▶ 調査レポート

世界のAR/VRディスプレイ市場(~2027):技術別、デバイス別、ディスプレイ技術別、エンドユーザー別、用途別、地域別

• 英文タイトル:AR/VR Display Market Research Report by Technology, Device, Display Technology, End User, Application, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

360iResearchが調査・発行した産業分析レポートです。世界のAR/VRディスプレイ市場(~2027):技術別、デバイス別、ディスプレイ技術別、エンドユーザー別、用途別、地域別 / AR/VR Display Market Research Report by Technology, Device, Display Technology, End User, Application, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19 / MRC2302E0165資料のイメージです。• レポートコード:MRC2302E0165
• 出版社/出版日:360iResearch / 2022年10月
• レポート形態:英語、PDF、252ページ
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レポート概要
360iResearch社の本調査レポートは、2021年に3,064.59百万ドルであった世界のAR/VRディスプレイ市場規模が、2022年に3,584.65百万ドルになり、2027年まで年平均17.52%で成長して8,073.63百万ドルに達すると予測しています。本レポートでは、AR/VRディスプレイの世界市場について調査し、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、技術別(AR、VR)分析、デバイス別(HMD、ホログラム、HUD、プロジェクター)分析、ディスプレイ技術別(DLP、LCD、LCOS、Micro-LED、OLED)分析、エンドユーザー別(航空宇宙&防衛、自動車、商業、消費者、教育)分析、地域別(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)分析、競争状況、企業情報などの項目を掲載しています。また、本書には、AU Optronics Corp.、Augmedics、Barco N.V.、BOE Technology Group Co., Ltd.、eMagin Corporation、Google LLC by Alphabet Inc.、Innolux Corporation、Kopin Corporation、Kura Technologies、Lenovo Group Limited、Lg Display Co., Ltd.、Magic Leap, Inc.、Meta Platforms, Inc.などの企業情報が含まれています。
・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界のAR/VRディスプレイ市場規模:技術別
- AR技術の市場規模
- VR技術の市場規模
・世界のAR/VRディスプレイ市場規模:デバイス別
- HMDの市場規模
- ホログラムの市場規模
- HUDの市場規模
- プロジェクターの市場規模
・世界のAR/VRディスプレイ市場規模:ディスプレイ技術別
- DLP技術の市場規模
- LCD技術の市場規模
- LCOS技術の市場規模
- Micro-LED技術の市場規模
- OLED技術の市場規模
・世界のAR/VRディスプレイ市場規模:エンドユーザー別
- 航空宇宙&防衛における市場規模
- 自動車における市場規模
- 消費者における市場規模
- 教育における市場規模
・世界のAR/VRディスプレイ市場規模:地域別
- 南北アメリカのAR/VRディスプレイ市場規模
アメリカのAR/VRディスプレイ市場規模
カナダのAR/VRディスプレイ市場規模
ブラジルのAR/VRディスプレイ市場規模
...
- アジア太平洋のAR/VRディスプレイ市場規模
日本のAR/VRディスプレイ市場規模
中国のAR/VRディスプレイ市場規模
インドのAR/VRディスプレイ市場規模
韓国のAR/VRディスプレイ市場規模
台湾のAR/VRディスプレイ市場規模
...
-ヨーロッパ/中東/アフリカのAR/VRディスプレイ市場規模
イギリスのAR/VRディスプレイ市場規模
ドイツのAR/VRディスプレイ市場規模
フランスのAR/VRディスプレイ市場規模
ロシアのAR/VRディスプレイ市場規模
...
-その他地域のAR/VRディスプレイ市場規模
・競争状況
・企業情報

The Global AR/VR Display Market size was estimated at USD 3,064.59 million in 2021 and expected to reach USD 3,584.65 million in 2022, and is projected to grow at a CAGR 17.52% to reach USD 8,073.63 million by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the AR/VR Display to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Technology, the market was studied across AR and VR.

Based on Device, the market was studied across HMD, Hologram, HUD, and Projectors.

Based on Display Technology, the market was studied across DLP, LCD, LCOS, Micro-LED, and OLED.

Based on End User, the market was studied across Aerospace & Defense, Automotive, Commercial, Consumer, Education, Energy, Enterprise, and Healthcare.

Based on Application, the market was studied across Advertising & Marketing, Gaming, Maintenance, Manufacturing, Simulation & Training, and Sports & Entertainment.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across Arizona, California, Florida, Illinois, Nevada, New York, Ohio, Pennsylvania, Texas, and Wisconsin. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for AR/VR Display market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the AR/VR Display Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global AR/VR Display Market, including AU Optronics Corp., Augmedics, Barco N.V., BOE Technology Group Co., Ltd., eMagin Corporation, Google LLC by Alphabet Inc., Innolux Corporation, Kopin Corporation, Kura Technologies, Lenovo Group Limited, Lg Display Co., Ltd., Magic Leap, Inc., Meta Platforms, Inc., Samsung Electronics Co., Ltd., Sony Group Corporation, STMicroelectronics N.V., Upskill, Virtual Realities, LLC, Vuzix Corporation, and Wave Optics Limited.

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global AR/VR Display Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global AR/VR Display Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global AR/VR Display Market?
4. What is the competitive strategic window for opportunities in the Global AR/VR Display Market?
5. What are the technology trends and regulatory frameworks in the Global AR/VR Display Market?
6. What is the market share of the leading vendors in the Global AR/VR Display Market?
7. What modes and strategic moves are considered suitable for entering the Global AR/VR Display Market?

