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市場調查報告書
商品編碼
1660069

頭戴式顯示器市場:現狀分析與預測(2024-2032年)

Head Mounted Display Market: Current Analysis and Forecast (2024-2032)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 140 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

由於遊戲、企業和醫療保健應用對沉浸式 AR/VR 體驗的需求不斷增長,頭戴式顯示器市場預計在預測期內將以 24.7% 的強勁複合年增長率增長。最近,HMD 市場出現了許多策略活動。 2022 年 3 月,Snap Inc. 收購了神經科技公司 NextMind,透過腦機介面功能測試擴增實境。同樣地,蘋果在 2020 年收購了 Spaces,將其從 AR/VR 中分離出來,建立自己的生態系統,這一舉動意義重大。此外,該領域的投資正在激增,各種新創公司都在率先開發輕量級 AR 耳機,例如 Magic Leap 和 Nreal,為消費者和企業提供 AR 服務。此外,Varjo 和 MindMaze 等新創公司也已成立,利用尖端技術將企業級 HMD 和醫療保健應用推向市場。隨著公司面臨越來越嚴峻的挑戰,需要開發先進、價格實惠的設備來滿足日益增長的消費者和企業需求,市場整合隨之而來。

HMD 快速成長的市場包括中國、印度和韓國。其強大的製造生態系統、政府對 AR/VR 創新的支持以及在遊戲和工業培訓中的應用正在推動其成長。據了解,由於印度科技普及人口不斷增長、平價智慧型手機的普及以及 AR/VR 在教育和遠距培訓領域的日益普及,印度已成為我們的重要市場。最引人注目的是包括 5G 基礎設施在內的發展,它將實現令人難以置信的無縫 VR 體驗,以及在技術創新(尤其是在遊戲領域)的領導地位。預計這些國家將快速發展 AR/VR 生態系統,這將在未來幾年推動全球 HMD 市場的成長率。

頭戴式顯示器市場依技術分為擴增實境和虛擬實境。虛擬實境領域佔據頭戴式顯示器市場的大部分佔有率,預計在預測期內將呈現顯著成長。虛擬實境(VR)的成長主要受到遊戲、娛樂和培訓對沉浸式體驗的需求所推動。虛擬實境 (VR) 為遊戲產業帶來了革命。玩家將有機會使用 Meta Quest、PlayStation VR 和 HTC Vive 等高階耳機在高度互動和逼真的環境中玩遊戲。但 VR 的用途不僅僅在於遊戲:教育工作者和醫療保健專業人士都將其用於基於模擬的培訓,醫學生和專業人士可以在虛擬環境中練習手術過程。此外,企業在遠端協作、產品原型設計和員工培訓中使用 VR 的現像也日益增加。此外,VR 技術的進一步進步,例如更高解析度的顯示器、更好的運動追蹤和更低的 5G 網路延遲,正在推動 VR 的更廣泛應用,同時改善用戶體驗。因此,VR 領域將繼續透過消費者應用和企業應用的結合來向前發展。

頭戴式顯示器市場根據應用細分為消費者、航空航太和國防、醫療保健、企業和工業、商業等。預計預測期內消費領域將呈現顯著成長。對沉浸式遊戲和娛樂體驗的需求激增是 HMD 市場消費領域成長的主要驅動力。虛擬實境(VR)和擴增實境(AR)改變了消費者與數位內容互動的方式。具有分形圖形設計的沉浸式環境,使用者可以與栩栩如生的互動世界進行互動。流行的設備包括 Meta Quest、PlayStation VR 和 HTC Vive,它們因其先進的功能、價格和動態內容庫而變得流行。此外,HMD 與串流媒體服務、健身應用程式和社交平台的日益融合,將目標市場從遊戲擴展到了每個人群。設備技術的發展,包括顯示解析度、運動追蹤和獨立功能,使得這些設備越來越實惠且具有吸引力,從而推動了消費市場的強勁成長。

頭戴式顯示器市場根據組件細分為:顯示器、處理器和記憶體、感測器、鏡頭、控制器等。顯示器目前是頭戴式顯示器市場最大的部分。 OLED、Micro-LED 和 AMOLED 等顯示器技術的不斷進步是頭戴式顯示器 (HMD) 市場顯示器領域發展的主要驅動力。這些技術的結合可以實現更高的解析度、更準確的色彩、更快的刷新率和更少的延遲,從而改善 VR 和 AR 情況下的視覺體驗。作為回應,超小型、輕巧、明亮且節能的顯示器市場需要微顯示技術的創新,該技術目前已用於消費者和企業級 HMD。此外,由於 HMD 採用 4K 和 8K 解析度提供超逼真的視覺化效果,遊戲和模擬業務中 HMD 的採用率不斷提高,這也刺激了顯示器領域的成長。隨著消費者對更好視覺性能的需求以及製造成本的下降,顯示技術的進步變得更加平穩,從而帶來了更小、更高解析度和更好的螢幕影像品質。

