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市場調查報告書
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1517367

2022-2032 年全球擴增實境和虛擬實境顯示市場規模研究(按技術、設備、顯示技術、最終用戶和區域預測)

Global Augmented Reality and Virtual Reality Display Market Size Study by Technology, Device, Display Technology, End-User, and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2023 年全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場價值約為 42 億美元,預計在 2024-2032 年預測期內將以超過 17.99% 的健康成長率成長。 AR 和 VR 技術分別透過將數位資訊疊加到現實世界或創建完全模擬的環境來提供身臨其境的體驗。這些技術與顯示系統的整合徹底改變了多個領域,包括遊戲、電子商務、醫​​療保健和教育。遠距工作和虛擬協作需求的激增,尤其是在 COVID-19 大流行期間凸顯,進一步加速了對先進 AR/VR 顯示技術的需求。零售和電子商務部門正在利用這些技術提供虛擬試用室和產品演示,從而增強消費者的購物體驗。儘管 AR/VR 設備成本高昂且製造流程複雜,但市場參與者仍在努力開發經濟高效且高品質的顯示技術。隨著技術的不斷進步,預計顯示解析度、視野和使用者舒適度將會提高,從而帶來更複雜的應用,例如基於模擬的培訓、遠距手術和醫療保健中的治療。

AR 技術將實體世界與數位增強功能融合在一起,使用戶能夠與增強資訊進行交互,同時保持對周圍環境的了解。各種 AR 顯示器類型,包括平視顯示器 (HUD)、手持顯示器和空間顯示器,因其獨特的功能而應用於不同的行業。相反,VR 技術讓使用者沉浸在完全數位化的環境中,需要頭戴式顯示器 (HMD) 和洞穴自動虛擬環境 (CAVE) 等設備來提供 360 度體驗。這些沉浸式顯示器特別有利於研究和商業環境中的應用。

全像圖代表了數位現實的巔峰,其應用涵蓋零售、醫療保健和其他行業。全像投影對逼真 AR/VR 顯示器的需求不斷成長,這帶來了巨大的商業機會。 HUD,尤其是在汽車和國防領域,使操作員能夠在不分散注意力的情況下存取關鍵資料,從而推動對高解析度 AR/VR 顯示器的需求。配備 AR/VR 顯示器的投影機透過提供動態的、以觀眾為中心的體驗正在改變電影、活動和教育領域。這些顯示器必須適應環境條件以保持視覺質量,這是正在進行的研究和開發的重點領域。

全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場研究涵蓋的關鍵區域包括亞太地區、北美、歐洲、拉丁美洲和世界其他地區。由於研發方面的大量投資,就收入而言,北美是擴增實境 (AR) 和虛擬實境 (VR) 顯示市場的主導地區。該地區在全球市場中佔有主要佔有率,其應用領域包括遊戲、醫療保健和軍事領域。然而,由於當地電子公司的巨大貢獻以及對 AR/VR 技術的不斷投資的推動,預計亞太地區的市場將在預測期內以最快的速度成長。此外,一些公司專注於高解析度顯示器,以滿足 AR/VR 市場的需求。

市場的詳細細分和細分市場解釋如下:

目錄

第 1 章:全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場執行摘要

  • 全球擴增實境 (AR) 與虛擬實境 (VR) 顯示市場規模及預測 (2022-2032)
  • 區域概要
  • 分部摘要
    • 依技術
    • 按設備
    • 按下顯示技術
    • 按最終用戶
    • 按申請
  • 主要趨勢
  • 經濟衰退的影響
  • 分析師推薦與結論

第 2 章:全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場定義和研究假設

  • 研究目的
  • 市場定義
  • 研究假設
    • 包含與排除
    • 限制
    • 供給側分析
      • 可用性
      • 基礎設施
      • 監管環境
      • 市場競爭
      • 經濟可行性(消費者的角度)
    • 需求面分析
      • 監理框架
      • 技術進步
      • 環境考慮
      • 消費者意識和接受度
  • 估算方法
  • 研究涵蓋的年份
  • 貨幣兌換率

第 3 章:全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場動態

  • 市場促進因素
    • 娛樂和教育領域的採用率增加
    • AR和VR軟體公司數量不斷增加
  • 市場挑戰
    • 高成本和隱私問題
    • 需要熟練的操作人員
  • 市場機會
    • 減少延遲和跨平台相容性方面的創新
    • 擴大工業應用

