世界のVR(仮想現実)ヘッドセット市場2021-2028:端末装置別(ローエンド、ハイエンド)、製品別、用途別

【英語タイトル】Virtual Reality Headset Market Size, Share & Trends Analysis Report By End-device (Low-end, High-end), By Product Type (Standalone, Smartphone-enabled), By Application (Gaming, Education), And Segments Forecasts, 2021 - 2028

Grand View Researchが出版した調査資料(GV21MH013)・商品コード:GV21MH013
・発行会社(調査会社):Grand View Research
・発行日:2021年3月12日
・ページ数:150
・レポート言語:英語
・レポート形式:PDF
・納品方法:Eメール(受注後3営業日)
・調査対象地域:グローバル
・産業分野:消費財
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グランドビューリサーチ社は、世界のVR(仮想現実)ヘッドセット市場規模が2028年までに556.9億ドルに達すると予測しています。2021年から2028年までに年平均28.2%成長する見通しです。本調査資料では、VR(仮想現実)ヘッドセットの世界市場を広く調査・分析し、手法・範囲、エグゼクティブサマリー、企業展望、端末装置別(ローエンド、ハイエンド)分析、製品別(独立型、スマートフォン対応、独立型PC接続)分析、用途別(ゲーム、医療、メディア&エンターテイメント、製造、小売)分析、地域別分析、競争状況など、以下の構成でまとめております。
・手法・範囲
・エグゼクティブサマリー
・企業展望
・VR(仮想現実)ヘッドセットの世界市場規模:端末装置別(ローエンド、ハイエンド)
・VR(仮想現実)ヘッドセットの世界市場規模:製品別(独立型、スマートフォン対応、独立型PC接続)
・VR(仮想現実)ヘッドセットの世界市場規模:用途別(ゲーム、医療、メディア&エンターテイメント、製造、小売)
・VR(仮想現実)ヘッドセットの世界市場規模:地域別
・競争状況
❖ レポートの概要 ❖

Virtual Reality Headset Market Growth & Trends

The global virtual reality headset market size is anticipated to reach USD 55.69 billion by 2028, registering an estimated CAGR of 28.2% from 2021 to 2028, according to a new report by Grand View Research, Inc. The continuous advancements in virtual reality (VR) technology and the rapid penetration of smartphones are expected to drive market growth. The rising product adoption in the education and healthcare sectors, mainly for teaching & training purposes, is further contributing to the growth of the market.

The increasing product usage for different applications across industries, especially in the wake of the Covid-19 pandemic, is also driving the market growth. The deployment of these devices is expected to increase as temporary lockdowns imposed by governments have impelled people to shift to virtual platforms for various services. The demand for head-mounted displays witnessed a surge in demand during the pandemic.

Moreover, the innovations in 3D technology and the integration of Artificial Intelligence (AI) with virtual reality are providing growth opportunities to the market, particularly in the manufacturing and automation industries. Virtual reality technology enhances the efficiency of product development while helping in minimizing faults in the system. The product usage for training purposes on the production line and for remotely conducting maintenance and repair tasks provides effective control over the production cost. Businesses are embracing state-of-the-art devices with the latest features, such as sensors for motion tracking, eye tracking, gesture input, spatial sound, and voice support.

Virtual Reality Headset Market Report Highlights

• Innovations in virtual reality gaming along with advanced devices that offer a real-like experience for gamers are expected to drive the market growth from 2021 to 2028

• The high-end device segment accounted for over 58% of the total revenue share in 2020. This growth can be attributed to the significant investments made by the industry players in high-end devices as they offer better-quality unified self-contained tracking

• Based on the product, the standalone segment is anticipated to witness the fastest CAGR of over 30% from 2021 to 2028 owing to the ability of these products to provide steady spatial orientation and location recognition with respect to the realm coordinates of supplementary peripheral devices

• In 2020, Asia Pacific accounted for the largest revenue share of around 40.0% and is anticipated to continue to dominate the global market over the forecast period

