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仮想現実(VR)ヘッドセット市場:世界の産業動向、シェア、規模、成長、機会、2023-2028年の予測

Virtual Reality Headset Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日: | 発行: IMARC | ページ情報: 英文 107 Pages | 納期: 2~3営業日

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仮想現実(VR)ヘッドセット市場:世界の産業動向、シェア、規模、成長、機会、2023-2028年の予測
出版日: 2023年02月21日
発行: IMARC
ページ情報: 英文 107 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界の仮想現実(VR)ヘッドセットの市場規模は、2022年に94億米ドルに達しました。今後、IMARC Groupは、2023年から2028年の間に23.71%の成長率(CAGR)を示し、2028年までに331億米ドルに達すると予測しています。大衆の間で仮想現実(VR)技術に対する認識が高まっていること、医療業界での需要が高まっていること、ゲーマーの間で採用が進んでいることなどが、市場を牽引する主な要因の一つです。

仮想現実(VR)ヘッドセットとは、有機発光ダイオード(OLED)または液晶ディスプレイ(LCD)スクリーン、立体視対応ヘッドマウントゴーグル、ステレオサウンド、頭部運動監視トラッキングセンサーからなるハードウェアデバイスを指します。使いやすく便利で、3次元(3D)画像と360度の視界を持つことができ、ユーザーにリアルな体験を提供することができます。ユーザーのエンゲージメントを高め、アクセシビリティを向上させ、学習やトレーニングを改善することを支援します。また、個人間の知識を向上させながら、楽しい体験を提供することもできます。その結果、VRヘッドセットは、世界中のゲーム、エンターテインメント、エレクトロニクス、教育、自動車、ヘルスケア、および防衛産業で広く採用されています。

仮想現実(VR)ヘッドセットの市場動向

  • 現在、VRヘッドセットは、患者が容易にコミュニケーションを取るのに役立ち、ライブビデオを通じてリアルタイムで医学生にトレーニングを提供するために使用されるため、ヘルスケア産業での利用が増加しており、市場の成長を支える重要な要因の1つとなっています。このほか、防衛産業における仮想ブートキャンプや戦闘、装備、戦場訓練用のVRヘッドセットに対する需要の高まりは、市場の前向きな見通しをもたらしています。さらに、世界中の大衆の間で、高品質でリアル、かつ鮮明な画像に対するニーズが高まっています。また、ゲーム業界では、VRヘッドセットがリアルタイムの体験を提供し、魅力と保持力を高め、ゲーマーにとってゲーム環境を向上させる最先端機能を提供するため、利用が増加しており、これが市場の成長を後押ししています。また、教育分野でのVRヘッドセットの利用が増加しており、学生の学習意欲を高めることから、業界の投資家に有利な成長機会を提供しています。さらに、映画製作やエンターテインメント用途での活用とともに、個人の間でVR技術に対する認識が高まっていることも、市場にプラスの影響を与えています。さらに、VRヘッドセットにおける人工知能(AI)と機械学習(ML)の採用が進んでいることも、市場の成長に寄与しています。さらに、主要企業は、幅広い消費者層を惹きつけるために、ボタン、近距離無線通信(NFC)チップ、Bluetooth接続など、いくつかの追加機能をVRヘッドセットに統合しており、これが市場の成長を強化しています。

主要市場のセグメンテーション

  • IMARC Groupは、世界の仮想現実(VR)ヘッドセット市場レポートの各サブセグメントにおける主要動向の分析と、2023年から2028年の世界および地域レベルでの予測を提供しています。当レポートでは、製品、材料、エンドユーザーに基づいて市場を分類しています。

本レポートで回答した主な質問

  • 世界の仮想現実(VR)ヘッドセット市場はこれまでどのように推移し、今後数年間はどのように推移するのか?
  • 世界の仮想現実(VR)ヘッドセット市場における市場促進要因、抑制要因、および機会は何か?
  • 各促進要因、抑制要因、機会が世界の仮想現実(VR)ヘッドセット市場に与える影響は?
  • 主要な地域市場とは?
  • 最も魅力的な仮想現実(VR)ヘッドセット市場を代表する国はどこか?
  • 製品に基づく市場の内訳は?
  • 仮想現実(VR)ヘッドセット市場で最も魅力的な製品はどれか?
  • 材料に基づく市場の内訳は?
  • 仮想現実(VR)ヘッドセット市場で最も魅力的な材料は何か?
  • エンドユーザー別の市場内訳は?
  • 仮想現実(VR)ヘッドセット市場で最も魅力的なエンドユーザーとは?
  • 世界の仮想現実(VR)ヘッドセット市場の競争構造は?
  • 仮想現実(VR)ヘッドセットの世界市場における主要プレイヤー/企業はどこか?

