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市場調查報告書
商品編碼
1690795

擴增實境顯示器:市場佔有率分析、產業趨勢與統計、成長預測(2025-2030)

Extended Reality Display - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

出版日期: | 出版商: Mordor Intelligence | 英文 142 Pages | 商品交期: 2-3個工作天內

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簡介目錄

擴增實境顯示器市場規模預計在 2025 年為 28.2 億美元,預計到 2030 年將達到 187.4 億美元,預測期內(2025-2030 年)的複合年成長率為 46.06%。

擴充現實顯示-市場-IMG1

疫情的爆發引發了零售、教育和醫療保健領域擴增實境技術的發展。然而,儘管 COVID-19 的影響加速了 XR 技術在其他終端用戶產業的應用,但 XR 技術的使用始終在遊戲和娛樂產業中佔據主導地位。因此,它正在推動擴增實境市場顯示器的成長。

關鍵亮點

  • 本研究中提出的市場規模代表了遊戲、娛樂、零售、醫療保健、教育、軍事和國防以及汽車和製造等領域的供應商銷售的顯示器的價值。市面上使用的顯示器設計為直視面板或微型顯示面板。 AR顯示面板設計為透明的,使用戶能夠查看數位資料,同時充分了解周圍的物理世界。
  • COVID-19 疫情導致 XR 技術的應用激增,推動了市場對正在研究的顯示器的需求。例如,絲芙蘭和 Ulta 等美容零售商不得不禁止顧客在皮膚上試用美容產品。相反,美容零售商正在轉向 AR,讓消費者以數位方式測試產品並幫助他們做出購買決策。
  • 因此,受疫情影響導致短期需求成長的推動,預計未來幾年身臨其境型技術在終端用戶環境中的使用將進一步增加。
  • 此外,混合實境的應用正在各個領域獲得發展勢頭,在這些領域,獲取視覺資訊可以帶來優勢。微軟正在不斷創新其服務產品以擴大其使用範圍。例如,2021 年 3 月,微軟贏得了美國製造價值 219 億美元的 HoloLens 2 頭戴裝置的合約。預計這些發展將進一步影響該技術的採用,並推動市場對正在研究的 XR 顯示器的需求。
  • XR 技術面臨的最嚴峻挑戰之一是教育更廣泛的受眾,從而教育更廣泛的市場。目前用途(智慧型手機、平板電腦、穿戴式裝置)僅限於單一使用者。為了讓 XR 更容易被訪問,開發統一、簡化、多用戶體驗至關重要。在當前的市場情況下,此類產品的供應有限,對市場成長構成了重大挑戰。
  • 未來幾年,即時渲染和互動式人工智慧、身臨其境型體驗的日益普及以及 5G 的廣泛應用預計將改變影院體驗並推動 XR 顯示器市場的成長。例如,如果端對端延遲(使用者頭部運動和VR頭戴裝置顯示器變化之間的延遲)太大,使用者可能會感到暈動病。為了避免這種情況,VR 系統需要 20 毫秒或更短的延遲,而 5G 可以實現這一點。因此,5G可望支持XR市場的需求。

擴增實境顯示市場趨勢

多個終端用戶產業對 AR 和 VR 應用的採用正在增加

  • AR 和 VR 的快速普及正在改變遊戲產業,並為 XR 顯示器市場帶來許多機會。公司正在快速開發其產品以最大限度地吸引市場。例如,Oculus Quest VR頭戴裝置透過添加手部偵測功能改進了其 VR 系統,讓 VR 用戶可以使用手指與 VR 世界進行互動。
  • 基於手勢的計算現已成為遊戲、電視、設備、資訊亭、醫學、3D 雕刻、工程、醫療專業人員、設計師、廣告商甚至身障者的一部分。基於手勢的遊戲正在超越傳統遊戲機,並且擴大被應用於針對幼兒的教育遊戲中。例如,Magic Touch Math 是第一款專注於使用自訂手勢繪圖學習數學的遊戲。這樣,基於手勢的辨識就可以用於傳統遊戲以外的其他應用。
  • 2021 年 9 月,奧迪推出了基於道路的虛擬實境娛樂體驗 Holoride。這樣您就可以從您的奧迪車內進入虛擬世界。Start-Upsholoride 致力於讓汽車上下班成為多模態體驗。新技術將VR內容與駕駛動作即時融合,讓奧迪後座乘客可以沉浸在遊戲、電影或演示中,或使用VR眼鏡體驗與汽車駕駛動作即時匹配的虛擬內容。
  • 此外,2021 年 9 月,酵母倫敦大學 (UEL) 宣布與 Eon Reality 合作開設 EON-XR 中心。在英國的 EON-XR 中心,學生和教師可以透過智慧型手機、網站和VR頭戴裝置等一系列設備進行基於 AR 和 VR 的培訓。因此,預計此類發展將進一步推動市場對 XR 顯示器的需求。

