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市場調查報告書
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1609775

2025-2033 年日本虛擬實境市場報告(按設備類型、技術、組件、應用程式和地區分類)

Japan Virtual Reality Market Report by Device Type, Technology, Component, Application, and Region 2025-2033

出版日期: | 出版商: IMARC | 英文 122 Pages | 商品交期: 5-7個工作天內

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簡介目錄

2024 年,日本虛擬實境市場IMARC Group達到 22 億美元。該國新興的技術創新、醫療保健領域產品採用率的不斷上升以及沉浸式遊戲體驗在人群中的日益普及是推動市場發展的一些關鍵因素。

虛擬實境 (VR) 是一種創建模擬環境或體驗的技術,使用戶能夠與電腦生成的感覺逼真且栩栩如生的環境進行互動並沉浸在其中。在 VR 中,使用者通常會戴上遮蓋眼睛和耳朵的耳機,完全屏蔽物理世界並用數位環境取代它。這項技術旨在複製現實世界的感官體驗,例如視覺和聲音,從而欺騙大腦將虛擬環境感知為真實的環境。 VR頭戴裝置配備了感測器,可以追蹤使用者的頭部移動並相應地調整虛擬環境。這種追蹤技術使用戶能夠環顧四周並與虛擬世界互動。使用者使用運動控制器、手套或手持設備等專用輸入設備與虛擬環境互動。這些設備允許使用者在 VR 空間內操縱物件、導航環境並執行操作。除了遊戲之外,VR 還用於虛擬旅遊、沉浸式故事敘述和互動藝術裝置。此外,VR 可以提供身臨其境的教育體驗,讓學生探索歷史遺跡、前往遙遠的星球或在3D空間中可視化複雜的概念。

日本虛擬實境市場趨勢:

日本擁有豐富的技術創新和研究歷史。該國對電子、軟體開發和硬體設計進步的高度重視促進了 VR 市場的成長。此外,遊戲和娛樂產業也為 VR 的採用做出了重要貢獻。日本以其電玩文化而聞名,VR 提供了新層次的遊戲體驗沉浸感和互動性,吸引了消費者和開發者。此外,VR遊戲廳在日本很受歡迎,為消費者提供了體驗高品質VR內容的機會,而無需投資昂貴的設備。這些遊戲廳吸引了從休閒遊戲玩家到愛好者的廣泛用戶,並為 VR 市場的整體成長做出了貢獻。此外,日本醫療保健產業正在探索 VR 的各種應用,包括醫療培訓、治療和疼痛管理。 VR 提供逼真的模擬和場景,可以改善醫學教育和病患治療效果。除此之外,政府部門正在推動技術進步和培育創新,為VR發展創造有利的環境。此外,VR技術正在被融入日本的教育和培訓計畫中。它為學生提供身臨其境的學習體驗,並使專業人員能夠在安全的虛擬環境中練習複雜的任務。考慮到這些因素,預計未來幾年市場將出現積極成長。

日本虛擬實境市場區隔:

設備類型見解:

  • 頭戴式顯示器
  • 手勢追蹤設備
  • 投影機和顯示牆

技術見解:

  • 半沉浸式與全沉浸式
  • 非沉浸式

組件見解:

  • 硬體
  • 軟體

應用見解:

  • 航太和國防
  • 消費者
  • 商業的
  • 企業
  • 衛生保健
  • 其他

本報告回答的關鍵問題:

  • 日本虛擬實境市場到目前為止表現如何,未來幾年又將如何表現?
  • COVID-19 對日本虛擬實境市場有何影響?
  • 日本虛擬實境市場依設備類型分類是怎樣的?
  • 日本虛擬實境市場在技術基礎上的分化是什麼?
  • 日本虛擬實境市場以組件分類是怎樣的?
  • 日本虛擬實境市場在應用方面的詳細情形如何?
  • 日本虛擬實境市場價值鏈的各個階段是什麼?
  • 日本虛擬實境市場的關鍵促進因素和挑戰是什麼?
  • 日本虛擬實境市場的結構如何?
  • 日本虛擬實境市場的競爭程度如何?

本報告回答的關鍵問題:

  • 日本虛擬實境市場到目前為止表現如何,未來幾年又將如何表現?
  • COVID-19 對日本虛擬實境市場有何影響?
  • 日本虛擬實境市場依設備類型分類是怎樣的?
  • 日本虛擬實境市場在技術基礎上的分化是什麼?
  • 日本虛擬實境市場以組件分類是怎樣的?
  • 日本虛擬實境市場在應用方面的詳細情形如何?
  • 日本虛擬實境市場價值鏈的各個階段是什麼?
  • 日本虛擬實境市場的關鍵促進因素和挑戰是什麼?
  • 日本虛擬實境市場的結構如何?
  • 日本虛擬實境市場的競爭程度如何?

