLI
7.14.1 GUANGLI AR Headsets Corporation Information
7.14.2 GUANGLI AR Headsets Product Portfolio
7.14.3 GUANGLI AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.14.4 GUANGLI Main Business and Markets Served
7.14.5 GUANGLI Recent Developments/Updates
7.15 goolton
7.15.1 goolton AR Headsets Corporation Information
7.15.2 goolton AR Headsets Product Portfolio
7.15.3 goolton AR Headsets Production, Value, Price and Gross Margin (2018-2023)
7.15.4 goolton Main Business and Markets Served
7.15.5 goolton Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 AR Headsets Industry Chain Analysis
8.2 AR Headsets Key Raw Materials
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 AR Headsets Production Mode & Process
8.4 AR Headsets Sales and Marketing
8.4.1 AR Headsets Sales Channels
8.4.2 AR Headsets Distributors
8.5 AR Headsets Customers
9 AR Headsets Market Dynamics
9.1 AR Headsets Industry Trends
9.2 AR Headsets Market Drivers
9.3 AR Headsets Market Challenges
9.4 AR 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