預計北美將佔很大佔有率

  • 由於美國政府正在尋找直接和間接的方式來利用擴增實境技術來促進創新和繁榮,預計北美將佔據相當大的市場佔有率。
  • 例如,美國國務院外交學院正在某些培訓課程中採用 VR 作為體驗式學習工具。該地區正在實施多項 AR 和 VR 培訓計劃,以發展當地勞動力和管理污水。
  • 該地區在市場上的主導地位得益於高科技曝光等因素。此外,由於資源的易得性,對擴增實境設備的需求正在增加。一些本地公司正在將創新顯示器引入 AR/VR 穿戴式裝置。
  • 從蘋果到谷歌,許多美國大型科技公司都在大力投資打造 VR 和 AR 設備。由於顯示器是此類設備的關鍵部件,此類投資可能有助於市場成長。
  • 例如,2022 年 6 月,Facebook 的母公司 Meta 推出了四款用於研究目的的虛擬實境 (VR) 原型顯示器,以最大限度地發揮元宇宙技術的潛力。這些型號有望提供更逼真的視覺體驗,解決低解析度、視覺失真和眼睛疲勞等問題,同時使耳機更輕。
  • 該地區也是許多大公司的所在地,包括 Emagine Corporation,一家領先的 AR/VR 高解析度 OLED 微顯示器製造商,以及其他近眼成像產品。該公司在 2022 年 5 月於加州聖荷西舉行的 Display Week 2022 上展示了其當前產品線,包括其 dPd 直接圖形化OLED 微顯示技術。 Display Week 2022 是業界最大的顯示器市場會議之一。

擴增實境顯示行業概況

擴增實境顯示市場主要由國內外多個參與企業組成。競爭對手之間的競爭非常激烈,預計在預測期內將保持不變。市場上的一些主要參與企業包括索尼公司、三星電子、高平公司和日本顯示器公司。市場上的技術進步也為公司提供了相當大的競爭優勢,市場上已經出現了多個聯盟。

  • 2022 年 6 月-Copin 獲得了一份契約,為美國一家主要國防承包商開發一種新的汽車顯示成像系統。新系統將 Copin 的高亮度、高解析度、低功耗矽基鐵液晶矽(FLCOS) 微型顯示器和自訂光學元件整合到自訂的加固外殼中,以便在極其惡劣的環境中運作。
  • 2022 年 6 月-LG Display 正在為向 Apple 第二代混合實境 (MR) 裝置供應顯示器奠定基礎。 LG 已向 Sanic Systems 訂購沉積設備,以實現微型 OLED 面板的生產。
  • 2022 年 5 月—三星電子在歐洲整合系統展 (ISE) 上展示了其尖端顯示技術 The Wall 的三款新型號中採用的 ​​Micro LED 技術。預計 The Wall 的下一代技術將帶來改變任何業務並開啟新機會的益處。

其他福利

  • Excel 格式的市場預測 (ME) 表
  • 3個月的分析師支持

目錄

第1章 引言

  • 研究假設和市場定義
  • 研究範圍

第2章調查方法

第3章執行摘要

第4章 市場洞察

  • 市場概覽
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 競爭對手之間的競爭
    • 替代品的威脅
  • 技術簡介
    • 虛擬實境
    • 擴增實境
    • 混合實境
  • COVID-19 市場影響評估

第5章市場動態

  • 市場促進因素
    • 多個終端用戶產業對 AR 和 VR 應用的採用日益增多
    • Micro-LED 等微型顯示器的重大技術進步
  • 市場限制
    • 顯示器生產涉及的複雜製造程序
    • 擴增實境穿戴裝置提供的內容有限

第6章市場區隔

  • 按顯示類型
    • 液晶顯示器(LCD)
    • 有機發光二極體二極體(OLED)
    • 其他顯示類型
  • 按最終用戶產業
    • 遊戲和娛樂
    • 醫療保健
    • 教育
    • 軍事和國防
    • 汽車/製造業
    • 零售
    • 其他
  • 按地區
    • 北美洲
    • 歐洲
    • 亞太地區
    • 其他

第7章競爭格局

  • 公司簡介
    • Sony Corporation
    • Samsung Electronics Co., Ltd.
    • Kopin Corporation
    • Japan Display Inc.
    • Plessey Company plc
    • eMagin Corporation
    • LG Display Co., Ltd.
    • Lumus, Ltd.
    • Seiko Epson Corporation
    • BOE Technology Group Co., Ltd.
    • Realfiction Holding AB
    • SA Photonics, Inc.