❖ レポートの目次 ❖

Table of Contents

Chapter 1. Methodology and Scope
1.1. Research Methodology
1.2. Research Scope & Assumption
1.3. List of Data Sources
Chapter 2. Executive Summary
2.1. VR Headset Market – Industry Snapshot
Chapter 3. VR Headset Industry Outlook
3.1. Market Segmentation
3.2. Market Size and Growth Prospects
3.3. VR Headset Value Chain Analysis
3.4. VR Headset Market Dynamics
3.4.1. Market driver analysis
3.4.1.1. Evolving solicitations in entertainment and medical sectors
3.4.1.2. Rapid technological innovations
3.4.1.3. Growing VR penetration in consumer electronics
3.4.2. Market restraint analysis
3.4.2.1. Spatial discomfort & risk of other ailments
3.4.2.2. High initial investment & device compatibility restrictions
3.5. VR Headset Market – Key Competitor Analysis, 2020
3.6. VR Headset Market PEST Analysis
3.7. VR Headset Market Porter’s Five Forces Analysis
Chapter 4. VR Headset End-device Outlook
4.1. Low-end device
4.1.1. Global market estimates and forecasts, 2016 – 2028
4.2. Mid-range device
4.2.1. Global market estimates and forecasts, 2016 – 2028
4.3. High-end device
4.3.1. Global market estimates and forecasts, 2016 – 2028
Chapter 5. VR Headset Product Type Outlook
5.1. Standalone
5.1.1. Global market estimates and forecasts, 2016 – 2028
5.2. Smartphone-enabled
5.2.1. Global market estimates and forecasts, 2016 – 2028
5.3. Standalone PC-connected
5.3.1. Global market estimates and forecasts, 2016 – 2028
Chapter 6. VR Headset Application Outlook
6.1. Gaming
6.1.1. Global market estimates and forecasts, 2016 – 2028
6.2. Healthcare
6.2.1. Global market estimates and forecasts, 2016 – 2028
6.3. Media & Entertainment
6.3.1. Global market estimates and forecasts, 2016 – 2028
6.4. Manufacturing
6.4.1. Global market estimates and forecasts, 2016 – 2028
6.5. Retail
6.5.1. Global market estimates and forecasts, 2016 – 2028
6.6. Education
6.6.1. Global market estimates and forecasts, 2016 – 2028
6.7. Telecommunications
6.7.1. Global market estimates and forecasts, 2016 – 2028
6.8. Others
6.8.1. Global market estimates and forecasts, 2016 – 2028
Chapter 7. VR Headset Regional Outlook
7.1. North America
7.1.1. VR headset market by end-device, 2016 – 2028
7.1.2. VR headset market by product type, 2016 – 2028
7.1.3. VR headset market by application, 2016 – 2028
7.1.4. The U.S.
7.1.4.1. VR headset market by end-device, 2016 – 2028
7.1.4.2. VR headset market by product type, 2016 – 2028
7.1.4.3. VR headset market by application, 2016 – 2028
7.1.5. Canada
7.1.5.1. VR headset market by end-device, 2016 – 2028
7.1.5.2. VR headset market by product type, 2016 – 2028
7.1.5.3. VR headset market by application, 2016 – 2028
7.1.6. Mexico
7.1.6.1. VR headset market by end-device, 2016 – 2028
7.1.6.2. VR headset market by product type, 2016 – 2028
7.1.6.3. VR headset market by application, 2016 – 2028
7.2. Europe
7.2.1. VR headset market by end-device, 2016 – 2028
7.2.2. VR headset market by product type, 2016 – 2028
7.2.3. VR headset market by application, 2016 – 2028