レポート目次

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increasing Adoption of AR/VR Devices
5.1.1.2. Growing Demand for Head-Mounted Displays (HMDs) and Head-up Displays (HUDs)
5.1.1.3. Integration of Organic Light-Emitting Diode Microdisplays for Augmented Reality/Virtual Reality Applications
5.1.2. Restraints
5.1.2.1. Complex Manufacturing Process and High Cost Associated with the Device
5.1.3. Opportunities
5.1.3.1. Advancements and Transformation of the Gaming Industry
5.1.3.2. Noticeable Investments in AR and VR Ecosystem
5.1.4. Challenges
5.1.4.1. Health Risks Associated With the use of AR/VR Devices
5.2. Cumulative Impact of COVID-19

6. AR/VR Display Market, by Technology
6.1. Introduction
6.2. AR
6.3. VR

7. AR/VR Display Market, by Device
7.1. Introduction
7.2. HMD
7.3. Hologram
7.4. HUD
7.5. Projectors

8. AR/VR Display Market, by Display Technology
8.1. Introduction
8.2. DLP
8.3. LCD
8.4. LCOS
8.5. Micro-LED
8.6. OLED

9. AR/VR Display Market, by End User
9.1. Introduction
9.2. Aerospace & Defense
9.3. Automotive
9.4. Commercial
9.5. Consumer
9.6. Education
9.7. Energy
9.8. Enterprise
9.9. Healthcare

10. AR/VR Display Market, by Application
10.1. Introduction
10.2. Advertising & Marketing
10.3. Gaming
10.4. Maintenance
10.5. Manufacturing
10.6. Simulation & Training
10.7. Sports & Entertainment

11. Americas AR/VR Display Market
11.1. Introduction
11.2. Argentina
11.3. Brazil
11.4. Canada
11.5. Mexico
11.6. United States

12. Asia-Pacific AR/VR Display Market
12.1. Introduction
12.2. Australia
12.3. China
12.4. India
12.5. Indonesia
12.6. Japan
12.7. Malaysia
12.8. Philippines
12.9. Singapore
12.10. South Korea
12.11. Taiwan
12.12. Thailand
12.13. Vietnam

13. Europe, Middle East & Africa AR/VR Display Market
13.1. Introduction
13.2. Denmark
13.3. Egypt
13.4. Finland
13.5. France
13.6. Germany
13.7. Israel
13.8. Italy
13.9. Netherlands
13.10. Nigeria
13.11. Norway
13.12. Poland
13.13. Qatar
13.14. Russia
13.15. Saudi Arabia
13.16. South Africa
13.17. Spain
13.18. Sweden
13.19. Switzerland
13.20. Turkey
13.21. United Arab Emirates
13.22. United Kingdom

14. Competitive Landscape
14.1. FPNV Positioning Matrix
14.1.1. Quadrants
14.1.2. Business Strategy
14.1.3. Product Satisfaction
14.2. Market Ranking Analysis, By Key Player
14.3. Market Share Analysis, By Key Player
14.4. Competitive Scenario
14.4.1. Merger & Acquisition
14.4.2. Agreement, Collaboration, & Partnership
14.4.3. New Product Launch & Enhancement
14.4.4. Investment & Funding
14.4.5. Award, Recognition, & Expansion

15. Company Usability Profiles
15.1. AU Optronics Corp.
15.1.1. Business Overview
15.1.2. Key Executives
15.1.3. Product & Services
15.2. Augmedics
15.2.1. Business Overview
15.2.2. Key Executives
15.2.3. Product & Services
15.3. Barco N.V.
15.3.1. Business Overview
15.3.2. Key Executives
15.3.3. Product & Services
15.4. BOE Technology Group Co., Ltd.
15.4.1. Business Overview
15.4.2. Key Executives
15.4.3. Product & Services
15.5. eMagin Corporation
15.5.1. Business Overview
15.5.2. Key Executives
15.5.3. Product & Services
15.6. Google LLC by Alphabet Inc.
15.6.1. Business Overview
15.6.2. Key Executives
15.6.3. Product & Services
15.7. Innolux Corporation
15.7.1. Business Overview
15.7.2. Key Executives
15.7.3. Product & Services
15.8. Kopin Corporation
15.8.1. Business Overview
15.8.2. Key Executives
15.8.3. Product & Services
15.9. Kura Technologies
15.9.1. Business Overview
15.9.2. Key Executives
15.9.3. Product & Services
15.10. Lenovo Group Limited
15.10.1. Business Overview
15.10.2. Key Executives
15.10.3. Product & Services
15.11. Lg Display Co., Ltd.
15.11.1. Business Overview
15.11.2. Key Executives
15.11.3. Product & Services
15.12. Magic Leap, Inc.
15.12.1. Business Overview
15.12.2. Key Executives
15.12.3. Product & Services
15.13. Meta Platforms, Inc.
15.13.1. Business Overview
15.13.2. Key Executives
15.13.3. Product & Services
15.14. Samsung Electronics Co., Ltd.
15.14.1. Business Overview
15.14.2. Key Executives
15.14.3. Product & Services
15.15. Sony Group Corporation
15.15.1. Business Overview
15.15.2. Key Executives
15.15.3. Product & Services
15.16. STMicroelectronics N.V.
15.16.1. Business Overview
15.16.2. Key Executives
15.16.3. Product & Services
15.17. Upskill
15.17.1. Business Overview
15.17.2. Key Executives
15.17.3. Product & Services
15.18. Virtual Realities, LLC
15.18.1. Business Overview
15.18.2. Key Executives
15.18.3. Product & Services
15.19. Vuzix Corporation
15.19.1. Business Overview
15.19.2. Key Executives
15.19.3. Product & Services
15.20. Wave Optics Limited
15.20.1. Business Overview
15.20.2. Key Executives
15.20.3. Product & Services

16. Appendix
16.1. Discussion Guide
16.2. License & Pricing