目次

第1章 序文

第2章 範囲と調査手法

  • 研究の目的
  • 利害関係者
  • データソース
    • 一次情報
    • 二次情報
  • 市場予測
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 予測調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要な業界動向

第5章 世界の仮想現実(VR)ヘッドセット市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 製品別の市場内訳
  • 材料別の市場内訳
  • エンドユーザー別の市場内訳
  • 地域別の市場内訳
  • 市場予測

第6章 製品別の市場内訳

  • PCベース
    • 市場動向
    • 市場予測
  • コンソールベース
    • 市場動向
    • 市場予測
  • スマートフォンベース
    • 市場動向
    • 市場予測
  • スタンドアロン
    • 市場動向
    • 市場予測

第7章 材料別の市場内訳

  • プラスチック
    • 市場動向
    • 市場予測
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第8章 エンドユーザー別の市場内訳

  • 家電
    • 市場動向
    • 市場予測
  • ヘルスケア
    • 市場動向
    • 市場予測
  • ゲームとエンターテイメント
    • 市場動向
    • 市場予測
  • 自動車
    • 市場動向
    • 市場予測
  • 教育
    • 市場動向
    • 市場予測
  • 不動産
    • 市場動向
    • 市場予測
  • 軍隊
    • 市場動向
    • 市場予測

第9章 地域別の市場内訳

  • 欧州
    • 市場動向
    • 市場予測
  • 北米
    • 市場動向
    • 市場予測
  • アジア太平洋地域
    • 市場動向
    • 市場予測
  • 中東とアフリカ
    • 市場動向
    • 市場予測
  • ラテンアメリカ
    • 市場動向
    • 市場予測

第10章 SWOT分析

  • 概要
  • 強み
  • 弱点
  • 機会
  • 脅威

第11章 バリューチェーン分析

第12章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第13章 価格分析

第14章 競合情勢

  • 市場構造
  • 主なプレーヤー
  • 主なプレーヤーのプロファイル
    • Fove Inc.
    • Google LLC(Alphabet Inc.)
    • HTC Corporation
    • LG Electronics Inc.
    • Merge Labs Inc.
    • Meta Platforms Inc.
    • Samsung Electronics Co. Ltd.
    • Sony Interactive Entertainment LLC(Sony Group Corporation)
図表

List of Figures

  • Figure 1: Global: Virtual Reality Headset Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Headset Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Virtual Reality Headset Market: Breakup by Product (in %), 2022
  • Figure 4: Global: Virtual Reality Headset Market: Breakup by Material (in %), 2022
  • Figure 5: Global: Virtual Reality Headset Market: Breakup by End-User (in %), 2022
  • Figure 6: Global: Virtual Reality Headset Market: Breakup by Region (in %), 2022
  • Figure 7: Global: Virtual Reality Headset Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 8: Global: Virtual Reality Headset Industry: SWOT Analysis
  • Figure 9: Global: Virtual Reality Headset Industry: Value Chain Analysis
  • Figure 10: Global: Virtual Reality Headset Industry: Porter's Five Forces Analysis
  • Figure 11: Global: Virtual Reality Headset (PC Based) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 12: Global: Virtual Reality Headset (PC Based) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 13: Global: Virtual Reality Headset (Console Based) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 14: Global: Virtual Reality Headset (Console Based) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 15: Global: Virtual Reality Headset (Smartphone Based) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 16: Global: Virtual Reality Headset (Smartphone Based) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 17: Global: Virtual Reality Headset (Standalone) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 18: Global: Virtual Reality Headset (Standalone) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 19: Global: Virtual Reality Headset (Plastic) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 20: Global: Virtual Reality Headset (Plastic) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 21: Global: Virtual Reality Headset (Paper) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 22: Global: Virtual Reality Headset (Paper) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 23: Global: Virtual Reality Headset (Other Materials) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 24: Global: Virtual Reality Headset (Other Materials) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 25: Global: Virtual Reality Headset (Consumer Electronics) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 26: Global: Virtual Reality Headset (Consumer Electronics) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 27: Global: Virtual Reality Headset (Healthcare) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 28: Global: Virtual Reality Headset (Healthcare) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 29: Global: Virtual Reality Headset (Games and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 30: Global: Virtual Reality Headset (Games and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 31: Global: Virtual Reality Headset (Automobile) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 32: Global: Virtual Reality Headset (Automobile) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 33: Global: Virtual Reality Headset (Education) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 34: Global: Virtual Reality Headset (Education) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 35: Global: Virtual Reality Headset (Real Estate) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 36: Global: Virtual Reality Headset (Real Estate) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 37: Global: Virtual Reality Headset (Military) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 38: Global: Virtual Reality Headset (Military) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 39: North America: Virtual Reality Headset Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 40: North America: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 41: Europe: Virtual Reality Headset Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 42: Europe: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 43: Asia Pacific: Virtual Reality Headset Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 44: Asia Pacific: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 45: Middle East and Africa: Virtual Reality Headset Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 46: Middle East and Africa: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 47: Latin America: Virtual Reality Headset Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 48: Latin America: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2023-2028