第8章投資分析

第9章 市場機會與未來趨勢

簡介目錄
Product Code: 71672

The Extended Reality Display Market size is estimated at USD 2.82 billion in 2025, and is expected to reach USD 18.74 billion by 2030, at a CAGR of 46.06% during the forecast period (2025-2030).

Extended Reality Display - Market - IMG1

The onset of the pandemic has triggered the development of extended reality technologies in retail, education, and healthcare. However, the use of XR Technologies has always been dominant in the gaming and entertainment industry despite the impact of COVID-19 that accelerated the adoption of XR technologies in other end-user industries. Thus, driving the growth for displays in the extended reality market.

Key Highlights

  • The market numbers stated in the study indicate the value of displays sold by the vendors across applications such as gaming, entertainment, retail, healthcare, education, military and defense, automotive and manufacturing, and others. The displays used in the market are designed as either direct view panels or microdisplay panels. The AR display panels are designed as see-through and allow users to view the digital data while fully being aware of the physical world around them.
  • The COVID-19 pandemic resulted in an upsurge in adopting XR technologies that drive the demand for displays studied in the market. For example, beauty retailers such as Sephora and Ulta have to forbid customers from physically testing the beauty products on their skin. Beauty retailers are instead turning to AR to help consumers digitally test products to assist in buying decisions.
  • Therefore, the use of immersive technology in end-user settings is expected to increase further over the coming years due to the short-term growth in demand augmented by the effects of the pandemic.
  • Moreover, Mixed reality adoption is gaining momentum in various sectors where information availability at the eyesight becomes an added advantage and gives an edge. Microsoft is increasingly focusing on innovating its offering to expand its application field. For instance, in March 2021, Microsoft won a contract from the US Army to produce headsets based on the HoloLens 2 worth USD 21.9 billion. Such developments are further expected to impact the adoption of the technology and drive the need for XR displays studied in the market.
  • One of the most difficult challenges faced by the XR technology pertains to educating the wider audience - the broader market. The current applications (for smartphones, tablets, and wearables) are limited to a single user alone. For XR to be more accessible, developing multi-user, uniform, and streamlined experiences is a must. In the current market scenario, the availability of such products is limited, thus acting as a significant challenge to the market's growth.
  • In the coming years, real-time rendering and interactive AI, the increasing popularity of immersive experiences, and the proliferation of 5G are expected to transform the theatrical experience and boost the growth of the XR display market. For instance, if the end-to-end latency (delay between the user's head movement and the change of the display in a VR headset) is very high, users can experience motion sickness. To avoid it, VR systems need less than 20ms latency, which a 5G can deliver. Thus, 5G is expected to support the demand for the XR market.

Extended Reality Display Market Trends

Rising Adoption of AR and VR Applications Across Multiple End-User Industries

  • The rapid adoption of AR and VR is transforming the gaming industry, significantly creating more opportunities for the XR display market. Companies are making rapid developments in their products to gain maximum market traction. For instance, the Oculus Quest VR headset improvised its VR system by adding a hand tracking feature, which may enable VR users to use their fingers to manipulate the VR worlds.
  • Gesture-based computing is now becoming a part of gaming, TVs, devices, kiosks, medical, 3D sculpting, engineering, medical professionals, designers, advertisers, and even people with physical disabilities. Gesture-based gaming has moved beyond traditional gaming consoles and is witnessing increasing adoption in educational games for children. For instance, Magic Touch Math is the first game that focuses on learning mathematics using custom gesture drawings. Thus, gesture-based recognition can also be used in applications apart from traditional gaming applications.
  • In September 2021, Audi announced the virtual reality entertainment holoride on the road. This makes travel to virtual worlds from within an Audi possible. The startup holoride is working to make car rise a multi-modal experience. This new technology will merge VR content with driving movements in real-time to enable back seat passengers in Audi to dive into games, movies, and presentations and experience virtual content by adapting to the driving movements of the car in real-time using VR glasses.
  • Further, in September 2021, the University of East London (UEL) announced the launch of an EON-XR Center in partnership with EON Reality. The EON-XR Center in the United Kingdom lets students and lecturers access AR and VR-based training through various devices, including smartphones, websites, and VR headsets.Thus, driving the growth and demand for the market studied. Thus, such developments are expected to further drive the demand for the XR displays studied in the market.