為了更了解頭戴式顯示器產業的市場採用情況,我們根據北美(美國、加拿大和北美其他地區)、歐洲(德國、英國、法國、西班牙、義大利和歐洲其他地區)、亞太地區(中國、日本、印度、韓國和亞太地區其他地區)和世界其他地區的全球影響力對市場進行了分析。由於製造生態系統強大、AR/VR 技術的採用日益增加以及對技術創新的投資增加,亞太地區 (APAC) 地區的頭戴式顯示器 (HMD) 正在顯著增長。但這些變化正使中國、日本、韓國和印度等國家走到前台。中國憑藉其大規模的製造能力、政府支持的 AR/VR 計劃以及遊戲、教育和工業領域對 AR/VR 的日益普及而處於領先地位。日本和韓國的先進技術和 5G 基礎設施推動了遊戲、醫療保健和企業培訓領域對沉浸式體驗的需求。印度正處於領先地位,而該市場繼續受到精通技術的公民數量的爆炸式增長、平價設備的廣泛普及以及 AR/VR 在教育和遠程培訓中的日益廣泛的應用的推動。全球 HMD 消費量預計將以 13.7% 的複合年增長率成長,亞太地區的多樣化應用和對技術與創新的關注將成為全球 HMD 市場的主要成長動力。

市場的主要參與者包括Meta Platforms,Microsoft Corporation,Sony Group Corporation,Magic Leap, Inc.,Seiko Epson Corp.,三星電子株式會社,HTC Corporation,Pico Technology Co.

目錄

第1章 市場簡介

  • 市場定義
  • 主要目的
  • 相關利益者
  • 限制事項

第2章 調查手法或前提條件

  • 調查流程
  • 調查手法
  • 受訪者簡介

第3章 摘要整理

  • 產業摘要
  • 各市場區隔預測
    • 市場成長的強度
  • 地區展望

第4章 市場動態

  • 促進因素
  • 機會
  • 阻礙因素
  • 趨勢
  • PESTEL分析
  • 需求面分析
  • 供給面分析
    • 合併和收購
    • 投資情勢
    • 產業考察:大Start-Ups企業與其獨自的策略

第5章 價格分析

  • 各地區價格分析
  • 價格的影響因素

第6章 全球頭戴式顯示器市場收益 , 2022-2032年

第7章 市場洞察:各技術

  • 擴增實境
  • 虛擬實境

第8章 市場洞察:各用途

  • 消費者
  • 航太·防衛
  • 醫療保健
  • 企業·產業
  • 商業
  • 其他

第9章 市場洞察:各零件

  • 顯示器
  • 處理器和記憶體
  • 感測器
  • 鏡頭
  • 控制器
  • 其他

第10章 市場洞察:各地區

  • 北美
    • 美國
    • 加拿大
    • 其他北美地區
  • 歐洲
    • 德國
    • 英國
    • 西班牙
    • 法國
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 全球其他地區

第11章 價值鏈分析

  • 限制分析
  • 市場參與企業一覽

第12章 競爭情形

  • 競爭儀表板
  • 競爭市場定位分析
  • 波特的五力分析

第13章 企業簡介

  • Meta Platforms
    • Company Overview
    • Key Financials
    • SWOT Analysis
    • Product Portfolio
    • Recent Developments
  • Microsoft Corporation
  • Sony Group Corporation
  • Magic Leap, Inc.
  • Seiko Epson Corporation
  • Samsung Electronics Co., Ltd.
  • HTC Corporation
  • Pico Technology Co., Ltd.
  • DPVR
  • Vuzix Corporation

第14章 縮寫與前提條件

第15章 附錄

簡介目錄
Product Code: UMSE213155

Devices worn on the head, or fit into helmets, offering users an immersive experience in virtual reality (VR), augmented reality (AR), or mixed reality (MR) are included in the Head Mounted Display (HMD) market. Applications range across gaming, healthcare, education, enterprise, military, and entertainment sectors for these devices. The main driver of such a market is the increasing demand for immersive gaming experiences, quick adoption of AR/VR technologies in enterprise-based applications, new display technologies such as OLED and Micro LED, and the growing deployment of 5G networks that facilitate AR/VR experience connectivity. Government initiatives and private sector investments in AR/VR are accelerating the HMD adoption in industrial training, virtual collaboration, remote healthcare , and others.