第 4 章:全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場產業分析

  • 波特的五力模型
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭競爭
    • 波特五力模型的未來方法
    • 波特的五力影響分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社會的
    • 技術性
    • 環境的
    • 合法的
  • 頂級投資機會
  • 最佳制勝策略
  • 顛覆性趨勢
  • 產業專家視角
  • 分析師推薦與結論

第 5 章:2022-2032 年全球擴增實境 (AR) 與虛擬實境 (VR) 顯示市場規模及技術預測

  • 細分儀表板
  • 全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場:2022 年和 2032 年技術收入趨勢分析
    • 擴增實境
    • 虛擬實境

第 6 章:2022-2032 年全球擴增實境 (AR) 與虛擬實境 (VR) 顯示市場規模及設備預測

  • 細分儀表板
  • 全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場:2022 年和 2032 年設備收入趨勢分析
    • 頭顯
    • 全像圖
    • 抬頭顯示器
    • 投影儀

第 7 章:2022-2032 年全球擴增實境 (AR) 與虛擬實境 (VR) 顯示市場規模及顯示技術預測

  • 細分儀表板
  • 全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場:2022 年和 2032 年顯示技術收入趨勢分析
    • 數位光處理
    • 液晶顯示器
    • 矽基液晶
    • 微型LED
    • 有機發光二極體

第 8 章:2022-2032 年全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場規模及最終用戶預測

  • 細分儀表板
  • 全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場:2022 年和 2032 年最終用戶收入趨勢分析
    • 航太與國防
    • 汽車
    • 商業的
    • 消費者
    • 教育
    • 能源
    • 企業
    • 衛生保健

第 9 章:2022-2032 年全球擴增實境 (AR) 與虛擬實境 (VR) 顯示市場規模及應用預測

  • 細分儀表板
  • 全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場:2022 年和 2032 年應用收入趨勢分析
    • 廣告與行銷
    • 賭博
    • 維護
    • 製造業
    • 模擬與培訓
    • 體育與娛樂

第 10 章:2022-2032 年全球擴增實境 (AR) 和虛擬實境 (VR) 顯示市場規模及按地區預測

  • 北美擴增實境(AR)和虛擬實境(VR)顯示市場
    • 美國擴增實境(AR)和虛擬實境(VR)顯示市場
      • 2022-2032 年技術細分規模與預測
      • 2022-2032 年設備細分規模與預測
      • 顯示技術細分規模與預測,2022-2032 年
      • 2022-2032 年最終用戶細分規模與預測
      • 2022-2032 年應用細分規模與預測
    • 加拿大擴增實境(AR)和虛擬實境(VR)顯示市場
  • 歐洲擴增實境(AR)和虛擬實境(VR)顯示市場
    • 英國擴增實境(AR)和虛擬實境(VR)顯示市場
    • 德國擴增實境(AR)和虛擬實境(VR)顯示市場
    • 法國擴增實境(AR)和虛擬實境(VR)顯示市場
    • 西班牙擴增實境(AR)和虛擬實境(VR)顯示市場
    • 義大利擴增實境(AR)和虛擬實境(VR)顯示市場
    • 歐洲其他地區擴增實境 (AR) 和虛擬實境 (VR) 顯示市場
  • 亞太地區擴增實境(AR)和虛擬實境(VR)顯示市場
    • 中國擴增實境(AR)和虛擬實境(VR)顯示市場
    • 印度擴增實境(AR)和虛擬實境(VR)顯示市場
    • 日本擴增實境(AR)和虛擬實境(VR)顯示市場
    • 澳洲擴增實境(AR)和虛擬實境(VR)顯示市場
    • 韓國擴增實境(AR)和虛擬實境(VR)顯示市場
    • 亞太地區其他地區擴增實境 (AR) 和虛擬實境 (VR) 顯示市場
  • 拉丁美洲擴增實境(AR)和虛擬實境(VR)顯示市場
    • 巴西擴增實境(AR)和虛擬實境(VR)顯示市場
    • 墨西哥擴增實境(AR)和虛擬實境(VR)顯示市場
    • 拉丁美洲其他地區擴增實境 (AR) 和虛擬實境 (VR) 顯示市場
  • 中東和非洲擴增實境(AR)和虛擬實境(VR)顯示市場
    • 沙烏地阿拉伯擴增實境(AR)和虛擬實境(VR)顯示市場
    • 南非擴增實境(AR)和虛擬實境(VR)顯示市場
    • 中東和非洲其他地區擴增實境 (AR) 和虛擬實境 (VR) 顯示市場