目錄

第1章:前言

第 2 章:範圍與方法

  • 研究目的
  • 利害關係人
  • 數據來源
    • 主要來源
    • 二手資料
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:日本虛擬實境市場 - 簡介

  • 概述
  • 市場動態
  • 產業動態
  • 競爭情報

第 5 章:日本虛擬實境市場格局

  • 歷史與當前市場趨勢(2019-2024)
  • 市場預測(2025-2033)

第 6 章:日本虛擬實境市場 - 細分:按設備類型

  • 頭戴式顯示器
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)
  • 手勢追蹤設備
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)
  • 投影機和顯示牆
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)

第 7 章:日本虛擬實境市場 - 細分:技術

  • 半沉浸式與全沉浸式
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)
  • 非沉浸式
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)

第 8 章:日本虛擬實境市場 - 細分:按組成部分

  • 硬體
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)
  • 軟體
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)

第 9 章:日本虛擬實境市場 - 細分:按應用分類

  • 航太和國防
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)
  • 消費者
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)
  • 商業的
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)
  • 企業
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)
  • 衛生保健
    • 概述
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)
  • 其他
    • 歷史與當前市場趨勢(2019-2024)
    • 市場預測(2025-2033)

第 10 章:日本虛擬實境市場 - 競爭格局

  • 概述
  • 市場結構
  • 市場參與者定位
  • 最佳制勝策略
  • 競爭儀表板
  • 公司評估象限

第 11 章:關鍵參與者簡介

  • Company A
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company B
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company C
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company D
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company E
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

第 12 章:日本虛擬實境市場 - 產業分析

  • 促進因素、限制因素和機會
    • 概述
    • 促進要素
    • 限制
    • 機會
  • 波特五力分析
    • 概述
    • 買家的議價能力
    • 供應商的議價能力
    • 競爭程度
    • 新進入者的威脅
    • 替代品的威脅
  • 價值鏈分析

第 13 章:附錄

簡介目錄
Product Code: SR112024A11675

The Japan virtual reality market size reached USD 2.2 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 8.7 Billion by 2033, exhibiting a growth rate (CAGR) of 16.4% during 2025-2033. The emerging technological innovations in the country, the rising product adoption in the healthcare sector, and the growing popularity of immersive gaming experiences among the population represent some of the key factors driving the market.

Virtual reality (VR) is a technology that creates a simulated environment or experience, allowing users to interact with and immerse themselves in a computer-generated environment that feels realistic and lifelike. In VR, users typically wear a headset that covers their eyes and ears, completely blocking out the physical world and replacing it with a digital environment. This technology aims to replicate real-world sensory experiences, such as sight and sound, in a way that tricks the brain into perceiving the virtual environment as if it were real. VR headsets are equipped with sensors that track the user's head movements and adjust the virtual environment accordingly. This tracking technology enables the user to look around and interact with the virtual world. Users interact with the virtual environment using specialized input devices such as motion controllers, gloves, or handheld devices. These devices allow users to manipulate objects, navigate the environment, and perform actions within the VR space. Beyond gaming, VR is also used for virtual tours, immersive storytelling, and interactive art installations. Moreover, VR can provide immersive educational experiences, allowing students to explore historical sites, travel to distant planets, or visualize complex concepts in three dimensions.

Japan Virtual Reality Market Trends:

Japan has a rich history of technological innovation and research. The country's strong focus on advancements in electronics, software development, and hardware design contributes to the growth of the VR market. Moreover, the gaming and entertainment industry has been a significant contributor to the adoption of VR. Japan is known for its video game culture, and VR offers a new level of immersion and interactivity in gaming experiences, attracting both consumers and developers. Besides, VR arcades have gained popularity in Japan, offering consumers a chance to experience high-quality VR content without investing in expensive equipment. These arcades attract a wide range of users, from casual gamers to enthusiasts, and contribute to the overall growth of the VR market. Additionally, the Japanese healthcare sector is exploring VR for various applications, including medical training, therapy, and pain management. VR offers realistic simulations and scenarios that can improve medical education and patient outcomes. Apart from this, the government authorities are promoting technological advancements and fostering innovation to create a conducive environment for VR development. Furthermore, VR technology is being integrated into education and training programs in Japan. It provides students with immersive learning experiences and enables professionals to practice complex tasks in safe virtual environments. On account of these factors, the market is expected to witness positive growth in the coming years.