The Head Mounted Display Market is expected to grow at a robust CAGR of 24.7% during the forecast period, owing to the rising demand for immersive AR/VR experiences across gaming, enterprise, and healthcare applications. Recently, the strategic activities in the HMD market have been tremendous. In March 2022, Snap Inc. bought neurotech company NextMind to put augmented reality to the test via brain-computer interface capabilities. In a similar vein, Apple's acquisition of Spaces in 2020 aside from its AR/VR for its ecosystem was significant. Additionally, the sector is seeing a surge in investments, with all sorts of startups pioneering the development of lightweight AR headsets, in Magic Leap and Nreal for instance, which promise AR for consumers and enterprises. In addition, startups such as Varjo and MindMaze are established, leveraging cutting-edge technologies to bring enterprise-grade HMDs as well as healthcare applications to the market. The market consolidation responds to the growing rigor in developing advanced and inexpensive devices to respond to escalating consumer and enterprise demand.

Among the fastest-growing markets for HMDs are countries such as China, India, and South Korea. Its strong manufacturing ecosystem fueled by its strong manufacturing ecosystem, government support for AR/VR innovation, and adoption in gaming and industrial training drives its growth. It's on record that India is emerging as a key market for us given its blossoming tech-savvy people, affordable smartphone penetration, and growing adoption of AR/VR for education and remote training. The stand out is its development including 5G infrastructure, enabling a very seamless VR experience and the leadership in technology innovation, especially gaming. Due to the rapid enrichment of the AR/VR ecosystems from these countries and their consequent growth rate of the global HMD market in years to come.

Based on Technology, the Head Mounted Display Market is segmented into Augmented Reality and Virtual Reality. The Virtual Reality segment acquired a majority share in the Head Mounted Display Market and is expected to showcase a substantial growth rate during the forecast period. The main reason for the growth of Virtual Reality (VR) is the demand for immersive experiences in the games, entertainment as well as training segments. The gaming industry has had a revolution thanks to VR (virtual reality): players have the chance to play in highly interactive, lifelike environments using top-end headsets like Meta Quest, PlayStation VR, or HTC Vive. However, VR is being used beyond gaming: Educators and healthcare professionals alike are using VR for simulation-based training through which medical students and professionals can practice procedures in a virtual environment. Enterprise also gives growth from the use of VR for remote collaboration, product prototyping, and employee training. Additionally, more advancements in VR technology including higher resolution displays, better motion tracking as well as less latency on 5G networks are broadening the adoption of VR while improving user experience. The VR segment continues to progress with this combination of consumer and enterprise applications.

Based on Application, the Head head-mounted display market is divided into Consumer, Aerospace & Defense, Healthcare, Enterprise & Industry, Commercial, and Others. The Consumer segment is expected to showcase a substantial growth rate during the forecast period. The surge in demand for immersive gaming and entertainment experiences is the main force responsible for the growth of the consumer segment in the Head Mounted Display (HMD) market. Virtual reality (VR) and augmented reality (AR) have changed how consumers play with digital content: immersive environments with fractal graphical designs that allow users to interact with fully lifelike, interactive worlds. Popular devices include Meta Quest, PlayStation VR, and HTC Vive which are commonly popular because of their advanced feature, price, and moving content library. Furthermore, the increasing incorporation of HMDs with streaming services, fitness apps, and social platforms has expanded the target market beyond gaming, as well as demographics across each of these demographic verticals. The development of device technology, including advances in display resolution, motion tracking, and standalone capabilities, has made these devices increasingly attainable and attractive, resulting in strong growth in the consumer market.

Based on Component, the Head Mounted Display market is divided into Display, Processors & Memory, Sensors, Lenses, Controllers, and Others. The display is currently the largest segment in the Head Mounted Display Market. The continuous taking place advancements in display technologies, such as OLED, Micro-LED, and AMOLED are the main drivers behind the display segment in the Head Mounted Display (HMD) market. The combination of these technologies allows for a higher resolution, more accurate colors, a faster refresh rate, and less latency, which improves the visual experience in VR and AR cases. In response, the market for super compact, lightweight, highly bright, and power-efficient displays has necessitated microdisplay technology innovations and they are now utilized in consumer and enterprise-grade HMDs. Moreover, the advancement in HMDs adoption in gaming and simulation businesses for providing ultra-realistic visualizations with the use of 4K and 8K resolutions further adds to the growth of the display segment. Advances in display technologies are coming, albeit more slowly, as a result of consumer demand for better visual performance and falling manufacturing costs to shrink the size, increase the resolution, and improve the image quality of the screen.