第 11 章:競爭情報

  • 重點企業SWOT分析
  • 頂級市場策略
  • 公司簡介
    • Barco NV
      • 關鍵訊息
      • 概述
      • 財務(視數據可用性而定)
      • 產品概要
      • 市場策略
    • BOE Technology Group Co., Ltd.
    • eMagin Corporation
    • Google LLC
    • Holoeye Photonics AG
    • Innolux Corporation
    • Jasper Display Corp.
    • Kopin Corporation
    • Kura Technologies
    • Lenovo Group Limited

第 12 章:研究過程

  • 研究過程
    • 資料探勘
    • 分析
    • 市場預測
    • 驗證
    • 出版
  • 研究屬性
簡介目錄

Global Augmented Reality (AR) and Virtual Reality (VR) Display Market is valued approximately at USD 4.20 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 17.99% over the forecast period 2024-2032. AR and VR technologies provide immersive experiences by overlaying digital information onto the real world or creating completely simulated environments, respectively. The integration of these technologies with display systems has revolutionized multiple sectors, including gaming, e-commerce, healthcare, and education. The surge in remote work and virtual collaboration needs, especially highlighted during the COVID-19 pandemic, has further accelerated the demand for advanced AR/VR display technologies. Retail and e-commerce sectors are leveraging these technologies to offer virtual trial rooms and product demos, thereby enhancing the consumer shopping experience. Despite the high costs and complex manufacturing processes associated with AR/VR devices, market players are striving to develop cost-effective and high-quality display technologies. As technological advancements continue, enhancements in display resolution, field of view, and user comfort are expected, leading to more sophisticated applications such as simulation-based training, remote surgeries, and therapeutic treatments in healthcare.

AR technology merges the physical world with digital enhancements, allowing users to interact with augmented information while remaining aware of their surroundings. Various AR display types, including head-up displays (HUD), handheld displays, and spatial displays, are utilized across different industries for their unique capabilities. Conversely, VR technology immerses users in a fully digital environment, requiring devices such as head-mounted displays (HMDs) and cave automatic virtual environments (CAVE) to deliver 360-degree experiences. These immersive displays are particularly beneficial for applications in research and commercial settings.

Holograms represent the pinnacle of digital reality, with applications spanning retail, healthcare, and other industries. The increasing demand for realistic AR/VR displays for holographic projections promises substantial commercial opportunities. HUDs, especially in automotive and defense sectors, enable operators to access critical data without diverting their attention, thereby driving the demand for high-resolution AR/VR displays. Projectors equipped with AR/VR displays are transforming the film, events, and education sectors by offering dynamic, viewer-centric experiences. These displays must adapt to environmental conditions to maintain visual quality, which is a focus area for ongoing research and development.

The key regions considered for the global Augmented Reality (AR) and Virtual Reality (VR) Display Market study include Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is a dominating region in the Augmented Reality (AR) and Virtual Reality (VR) Display Market in terms of revenue due to significant investments in research and development. The region holds a major share of the global market, with applications in gaming, healthcare, and military sectors. Whereas, the market in Asia Pacific is anticipated to grow at the fastest rate over the forecast period owing to the driven by substantial contributions from local electronic companies and increasingly investing in AR/VR technologies. Also, several companies focusing on high-resolution displays to meet the demands of the AR/VR market.

Major market players included in this report are:

  • Barco N.V.
  • BOE Technology Group Co., Ltd.
  • eMagin Corporation
  • Google LLC
  • Holoeye Photonics AG
  • Innolux Corporation
  • Jasper Display Corp.
  • Kopin Corporation
  • Kura Technologies
  • Lenovo Group Limited

The detailed segments and sub-segments of the market are explained below:

By Technology:

  • AR
  • VR

By Device:

  • HMD
  • Hologram
  • HUD
  • Projectors

By Display Technology:

  • DLP
  • LCD
  • LCOS
  • Micro-LED
  • OLED

By End-User:

  • Aerospace & Defense
  • Automotive
  • Commercial
  • Consumer
  • Education
  • Energy
  • Enterprise
  • Healthcare
  • Application
  • Advertising & Marketing
  • Gaming
  • Maintenance
  • Manufacturing
  • Simulation & Training
  • Sports & Entertainment

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • RoLA
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Executive Summary

  • 1.1. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Technology
    • 1.3.2. By Device
    • 1.3.3. By Display Technology
    • 1.3.4. By End-User
    • 1.3.5. By Application
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increased adoption in entertainment and education sectors
    • 3.1.2. Growing number of AR & VR software companies
  • 3.2. Market Challenges
    • 3.2.1. High costs and privacy concerns
    • 3.2.2. Need for skilled operators
  • 3.3. Market Opportunities
    • 3.3.1. Innovations in latency reduction and cross-platform compatibility
    • 3.3.2. Expanding industrial applications

Chapter 4. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Technology 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Technology Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. AR
    • 5.2.2. VR

Chapter 6. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Device 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Device Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. HMD
    • 6.2.2. Hologram
    • 6.2.3. HUD
    • 6.2.4. Projectors

Chapter 7. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Display Technology 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Display Technology Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. DLP
    • 7.2.2. LCD
    • 7.2.3. LCOS
    • 7.2.4. Micro-LED
    • 7.2.5. OLED

Chapter 8. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by End-User 2022-2032

  • 8.1. Segment Dashboard
  • 8.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: End-User Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 8.2.1. Aerospace & Defense
    • 8.2.2. Automotive
    • 8.2.3. Commercial
    • 8.2.4. Consumer
    • 8.2.5. Education
    • 8.2.6. Energy
    • 8.2.7. Enterprise
    • 8.2.8. Healthcare

Chapter 9. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Application 2022-2032

  • 9.1. Segment Dashboard
  • 9.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Application Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 9.2.1. Advertising & Marketing
    • 9.2.2. Gaming
    • 9.2.3. Maintenance
    • 9.2.4. Manufacturing
    • 9.2.5. Simulation & Training
    • 9.2.6. Sports & Entertainment

Chapter 10. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Region 2022-2032

  • 10.1. North America Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.1.1. U.S. Augmented Reality (AR) and Virtual Reality (VR) Display Market
      • 10.1.1.1. Technology breakdown size & forecasts, 2022-2032
      • 10.1.1.2. Device breakdown size & forecasts, 2022-2032
      • 10.1.1.3. Display Technology breakdown size & forecasts, 2022-2032
      • 10.1.1.4. End-User breakdown size & forecasts, 2022-2032
      • 10.1.1.5. Application breakdown size & forecasts, 2022-2032
    • 10.1.2. Canada Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.2. Europe Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.1. U.K. Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.2. Germany Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.3. France Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.4. Spain Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.5. Italy Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.6. Rest of Europe Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.3. Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.1. China Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.2. India Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.3. Japan Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.4. Australia Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.5. South Korea Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.6. Rest of Asia Pacific Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.4. Latin America Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.4.1. Brazil Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.4.2. Mexico Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.4.3. Rest of Latin America Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.5. Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.5.1. Saudi Arabia Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.5.2. South Africa Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.5.3. Rest of Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) Display Market

Chapter 11. Competitive Intelligence

  • 11.1. Key Company SWOT Analysis
  • 11.2. Top Market Strategies
  • 11.3. Company Profiles
    • 11.3.1. Barco N.V.
      • 11.3.1.1. Key Information
      • 11.3.1.2. Overview
      • 11.3.1.3. Financial (Subject to Data Availability)
      • 11.3.1.4. Product Summary
      • 11.3.1.5. Market Strategies
    • 11.3.2. BOE Technology Group Co., Ltd.
    • 11.3.3. eMagin Corporation
    • 11.3.4. Google LLC
    • 11.3.5. Holoeye Photonics AG
    • 11.3.6. Innolux Corporation
    • 11.3.7. Jasper Display Corp.
    • 11.3.8. Kopin Corporation
    • 11.3.9. Kura Technologies
    • 11.3.10. Lenovo Group Limited

Chapter 12. Research Process

  • 12.1. Research Process
    • 12.1.1. Data Mining
    • 12.1.2. Analysis
    • 12.1.3. Market Estimation
    • 12.1.4. Validation
    • 12.1.5. Publishing
  • 12.2. Research Attributes