List of Tables

  • Table 1: Global: Virtual Reality Headset Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Virtual Reality Headset Market Forecast: Breakup by Product (in Million US$), 2023-2028
  • Table 3: Global: Virtual Reality Headset Market Forecast: Breakup by Material (in Million US$), 2023-2028
  • Table 4: Global: Virtual Reality Headset Market Forecast: Breakup by End-User (in Million US$), 2023-2028
  • Table 5: Global: Virtual Reality Headset Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Virtual Reality Headset Market Structure
  • Table 7: Global: Virtual Reality Headset Market: Key Players
目次
Product Code: SR1523A70_Report

The global virtual reality headset market size reached US$ 9.4 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 33.1 Billion by 2028, exhibiting a growth rate (CAGR) of 23.71% during 2023-2028. The rising awareness about virtual reality (VR) technology among the masses, increasing demand in the medical industry, and the rising adoption among gamers represent some of the key factors driving the market.

Virtual reality (VR) headset refers to a hardware device comprising an organic light-emitting diode (OLED) or liquid crystal display (LCD) screen, stereoscopic head-mounted goggles, stereo sound, and head motion monitoring tracking sensors. It is easy and convenient to use, allows users to have a three-dimensional (3D) image and 360-degree view and provides a realistic experience to users. It assists in increasing user engagement, enhancing accessibility, and improving learning and training. Besides this, it also aids in providing enjoyable experiences while improving knowledge among individuals. As a result, VR headset is widely employed in the gaming, entertainment, electronics, education, automotive, healthcare, and defense industries around the world.

Virtual Reality Headset Market Trends:

  • At present, the rising utilization of VR headsets in the healthcare industry as they benefit patients in communicating easily and are used to provide training to medical students in real-time through live video represents one of the key factors supporting the growth of the market. Besides this, the growing demand for VR headsets in the defense industry for virtual boot camps and combat, equipment, and battlefield training is offering a positive market outlook. Additionally, there is a rise in the need for high-quality, realistic, and clear images among the masses around the world. This, coupled with the increasing utilization of VR headsets in the gaming industry as they offer real-time experience, boost attraction and retention, and provide cutting-edge capabilities that enhance the gaming environment for the gamer, is propelling the growth of the market. Apart from this, the rising utilization of VR headsets in the education sector, as they increase student engagement with their studies, is offering lucrative growth opportunities to industry investors. Moreover, the increasing awareness about VR technology among individuals, along with its utilization in filmmaking and entertainment applications, is positively influencing the market. In addition, the growing adoption of artificial intelligence (AI) and machine learning (ML) in VR headsets is contributing to the growth of the market. Furthermore, key players are integrating several additional features, such as buttons, near-field communication (NFC) chips, and Bluetooth connectivity in the VR headsets to attract a wide consumer base, which is strengthening the market growth.