Japan Virtual Reality Market Segmentation:

Device Type Insights:

  • Head-Mounted Display
  • Gesture-Tracking Device
  • Projectors and Display Wall

Technology Insights:

  • Semi and Fully Immersive
  • Non-Immersive

Component Insights:

  • Hardware
  • Software

Application Insights:

  • Aerospace and Defense
  • Consumer
  • Commercial
  • Enterprise
  • Healthcare
  • Others

Competitive Landscape:

  • The report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.

Key Questions Answered in This Report:

  • How has the Japan virtual reality market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan virtual reality market?
  • What is the breakup of the Japan virtual reality market on the basis of device type?
  • What is the breakup of the Japan virtual reality market on the basis of technology?
  • What is the breakup of the Japan virtual reality market on the basis of component?
  • What is the breakup of the Japan virtual reality market on the basis of applications?
  • What are the various stages in the value chain of the Japan virtual reality market?
  • What are the key driving factors and challenges in the Japan virtual reality market?
  • What is the structure of the Japan virtual reality market and who are the key players?
  • What is the degree of competition in the Japan virtual reality market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Virtual Reality Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Virtual Reality Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Virtual Reality Market - Breakup by Device Type

  • 6.1 Head-Mounted Display
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Gesture-Tracking Device
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Projectors and Display Wall
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)

7 Japan Virtual Reality Market - Breakup by Technology

  • 7.1 Semi and Fully Immersive
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 Non-Immersive
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)

8 Japan Virtual Reality Market - Breakup by Component

  • 8.1 Hardware
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 Software
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)

9 Japan Virtual Reality Market - Breakup by Application

  • 9.1 Aerospace and Defense
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Consumer
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)
  • 9.3 Commercial
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2019-2024)
    • 9.3.3 Market Forecast (2025-2033)
  • 9.4 Enterprise
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2019-2024)
    • 9.4.3 Market Forecast (2025-2033)
  • 9.5 Healthcare
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2019-2024)
    • 9.5.3 Market Forecast (2025-2033)
  • 9.6 Others
    • 9.6.1 Historical and Current Market Trends (2019-2024)
    • 9.6.2 Market Forecast (2025-2033)

10 Japan Virtual Reality Market - Competitive Landscape

  • 10.1 Overview
  • 10.2 Market Structure
  • 10.3 Market Player Positioning
  • 10.4 Top Winning Strategies
  • 10.5 Competitive Dashboard
  • 10.6 Company Evaluation Quadrant

11 Profiles of Key Players

  • 11.1 Company A
    • 11.1.1 Business Overview
    • 11.1.2 Product Portfolio
    • 11.1.3 Business Strategies
    • 11.1.4 SWOT Analysis
    • 11.1.5 Major News and Events
  • 11.2 Company B
    • 11.2.1 Business Overview
    • 11.2.2 Product Portfolio
    • 11.2.3 Business Strategies
    • 11.2.4 SWOT Analysis
    • 11.2.5 Major News and Events
  • 11.3 Company C
    • 11.3.1 Business Overview
    • 11.3.2 Product Portfolio
    • 11.3.3 Business Strategies
    • 11.3.4 SWOT Analysis
    • 11.3.5 Major News and Events
  • 11.4 Company D
    • 11.4.1 Business Overview
    • 11.4.2 Product Portfolio
    • 11.4.3 Business Strategies
    • 11.4.4 SWOT Analysis
    • 11.4.5 Major News and Events
  • 11.5 Company E
    • 11.5.1 Business Overview
    • 11.5.2 Product Portfolio
    • 11.5.3 Business Strategies
    • 11.5.4 SWOT Analysis
    • 11.5.5 Major News and Events

12 Japan Virtual Reality Market - Industry Analysis

  • 12.1 Drivers, Restraints, and Opportunities
    • 12.1.1 Overview
    • 12.1.2 Drivers
    • 12.1.3 Restraints
    • 12.1.4 Opportunities
  • 12.2 Porters Five Forces Analysis
    • 12.2.1 Overview
    • 12.2.2 Bargaining Power of Buyers
    • 12.2.3 Bargaining Power of Suppliers
    • 12.2.4 Degree of Competition
    • 12.2.5 Threat of New Entrants
    • 12.2.6 Threat of Substitutes
  • 12.3 Value Chain Analysis

13 Appendix