For a better understanding of the market adoption of the Head Mounted Display industry, the market is analyzed based on its worldwide presence in countries such as North America (U.S.A., Canada, and Rest of North America), Europe (Germany, United Kingdom, France, Spain, Italy, and Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, and Rest of Asia-Pacific), Rest of World. Significant growth is observed in the Head Mounted Displays (HMD) by the Asia Pacific (APAC) region due to the robust manufacturing ecosystem, rising adoption of AR/VR technologies, and stimulating investments in innovation. However, these changes are leading countries such as China, Japan, South Korea, and India to the forefront. With large-scale production capability, government-supportive AR/VR initiatives, and growing adoption of gaming, education, and industrial AR/VR, China is the leader. The need for immersive experiences in gaming, healthcare, and enterprise training is fuelled through advanced technologies and 5G infrastructure in Japan and South Korea. Ahead, India's explosive tech-savvy public, affordable device penetration, and rising use of AR/VR in education and remote training continue to fuel the market. With global consumption of HMDs expected to grow at a compound annual growth rate of 13.7 percent, APAC's diverse applications along with its focus on technology and innovation make it an important driver of growth in the Global HMD market.

Some of the major players operating in the market include Meta Platforms, Microsoft Corporation, Sony Group Corporation, Magic Leap, Inc., Seiko Epson Corporation, Samsung Electronics Co., Ltd., HTC Corporation, Pico Technology Co., Ltd., DPVR, and Vuzix Corporation.

TABLE OF CONTENTS

1.MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2.RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Head Mounted Display Market
  • 2.2. Research Methodology of the Head Mounted Display Market
  • 2.3. Respondent Profile

3.EXECUTIVE SUMMARY

  • 3.1. Industry Synopsis
  • 3.2. Segmental Outlook
    • 3.2.1. Market Growth Intensity
  • 3.3. Regional Outlook

4.MARKET DYNAMICS

  • 4.1. Drivers
  • 4.2. Opportunity
  • 4.3. Restraints
  • 4.4. Trends
  • 4.5. PESTEL Analysis
  • 4.6. Demand Side Analysis
  • 4.7. Supply Side Analysis
    • 4.7.1. Merger & Acquisition
    • 4.7.2. Investment Scenario
    • 4.7.3. Industry Insights: Leading Startups and Their Unique Strategies

5.Pricing Analysis

  • 5.1. Regional Pricing Analysis
  • 5.2. Price Influencing Factors

6.GLOBAL HEAD MOUNTED DISPLAY MARKET REVENUE (USD MN), 2022-2032F

7.MARKET INSIGHTS BY TECHNOLOGY

  • 7.1. Augmented Reality
  • 7.2. Virtual Reality

8.MARKET INSIGHTS BY APPLICATION

  • 8.1. Consumer
  • 8.2. Aerospace & Defense
  • 8.3. Healthcare
  • 8.4. Enterprise & Industry
  • 8.5. Commercial
  • 8.6. Others

9.MARKET INSIGHTS BY COMPONENT

  • 9.1. Display
  • 9.2. Processors & Memory
  • 9.3. Sensors
  • 9.4. Lenses
  • 9.5. Controllers
  • 9.6. Others

10.MARKET INSIGHTS BY REGION

  • 10.1. North America
    • 10.1.1. USA
    • 10.1.2. Canada
    • 10.1.3. Rest of NA
  • 10.2. Europe
    • 10.2.1. Germany
    • 10.2.2. United Kingdom
    • 10.2.3. Spain
    • 10.2.4. France
    • 10.2.5. Italy
    • 10.2.6. Rest of Europe
  • 10.3. Asia Pacific
    • 10.3.1. China
    • 10.3.2. India
    • 10.3.3. Japan
    • 10.3.4. South Korea
    • 10.3.5. Rest of APAC
  • 10.4. Rest of World

11.VALUE CHAIN ANALYSIS

  • 11.1. Marginal Analysis
  • 11.2. List of Market Participants

12.COMPETITIVE LANDSCAPE

  • 12.1. Competition Dashboard
  • 12.2. Competitor Market Positioning Analysis
  • 12.3. Porter Five Forces Analysis

13.COMPANY PROFILED

  • 13.1. Meta Platforms
    • 13.1.1. Company Overview
    • 13.1.2. Key Financials
    • 13.1.3. SWOT Analysis
    • 13.1.4. Product Portfolio
    • 13.1.5. Recent Developments
  • 13.2. Microsoft Corporation
  • 13.3. Sony Group Corporation
  • 13.4. Magic Leap, Inc.
  • 13.5. Seiko Epson Corporation
  • 13.6. Samsung Electronics Co., Ltd.
  • 13.7. HTC Corporation
  • 13.8. Pico Technology Co., Ltd.
  • 13.9. DPVR
  • 13.10. Vuzix Corporation

14.ACRONYMS & ASSUMPTION

15.ANNEXURE