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市場調查報告書
商品編碼
1615984

VR 耳機市場機會、成長動力、產業趨勢分析與 2024 - 2032 年預測

VR Headsets Market Opportunity, Growth Drivers, Industry Trend Analysis, and Forecast 2024 - 2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 210 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2023 年,全球VR 耳機市場估值為82 億美元。 %。該行業目前正在見證幾個塑造其發展軌蹟的重要趨勢。一個關鍵趨勢是虛擬實境與其他尖端技術(特別是人工智慧和機器學習)的高度整合,旨在創造更先進、響應更靈敏的虛擬環境。此外,人們越來越重視獨立的 VR 耳機,它獨立於 PC 或控制台運行,以增強便攜性和方便用戶使用性。

蓬勃發展的虛擬世界也增強了人們對 VR 作為社交參與和虛擬經濟媒介的興趣。整個產業分為類型、組件、作業系統、連接技術、應用、配銷通路和地區。市場按類型分為繫留耳機、獨立耳機和支援智慧型手機的耳機。獨立式 VR 頭戴在 2023 年引領市場,營收超過 31 億美元,預計到 2032 年將達到 102 億美元。

與依賴強大的 PC 或控制台的繫留耳機不同,獨立耳機擁有整合的處理能力、感測器和顯示器。從作業系統角度來看,VR頭顯市場分為Windows、iOS和Android。 Windows 在2023 年佔據領先地位,營收超過36 億美元,預計到2032 年將攀升至192 億美元。 。值得注意的是,Oculus Rift 和HTC Vive 等領先的VR 耳機專為與Windows 無縫整合而客製化,鞏固了其作為遊戲、娛樂和專業用途首選平台的地位。億美元的收入收入預計到 2032 年將飆升至 177 億美元。此外,北美在研發方面的大量投資,加上快速的技術採用率,促進了 VR 在遊戲、教育和醫療保健等領域的擴張。

市場範圍
開始年份 2023年
預測年份 2024-2032
起始值 82 億美元
預測值 463 億美元
複合年成長率 22.5%

目錄

第 1 章:方法與範圍

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
    • 影響價值鏈的因素
    • 利潤率分析
    • 干擾
    • 未來展望
    • 製造商
    • 經銷商
    • 零售商
  • 衝擊力
    • 成長動力
      • 沉浸式科技的進步
      • 不同產業的採用率不斷提高
      • 擴大5G網路擴展
      • 增加可支配收入
    • 產業陷阱與挑戰
      • 初期投資高
      • 健康和安全問題
  • 技術與創新格局
  • 消費者購買行為分析
    • 人口趨勢
    • 影響購買決策的因素
    • 消費品採用
    • 首選配銷通路
  • 成長潛力分析
  • 監管環境
  • 定價分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 介紹
  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:按類型,2021 - 2032

  • 主要趨勢
  • 繫留
  • 獨立式
  • 支援智慧型手機

第 6 章:市場估計與預測:按組成部分,2021 - 2032 年

  • 主要趨勢
  • 硬體
  • 軟體

第 7 章:市場估計與預測:依作業系統分類,2021 - 2032 年

  • 主要趨勢
  • 視窗
  • iOS系統
  • 安卓

第 8 章:市場估計與預測:按連結技術,2021 - 2032 年

  • 主要趨勢
  • 藍牙
  • HDMI
  • 無線上網
  • 其他(NFC等)

第 9 章:市場估計與預測:依應用分類,2021 - 2032

  • 主要趨勢
  • 遊戲和娛樂
  • 教育
  • 衛生保健
  • 零售與電子商務
  • 軍事與國防
  • 工程與設計
  • 其他

第 10 章:市場估計與預測:依配銷通路分類,2021 - 2032 年

  • 主要趨勢
  • 線上
    • 電子商務
    • 公司自有網站
  • 離線
    • 超市及百貨公司
    • 專賣店
    • 遊戲店
    • 其他(B2 B頻道、訂閱服務等)

第 11 章:市場估計與預測:按地區,2021 - 2032

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
  • MEA
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第 12 章:公司簡介

  • Google LLC
  • HP Inc.
  • HTC Corporation
  • Lenovo Group Limited
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Pico Interactive, Inc.
  • Pimax Technology (Shanghai) Co., Ltd.
  • Razer Inc.
  • Samsung Electronics Co., Ltd.
  • Shenzhen Baofeng Mojing Technology Co., Ltd.
  • Sony Group Corporation
  • Valve Corporation
  • Xiaomi Corporation
簡介目錄
Product Code: 11403

The Global VR Headsets Market was valued at USD 8.2 billion in 2023. Projections indicate a robust growth trajectory, with an anticipated CAGR of 22.5% from 2024 to 2032, fueled by advancements in immersive technology and rising demand across diverse industries. The industry is currently witnessing several significant trends shaping its trajectory. A key trend is the heightened integration of VR with other cutting-edge technologies, notably AI and machine learning, aiming to craft more advanced and responsive virtual environments. Furthermore, there is an increasing emphasis on standalone VR headsets, which operate independently of PCs or consoles for enhancing portability and user-friendliness.

The burgeoning metaverse is also amplifying interest in VR as a medium for social engagement and virtual economies. The overall industry is segmented into type, component, operating system, connectivity technology, application, distribution channel, and region. The market is categorized by type into tethered, standalone, and smartphone-enabled headsets. Standalone VR headsets led the market in 2023, raking in revenues surpassing USD 3.1 billion, with projections to hit USD 10.2 billion by 2032. Their surge in popularity can be attributed to their convenience, affordability, and user-friendly nature.

Unlike tethered counterparts reliant on powerful PCs or consoles, standalone headsets boast integrated processing power, sensors, and displays. Operating system-wise, the VR headsets market is divided into Windows, iOS, and Android. Windows took the lead in 2023, amassing revenues over USD 3.6 billion, with forecasts suggesting a climb to USD 19.2 billion by 2032. Windows' dominance stems from its robust ecosystem, ensuring hardware compatibility, software support, and active developer engagement. Notably, leading VR headsets like Oculus Rift and HTC Vive are tailored for seamless integration with Windows, solidifying its status as a premier platform for gaming, entertainment, and professional use.North America stood out as the leading region, generating a notable USD 3.1 billion in revenue, with expectations to soar to USD 17.7 billion by 2032. This growth is underpinned by the region's advanced technological infrastructure, affluent consumer base, and the significant presence of industry giants. Moreover, North America's substantial investments in research and development, combined with swift technological adoption rates, bolster VR's expansion across sectors like gaming, education, and healthcare.

Market Scope
Start Year2023
Forecast Year2024-2032
Start Value$8.2 Billion
Forecast Value$46.3 Billion
CAGR22.5%

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Market scope & definition
  • 1.2 Base estimates & calculations
  • 1.3 Forecast parameters
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2018 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
    • 3.1.1 Factors affecting the value chain
    • 3.1.2 Profit margin analysis
    • 3.1.3 Disruptions
    • 3.1.4 Future outlook
    • 3.1.5 Manufacturers
    • 3.1.6 Distributors
    • 3.1.7 Retailers
  • 3.2 Impact forces
    • 3.2.1 Growth drivers
      • 3.2.1.1 Advancements in immersive technology
      • 3.2.1.2 Growing Adoption in Diverse Sectors
      • 3.2.1.3 Expanding 5G network expansion
      • 3.2.1.4 Increasing disposable income
    • 3.2.2 Industry pitfalls & challenges
      • 3.2.2.1 High initial investment
      • 3.2.2.2 Health and Safety Concerns
  • 3.3 Technology & innovation landscape
  • 3.4 Consumer buying behavior analysis
    • 3.4.1 Demographic trends
    • 3.4.2 Factors affecting buying decision
    • 3.4.3 Consumer product adoption
    • 3.4.4 Preferred distribution channel
  • 3.5 Growth potential analysis
  • 3.6 Regulatory landscape
  • 3.7 Pricing analysis
  • 3.8 Porter's analysis
  • 3.9 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Type, 2021 - 2032, (USD Billion) (Million Units)

  • 5.1 Key trends
  • 5.2 Tethered
  • 5.3 Standalone
  • 5.4 Smartphone enabled

Chapter 6 Market Estimates & Forecast, By Component, 2021 - 2032, (USD Billion) (Million Units)

  • 6.1 Key trends
  • 6.2 Hardware
  • 6.3 Software

Chapter 7 Market Estimates & Forecast, By Operating System, 2021 - 2032, (USD Billion) (Million Units)

  • 7.1 Key trends
  • 7.2 Windows
  • 7.3 iOS
  • 7.4 Android

Chapter 8 Market Estimates & Forecast, By Connectivity Technology, 2021 - 2032, (USD Billion) (Million Units)

  • 8.1 Key trends
  • 8.2 Bluetooth
  • 8.3 HDMI
  • 8.4 Wi-Fi
  • 8.5 Others (NFC, etc.)

Chapter 9 Market Estimates & Forecast, By Application, 2021 - 2032, (USD Billion) (Million Units)

  • 9.1 Key trends
  • 9.2 Gaming & entertainment
  • 9.3 Education
  • 9.4 Healthcare
  • 9.5 Retail & E-commerce
  • 9.6 Military & defense
  • 9.7 Engineering & design
  • 9.8 Others

Chapter 10 Market Estimates & Forecast, By Distribution Channel, 2021 - 2032, (USD Billion) (Million Units)

  • 10.1 Key trends
  • 10.2 Online
    • 10.2.1 Ecommerce
    • 10.2.2 Company owned website
  • 10.3 Offline
    • 10.3.1 Supermarkets & department stores
    • 10.3.2 Specialty stores
    • 10.3.3 Gaming stores
    • 10.3.4. Others (B2 B channels, subscription services, etc.)

Chapter 11 Market Estimates & Forecast, By Region, 2021 - 2032, (USD Billion) (Million Units)

  • 11.1 Key trends
  • 11.2 North America
    • 11.2.1 U.S.
    • 11.2.2 Canada
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 France
    • 11.3.4 Italy
    • 11.3.5 Spain
  • 11.4 Asia Pacific
    • 11.4.1 China
    • 11.4.2 India
    • 11.4.3 Japan
    • 11.4.4 South Korea
    • 11.4.5 Australia
  • 11.5 Latin America
    • 11.5.1 Brazil
    • 11.5.2 Mexico
    • 11.5.3 Argentina
  • 11.6 MEA
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 South Africa

Chapter 12 Company Profiles (Business Overview, Financial Data, Product Landscape, Strategic Outlook, SWOT Analysis)

  • 12.1 Google LLC
  • 12.2 HP Inc.
  • 12.3 HTC Corporation
  • 12.4 Lenovo Group Limited
  • 12.5 Magic Leap, Inc.
  • 12.6 Meta Platforms, Inc.
  • 12.7 Microsoft Corporation
  • 12.8 Pico Interactive, Inc.
  • 12.9 Pimax Technology (Shanghai) Co., Ltd.
  • 12.10 Razer Inc.
  • 12.11 Samsung Electronics Co., Ltd.
  • 12.12 Shenzhen Baofeng Mojing Technology Co., Ltd.
  • 12.13 Sony Group Corporation
  • 12.14 Valve Corporation
  • 12.15 Xiaomi Corporation