Key Market Segmentation:

  • IMARC Group provides an analysis of the key trends in each sub-segment of the global virtual reality headset market report, along with forecasts at the global and regional level from 2023-2028. Our report has categorized the market based on product, material and end user

Product Insights:

  • PC Based
  • Console Based
  • Smartphone Based
  • Standalone
  • The report has provided a detailed breakup and analysis of the virtual reality headset market based on the product. This includes PC based, console based, smartphone based, and standalone. According to the report, standalone represented the largest segment.

Material Insights:

  • Plastic
  • Paper
  • Others
  • A detailed breakup and analysis of the virtual reality headset market based on the material has also been provided in the report. This includes plastic, paper, and others. According to the report, plastic accounted for the largest market share.

End-User Insights:

  • Consumer Electronics
  • Healthcare
  • Games and Entertainment
  • Automobile
  • Education
  • Real Estate
  • Military
  • A detailed breakup and analysis of the virtual reality headset market based on the end-user has also been provided in the report. This includes consumer electronics, healthcare, games and entertainment, automobile, education, real estate, and military. According to the report, games and entertainment accounted for the largest market share.

Regional Insights:

  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Latin America
  • The report has also provided a comprehensive analysis of all the major regional markets, which include Europe, North America, Asia Pacific, the Middle East and Africa, and Latin America. According to the report, Asia Pacific was the largest market for virtual reality headset. Some of the factors driving the Asia Pacific virtual reality headset market included the rapid digitization, technological advancements in the gaming and entertainment sector, improving internet facilities, etc.

Competitive Landscape:

  • The report has also provided a comprehensive analysis of the competitive landscape in the global virtual reality headset market. Competitive analysis such as market structure, market share by key players, 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. Some of the companies covered include Fove Inc., Google LLC (Alphabet Inc.), HTC Corporation, LG Electronics Inc., Merge Labs Inc., Meta Platforms Inc., Samsung Electronics Co. Ltd., Sony Interactive Entertainment LLC (Sony Group Corporation), etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.

Key Questions Answered in This Report:

  • How has the global virtual reality headset market performed so far, and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global virtual reality headset market?
  • What is the impact of each driver, restraint, and opportunity on the global virtual reality headset market?
  • What are the key regional markets?
  • Which countries represent the most attractive virtual reality headset market?
  • What is the breakup of the market based on the product?
  • Which is the most attractive product in the virtual reality headset market?
  • What is the breakup of the market based on the material?
  • Which is the most attractive material in the virtual reality headset market?
  • What is the breakup of the market based on the end-user?
  • Which is the most attractive end-user in the virtual reality headset market?
  • What is the competitive structure of the global virtual reality headset market?
  • Who are the key players/companies in the global virtual reality headset 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 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Virtual Reality Headset Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Breakup by Product
  • 5.5 Market Breakup by Material
  • 5.6 Market Breakup by End-User
  • 5.7 Market Breakup by Region
  • 5.8 Market Forecast

6 Market Breakup by Product

  • 6.1 PC Based
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Console Based
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Smartphone Based
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Standalone
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast

7 Market Breakup by Material

  • 7.1 Plastic
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Paper
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Others
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by End-User

  • 8.1 Consumer Electronics
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Healthcare
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Games and Entertainment
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Automobile
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5 Education
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast
  • 8.6 Real Estate
    • 8.6.1 Market Trends
    • 8.6.2 Market Forecast
  • 8.7 Military
    • 8.7.1 Market Trends
    • 8.7.2 Market Forecast

9 Market Breakup by Region

  • 9.1 Europe
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 North America
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Asia Pacific
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Middle East and Africa
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Latin America
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porter's Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Fove Inc.
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
    • 14.3.2 Google LLC (Alphabet Inc.)
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
      • 14.3.2.3 SWOT Analysis
    • 14.3.3 HTC Corporation
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
    • 14.3.4 LG Electronics Inc.
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
      • 14.3.4.3 Financials
      • 14.3.4.4 SWOT Analysis
    • 14.3.5 Merge Labs Inc.
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6 Meta Platforms Inc.
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
      • 14.3.6.3 Financials
      • 14.3.6.4 SWOT Analysis
    • 14.3.7 Samsung Electronics Co. Ltd.
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
      • 14.3.7.3 Financials
      • 14.3.7.4 SWOT Analysis
    • 14.3.8 Sony Interactive Entertainment LLC (Sony Group Corporation)
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio