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세계의 가상현실(VR) 헤드셋 시장 : 세계 산업 동향, 점유율, 규모, 성장률, 기회, 예측(2021-2026년)

Virtual Reality Headset Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

리서치사 IMARC Services Private Limited
발행일 2021년 05월 상품코드 1006999
페이지 정보 영문 110 Pages 배송안내 2-3일 (영업일 기준)
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세계의 가상현실(VR) 헤드셋 시장 : 세계 산업 동향, 점유율, 규모, 성장률, 기회, 예측(2021-2026년) Virtual Reality Headset Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026
발행일 : 2021년 05월 페이지 정보 : 영문 110 Pages

본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

세계의 가상현실(VR) 헤드셋 시장은 2015-2020년 강력하게 성장했습니다. 2021-2026년의 예측 기간 중 VR 헤드셋 시장 규모가 28%의 CAGR로 확대할 것으로 예측됩니다. 가상현실 헤드셋은 기본적으로 디바이스를 장착하고 있는 개인에게 가상현실을 제공하는 헤드 마운트 디바이스입니다. 가상현실(VR) 헤드셋은 비디오 게임에서 널리 사용 되고 있으나, 시뮬레이터 및 트레이너 등의 기타 많은 애플리케이션에서도 널리 사용되고 있습니다. 이것은 스테레오스코픽 헤드 마운트 디스플레이(눈마다 개별 영상을 제공), 스테레오 사운드 및 헤드 모션 트래킹 센서로 구성되어 있습니다. 게임은 VR 헤드셋의 최대 애플리케이션 부문의 하나입니다. 게임 이외에도 이 디바이스는 군, 가전제품, 자동차, 부동산, 헬스케어 등에서도 널리 채택되고 있습니다.

대부분의 VR 헤드셋은 컨텐츠를 표시하고, 특별히 개발된 다수의 애플리케이션을 이용하기 위해 스마트폰에 의존하고 있으므로 스마트폰의 보급 확대는 가상현실 헤드셋의 수요를 촉진하는 주요 요인입니다. 또한 가상현실 게임은 신흥 및 선진 경제국 양측에서 밀레니얼 세대 사이에 인기가 높아지고 있으며, 가상현실 애플리케이션의 수요가 높아지고 있습니다. 또한 가상현실은 방위 부문에서도 비행 및 전장 시뮬레이션, 의료 훈련, 차량 시뮬레이션, 가상 부트 캠프 등의 다양한 애플리케이션에서 널리 사용되고 있습니다. 또한 디지털 엔터테인먼트와 디지털 미디어의 이용률 증가도 VR 헤드셋의 수요를 지원할 것으로 예측됩니다. 예를 들면 영화 제작사, 프로 스포츠 리그 및 협회, 음악 업계, 성인 엔터테인먼트 업계 등도 고객 기반을 촉진하기 위해 가상현실 테크놀러지를 더욱 더 채택하고 있습니다. 이것과는 별개로 다양한 제조업체가 조립한 가상현실 헤드셋 키트에 버튼, NFC 칩, Bluetooth 접속 등의 추가 기능을 포함하고 있습니다. 또한 가상현실 헤드셋의 제조는 제조업체와 소비자 양측에게 경제적입니다. 이 기기의 제조에 사용되는 부품은 저비용으로 입수할 수 있으며, 제조에는 중기가 필요없기 때문입니다.

세계의 가상현실 헤드셋 시장에 대해 조사했으며, 업계 동향, 시장 예측, 제품별·소재·최종사용자·지역별 시장 분석, 경쟁 구도, 주요 기업의 개요 등의 정보를 정리하여 전해드립니다.

목차

제1장 서문

제2장 범위와 조사 방법

제3장 개요

제4장 서론

제5장 세계의 가상현실 헤드셋 시장

  • 시장 개요
  • 시장 실적
  • COVID-19의 영향
  • 제품별 시장 세분화
  • 소재별 시장 세분화
  • 최종사용자별 시장 세분화
  • 지역별 시장 세분화