7.2.4. The U.K.
7.2.4.1. VR headset market by end-device, 2016 – 2028
7.2.4.2. VR headset market by product type, 2016 – 2028
7.2.4.3. VR headset market by application, 2016 – 2028
7.2.5. Germany
7.2.5.1. VR headset market by end-device, 2016 – 2028
7.2.5.2. VR headset market by product type, 2016 – 2028
7.2.5.3. VR headset market by application, 2016 – 2028
7.2.6. France
7.2.6.1. VR headset market by end-device, 2016 – 2028
7.2.6.2. VR headset market by product type, 2016 – 2028
7.2.6.3. VR headset market by application, 2016 – 2028
7.3. Asia Pacific
7.3.1. VR headset market by end-device, 2016 – 2028
7.3.2. VR headset market by product type, 2016 – 2028
7.3.3. VR headset market by application, 2016 – 2028
7.3.4. China
7.3.4.1. VR headset market by end-device, 2016 – 2028
7.3.4.2. VR headset market by product type, 2016 – 2028
7.3.4.3. VR headset market by application, 2016 – 2028
7.3.5. Japan
7.3.5.1. VR headset market by end-device, 2016 – 2028
7.3.5.2. VR headset market by product type, 2016 – 2028
7.3.5.3. VR headset market by application, 2016 – 2028
7.3.6. India
7.3.6.1. VR headset market by end-device, 2016 – 2028
7.3.6.2. VR headset market by product type, 2016 – 2028
7.3.6.3. VR headset market by application, 2016 – 2028
7.4. South America
7.4.1. VR headset market by end-device, 2016 – 2028
7.4.2. VR headset market by product type, 2016 – 2028
7.4.3. VR headset market by application, 2016 – 2028 7.4.4. Brazil
7.4.4.1. VR headset market by end-device, 2016 – 2028
7.4.4.2. VR headset market by product type, 2016 – 2028
7.4.4.3. VR headset market by application, 2016 – 2028
7.5. MEA
7.5.1. VR headset market by end-device, 2016 – 2028
7.5.2. VR headset market by product type, 2016 – 2028
7.5.3. VR headset market by application, 2016 – 2028
Chapter 8. Competitive Landscape
8.1. Carl Zeiss AG
8.1.1. Company overview
8.1.2. Financial performance
8.1.3. Product benchmarking
8.1.4. Strategic initiatives
8.2. Facebook Technologies, LLC (Oculus)
8.2.1. Company overview
8.2.2. Financial performance
8.2.3. Product benchmarking
8.2.4. Strategic initiatives
8.3. Google LLC
8.3.1. Company overview
8.3.2. Financial performance
8.3.3. Product benchmarking
8.3.4. Strategic initiatives
8.4. HTC Corporation
8.4.1. Company overview
8.4.2. Financial performance
8.4.3. Product benchmarking
8.4.4. Strategic initiatives
8.5. LG Electronics
8.5.1. Company overview
8.5.2. Financial performance
8.5.3. Product benchmarking
8.5.4. Strategic initiatives
8.6. Microsoft
8.6.1. Company overview
8.6.2. Financial performance
8.6.3. Product benchmarking
8.6.4. Strategic initiatives
8.7. Razer Inc.
8.7.1. Company overview
8.7.2. Financial performance
8.7.3. Product benchmarking
8.7.4. Strategic initiatives
8.8. Samsung Electronics Co., Ltd.
8.8.1. Company overview
8.8.2. Financial performance
8.8.3. Product benchmarking
8.8.4. Strategic initiatives
8.9. Sony Corporation
8.9.1. Company overview
8.9.2. Financial performance
8.9.3. Product benchmarking
8.9.4. Strategic initiatives