North America is Expected to Hold Significant Share

  • The North American region is expected to hold a significant market share as the United States Government is finding both direct and indirect ways to use extended reality technology to facilitate innovation and promote prosperity.
  • For instance, the Foreign Service Institute at the State Department has introduced VR as an experiential learning tool in specific training. Several AR and VR training programs have been implemented in the region to develop local workforces and manage wastewater.
  • The region is dominating the market due to factors such as high technology exposure. Besides, the easy availability of resources has created a robust demand for extended reality devices. Several regional companies are deploying innovative displays into their AR/VR wearables.
  • Many large American technology giants, from Apple to Google, are significantly investing in building VR and AR equipment. As the display forms a critical element in such devices, such investments will aid the market's growth.
  • For instance, in June 2022, Facebook's parent company Meta unveiled four virtual reality (VR) prototype displays for research purposes as the company seeks to achieve the full potential of metaverse technology. The models are expected to deliver visual experiences that closely resemble reality and solve problems such as poor resolution, distorted views, and eye fatigue while making headsets lighter.
  • The region is also home to many major players, such as eMagin Corporation, a major manufacturer of high-resolution OLED microdisplays for AR/VR and other near-eye imaging products. The company hosted an exhibit of its current product line, including its dPd Direct Patterning OLED Microdisplay Technology, at Display Week 2022, one of the industry's largest conferences devoted to the display market, in San Jose, California, in May 2022.

Extended Reality Display Industry Overview

The Extended Reality Display Market primarily comprises multiple domestic and international players. The competitive rivalry is expected to be high and remain the same during the forecast period among the players. Significant players in the market include Sony Corporation, Samsung Electronics Co., Ltd., Kopin Corporation, Japan Display, Inc., etc. Technological advancements in the market are also bringing considerable competitive advantage to the companies, and the market is also witnessing multiple partnerships.

  • June 2022 - Kopin was awarded a contract to develop a new in-vehicle display imaging system for a US prime defense contractor. The new system would integrate Kopin's high-brightness, high-resolution, low-power ferroelectric liquid crystal on silicon (FLCOS) microdisplay and custom optic into a heavily ruggedized custom housing to enable operational use in extremely harsh environments.
  • June 2022 - LG Display is planning the groundwork to potentially supply Apple with displays for its second-generation mixed reality (MR) device. LG will order deposition equipment from Sunic System, allowing the company to produce micro OLED panels.
  • May 2022 - Samsung Electronics launched Micro LED technology at Integrated Systems Europe (ISE) with three new models of its state-of-the-art display technology, The Wall. The next-generation technology of The Wall would deliver benefits for transforming any business and unlocking new opportunities.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Intensity of Competitive Rivalry
    • 4.2.5 Threat of Substitutes
  • 4.3 Technology Snapshot
    • 4.3.1 Virtual Reality
    • 4.3.2 Augmented Reality
    • 4.3.3 Mixed Reality
  • 4.4 Assessment on the impact due to COVID-19 on the market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Rising Adoption of AR and VR Applications Across Multiple End-user Industries
    • 5.1.2 Significant Technological Advancement Across Micros Displays Such as MicroLEDs
  • 5.2 Market Restraints
    • 5.2.1 Complex Manufacturing Process Involved for the Production of Displays
    • 5.2.2 Limited Content Available for the Extended Reality Wearables

6 MARKET SEGMENTATION

  • 6.1 By Display Type
    • 6.1.1 Liquid Crystal Displays (LCD)
    • 6.1.2 Organic Light-Emitting Diode (OLED)
    • 6.1.3 Other Display Type
  • 6.2 By End-User Industry
    • 6.2.1 Gaming and Entertainment
    • 6.2.2 Healthcare
    • 6.2.3 Education
    • 6.2.4 Military and Defense
    • 6.2.5 Automotive and Manufacturing
    • 6.2.6 Retail
    • 6.2.7 Other Applications
  • 6.3 By Geography
    • 6.3.1 North America
    • 6.3.2 Europe
    • 6.3.3 Asia Pacific
    • 6.3.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Sony Corporation
    • 7.1.2 Samsung Electronics Co., Ltd.
    • 7.1.3 Kopin Corporation
    • 7.1.4 Japan Display Inc.
    • 7.1.5 Plessey Company plc
    • 7.1.6 eMagin Corporation
    • 7.1.7 LG Display Co., Ltd.
    • 7.1.8 Lumus, Ltd.
    • 7.1.9 Seiko Epson Corporation
    • 7.1.10 BOE Technology Group Co., Ltd.
    • 7.1.11 Realfiction Holding AB
    • 7.1.12 SA Photonics, Inc.

8 INVESTMENT ANALYSIS

9 MARKET OPPORTUNITIES AND FUTURE TRENDS