제6장 제품별 시장 세분화

  • PC 기반
  • 콘솔 기반
  • 스마트폰 기반
  • 스탠드얼론

제7장 소재별 시장 세분화

  • 플라스틱
  • 종이
  • 기타

제8장 최종사용자별 시장 세분화

  • 가전
  • 헬스케어
  • 게임, 엔터테인먼트
  • 자동차
  • 교육
  • 부동산

제9장 지역별 시장 세분화

  • 유럽
  • 북미
  • 아시아태평양
  • 중동·아프리카
  • 라틴아메리카

제10장 SWOT 분석

제11장 밸류체인 분석

제12장 Porter의 산업 분석

제13장 가격 분석

제14장 경쟁 구도

  • 시장 구조
  • 주요 기업
  • 주요 기업의 개요
KSA 21.06.14

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$), 2015 - 2020
  • Figure 3: Global: Virtual Reality Headset Market: Breakup by Product (in %), 2020
  • Figure 4: Global: Virtual Reality Headset Market: Breakup by Material (in %), 2020
  • Figure 5: Global: Virtual Reality Headset Market: Breakup by End-User (in %), 2020
  • Figure 6: Global: Virtual Reality Headset Market: Breakup by Region (in %), 2020
  • Figure 7: Global: Virtual Reality Headset Market Forecast: Sales Value (Billion US$), 2021-2026
  • Figure 8: Global: Virtual Reality Headset Market Industry: SWOT Analysis
  • Figure 9: Global: Virtual Reality Headset Market Industry: Value Chain Analysis
  • Figure 10: Global: Virtual Reality Headset Market Industry: Porter's Five Forces Analysis
  • Figure 11: Global: Virtual Reality Headset (PC Based) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 12: Global: Virtual Reality Headset (PC Based) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 13: Global: Virtual Reality Headset (Console Based) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 14: Global: Virtual Reality Headset (Console Based) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 15: Global: Virtual Reality Headset (Smartphone Based) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 16: Global: Virtual Reality Headset (Smartphone Based) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 17: Global: Virtual Reality Headset (Standalone) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 18: Global: Virtual Reality Headset (Standalone) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 19: Global: Virtual Reality Headset (Plastic) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 20: Global: Virtual Reality Headset (Plastic) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 21: Global: Virtual Reality Headset (Paper) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 22: Global: Virtual Reality Headset (Paper) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 23: Global: Virtual Reality Headset (Other Materials) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 24: Global: Virtual Reality Headset (Other Materials) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 25: Global: Virtual Reality Headset (Consumer Electronics) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 26: Global: Virtual Reality Headset (Consumer Electronics) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 27: Global: Virtual Reality Headset (Healthcare) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 28: Global: Virtual Reality Headset (Healthcare) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 29: Global: Virtual Reality Headset (Games and Entertainment) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 30: Global: Virtual Reality Headset (Games and Entertainment) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 31: Global: Virtual Reality Headset (Automobile) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 32: Global: Virtual Reality Headset (Automobile) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 33: Global: Virtual Reality Headset (Education) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 34: Global: Virtual Reality Headset (Education) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 35: Global: Virtual Reality Headset (Real Estate) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 36: Global: Virtual Reality Headset (Real Estate) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 37: Global: Virtual Reality Headset (Military) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 38: Global: Virtual Reality Headset (Military) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 39: North America: Virtual Reality Headset Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 40: North America: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 41: Europe: Virtual Reality Headset Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 42: Europe: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 43: Asia Pacific: Virtual Reality Headset Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 44: Asia Pacific: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 45: Middle East and Africa: Virtual Reality Headset Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 46: Middle East and Africa: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 47: Latin America: Virtual Reality Headset Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 48: Latin America: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2021-2026

List of Tables

  • Table 1: Global: Virtual Reality Headset Market: Key Industry Highlights, 2020 and 2026
  • Table 2: Global: Virtual Reality Headset Market Forecast: Breakup by Product (in Million US$), 2021-2026
  • Table 3: Global: Virtual Reality Headset Market Forecast: Breakup by Material (in Million US$), 2021-2026
  • Table 4: Global: Virtual Reality Headset Market Forecast: Breakup by End-User (in Million US$), 2021-2026
  • Table 5: Global: Virtual Reality Headset Market Forecast: Breakup by Region (in Million US$), 2021-2026
  • Table 6: Global: Virtual Reality Headset Market Structure
  • Table 7: Global: Virtual Reality Headset Market: Key Players

The global virtual reality headset market exhibited strong growth during 2015-2020. Looking forward, IMARC Group expects the market to grow at a CAGR of 28% during the forecast period (2021-2026). A virtual reality headset is basically a head-mounted device that delivers virtual reality for the individual wearing the device. Virtual reality (VR) headsets are extensively used with video game but they are also widely used in many other applications, such as simulators and trainers. They consist of a stereoscopic head-mounted display (that provides separate images for each eye), stereo sound, and head motion tracking sensors. Gaming represents one of the biggest application sectors for VR headsets. Apart from gaming, these devices are also widely being employed in military, consumer electronics, automobiles, real estate, healthcare, etc.

The increasing penetration of smartphones represents a major factor driving the demand of virtual reality headsets as most VR headsets depend upon a smartphone to display content and utilize numerous specially developed applications for the same. Moreover, virtual reality games are gaining popularity amongst millennials in both the developed and developing economies which has led to an increase in the demand for virtual reality applications. Additionaly, virtual reality is also extensively being used by the defense sector across various applications such as flight and battlefield simulations, medical training, vehicle simulation, and virtual boot camps. Furthermore, rising utilization of digital entertainment and digital media is also projected to drive the demand for VR headsets. For instance, movie makers, professional sports leagues and associations, music industry, adult entertainment industry, etc. are also increasingly adopting virtual reality technology to drive their customer base. Apart from this, various manufacturers are incorporating additional features like buttons, NFC chips and Bluetooth connectivity in the assembled virtual reality headset kits. Furthermore, the production of virtual reality headsets is economical for both the manufacturers and consumers, as the parts used in the manufacturing of these devices are available at low cost and their production does not require heavy machinery.

Report Coverage:

  • Historical, Current and Future Market Trends

Market Breakup by Product:

  • PC Based
  • Console Based
  • Smartphone Based
  • Standalone

Market Breakup by Material:

  • Plastic
  • Paper
  • Others

Market Breakup by End-User:

  • Consumer Electronics
  • Healthcare
  • Games and Entertainment
  • Automobile
  • Education
  • Real Estate
  • Military

Market Breakup by Region:

  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Latin America

Competitive Landscape:

  • The report has also analysed the competitive landscape of the market along with the profiles of the key players.

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 key regional markets in the global virtual reality headset industry?
  • What has been the impact of COVID-19 on the global virtual reality headset industry?
  • What is the breakup of the market based on the product type?
  • What is the breakup of the market based on the material?
  • What is the breakup of the market based on the end-user?
  • What are the various stages in the value chain of the global virtual reality headset industry?
  • What are the key driving factors and challenges in the global virtual reality headset industry?
  • What is the structure of the global virtual reality headset industry and who are the key players?
  • What is the degree of competition in the global virtual reality headset industry?
  • What are the profit margins in the global virtual reality headset industry?

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
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