List of Tables

TABLE 1 VR headset market - Industry snapshot & critical success factor, 2016 - 2028
TABLE 2 Global VR headset market, 2016 - 2028 (USD Million)
TABLE 3 Global VR headset market estimates and forecasts by end-device, 2016 - 2028 (USD Million)
TABLE 4 Global VR headset market estimates and forecasts by product type, 2016 - 2028 (USD Million)
TABLE 5 Global VR headset market estimates and forecasts by application, 2016 - 2028 (USD Million)
TABLE 6 Global VR headset market estimates and forecasts by region, 2016 - 2028 (USD Million)
TABLE 7 Key company analysis
TABLE 8 Global low-end device market by region, 2016 - 2028 (USD Million)
TABLE 9 Global mid-range device market by region, 2016 - 2028 (USD Million)
TABLE 10 Global high-end device market by region, 2016 - 2028 (USD Million)
TABLE 11 Global standalone market by region, 2016 - 2028 (USD Million)
TABLE 12 Global smartphone-enabled market by region, 2016 - 2028 (USD Million)
TABLE 13 Global standalone PC-connected market by region, 2016 - 2028 (USD Million)
TABLE 14 Global gaming market by region, 2016 - 2028 (USD Million)
TABLE 15 Global healthcare market by region, 2016 - 2028 (USD Million)
TABLE 16 Global media & entertainment market by region, 2016 - 2028 (USD Million)
TABLE 17 Global manufacturing market by region, 2016 - 2028 (USD Million)
TABLE 18 Global retail market by region, 2016 - 2028 (USD Million)
TABLE 19 Global education market by region, 2016 - 2028 (USD Million)
TABLE 20 Global telecommunications market by region, 2016 - 2028 (USD Million)
TABLE 21 Global others market by region, 2016 - 2028 (USD Million)
TABLE 22 North America VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 23 North America VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 24 North America VR headset market by application, 2016 - 2028 (USD Million)
TABLE 25 The U.S. VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 26 The U.S. VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 27 The U.S. VR headset market by application, 2016 - 2028 (USD Million)
TABLE 28 Canada VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 29 Canada VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 30 Canada VR headset market by application, 2016 - 2028 (USD Million)
TABLE 31 Mexico VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 32 Mexico VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 33 Mexico VR headset market by application, 2016 - 2028 (USD Million)
TABLE 34 Europe VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 35 Europe VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 36 Europe VR headset market by application, 2016 - 2028 (USD Million)
TABLE 37 The U.K. VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 38 The U.K. VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 39 The U.K. VR headset market by application, 2016 - 2028 (USD Million)
TABLE 40 Germany VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 41 Germany VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 42 Germany VR headset market by application, 2016 - 2028 (USD Million)
TABLE 43 France VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 44 France VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 45 France VR headset market by application, 2016 - 2028 (USD Million)
TABLE 46 Asia Pacific VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 47 Asia Pacific VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 48 Asia Pacific VR headset market by application, 2016 - 2028 (USD Million)
TABLE 49 China VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 50 China VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 51 China VR headset market by application, 2016 - 2028 (USD Million)
TABLE 52 India VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 53 India VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 54 India VR headset market by application, 2016 - 2028 (USD Million)
TABLE 55 Japan VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 56 Japan VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 57 Japan VR headset market by application, 2016 - 2028 (USD Million)
TABLE 58 South America VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 59 South America VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 60 South America VR headset market by application, 2016 - 2028 (USD Million)
TABLE 61 Brazil VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 62 Brazil VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 63 Brazil VR headset market by application, 2016 - 2028 (USD Million)
TABLE 64 MEA VR headset market by end-device, 2016 - 2028 (USD Million)
TABLE 65 MEA VR headset market by product type, 2016 - 2028 (USD Million)
TABLE 66 MEA VR headset market by application, 2016 - 2028 (USD Million)



List of Figures

FIG. 1 Market segmentation and scope
FIG. 2 VR headset market size and growth prospects
FIG. 3 VR headset market - Value chain analysis
FIG. 4 Market dynamics
FIG. 5 Porter’s five forces analysis
FIG. 6 VR headset market - PEST analysis
FIG. 7 VR headset market: End-device movement analysis
FIG. 8 VR headset market: Product type movement analysis
FIG. 9 VR headset market: Application movement analysis
FIG. 10 VR headset market: Region movement analysis

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