• レポートコード:MRC23Q38900 • 出版社/出版日:QYResearch / 2023年3月 • レポート形態:英文、PDF、86ページ • 納品方法:Eメール(2-3日) • 産業分類:消費財 |
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レポート概要
本調査レポートは世界のVR体験チェア市場について調査・分析し、世界のVR体験チェア市場概要、メーカー別競争状況、地域別市場規模、タイプ別セグメント分析(一人椅子、多人数椅子)、用途別セグメント分析(VRパーク、ショッピングモール、その他)、主要企業のプロファイル、市場動向などに関する情報を掲載しています。主要企業としては、Positron、Roto VR、Movie Power、VART VR Simulator、OWATCH、MACE VL、VRGO Eclipseなどが含まれています。世界のVR体験チェア市場は、2022年にXXX米ドル、2029年にはXXX米ドルに達すると予測され、予測期間の年平均成長率はXXX%です。COVID-19とロシア・ウクライナ戦争の影響は、VR体験チェア市場規模を推定する際に考慮しました。本レポートは、VR体験チェアの世界市場を定量的・定性的な分析により包括的に提示し、読者がビジネス/成長戦略を策定し、市場競争状況を把握し、現在の市場における自社のポジションを分析し、VR体験チェアに関するビジネス上の意思決定に役立てることを目的としています。 ・VR体験チェア市場の概要 - 製品の定義 - VR体験チェアのタイプ別セグメント - 世界のVR体験チェア市場規模:タイプ別分析(一人椅子、多人数椅子) - VR体験チェアの用途別セグメント - 世界のVR体験チェア市場規模:用途別分析(VRパーク、ショッピングモール、その他) - 世界のVR体験チェア市場規模予測(2018年-2029年) - VR体験チェアの平均価格推移(2018年-2029年) - 前提条件と制限事項 ・メーカー別競争状況 - メーカー別市場シェア - 世界の主要メーカー、業界ランキング分析 - メーカー別平均価格 - VR体験チェア市場の競争状況およびトレンド ・VR体験チェアの地域別市場規模 - 北米のVR体験チェア市場規模(2018年-2029年) - アメリカのVR体験チェア市場規模(2018年-2029年) - ヨーロッパのVR体験チェア市場規模(2018年-2029年) - アジア太平洋のVR体験チェア市場規模(2018年-2029年) - 中国のVR体験チェア市場規模(2018年-2029年) - 日本のVR体験チェア市場規模(2018年-2029年) - 韓国のVR体験チェア市場規模(2018年-2029年) - インドのVR体験チェア市場規模(2018年-2029年) - オーストラリアのVR体験チェア市場規模(2018年-2029年) - 中南米のVR体験チェア市場規模(2018年-2029年) - 中東・アフリカのVR体験チェア市場規模(2018年-2029年) ・タイプ別セグメント:一人椅子、多人数椅子 - 世界のVR体験チェアのタイプ別販売量(2018年-2023年) - 世界のVR体験チェアのタイプ別売上(2018年-2023年) - 世界のVR体験チェアのタイプ別価格 ・用途別セグメント:VRパーク、ショッピングモール、その他 - 世界のVR体験チェアの用途別販売量(2018年-2023年) - 世界のVR体験チェアの用途別売上(2018年-2023年) - 世界のVR体験チェアの用途別価格 ・主要企業のプロファイル:企業情報、事業概要、売上、製品ポートフォリオ、動向 Positron、Roto VR、Movie Power、VART VR Simulator、OWATCH、MACE VL、VRGO Eclipse ・産業チェーンと販売チャネルの分析 - VR体験チェア産業チェーン分析 - VR体験チェアの主要原材料 - VR体験チェアの販売チャネル - VR体験チェアのディストリビューター - VR体験チェアの主要顧客 ・VR体験チェア市場ダイナミクス - VR体験チェアの業界動向 - VR体験チェア市場の成長ドライバ、課題、阻害要因 ・調査成果および結論 ・調査方法とデータソース |
Highlights
The global VR Experience Chair market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Netherlands-Ukraine War were considered while estimating market sizes.
North American market for VR Experience Chair is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for VR Experience Chair is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global manufacturers of VR Experience Chair include Positron, Roto VR, Movie Power, VART VR Simulator, OWATCH, MACE VL and VRGO Eclipse, etc. in 2022, the world’s top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for VR Experience Chair, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR Experience Chair.
The VR Experience Chair market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global VR Experience Chair market comprehensively. Regional market sizes, concerning products by type, by application and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the VR Experience Chair manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by type, by application and by regions.
By Company
Positron
Roto VR
Movie Power
VART VR Simulator
OWATCH
MACE VL
VRGO Eclipse
Segment by Type
Single Chair
Multi-person Chair
Segment by Application
VR Parks
Shopping Malls
Others
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of VR Experience Chair manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of VR Experience Chair in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 9: The main points and conclusions of the report.
1 VR Experience Chair Market Overview
1.1 Product Overview and Scope of VR Experience Chair
1.2 VR Experience Chair Segment by Type
1.2.1 Global VR Experience Chair Market Value Comparison by Type (2023-2029)
1.2.2 Single Chair
1.2.3 Multi-person Chair
1.3 VR Experience Chair Segment by Application
1.3.1 Global VR Experience Chair Market Value by Application: (2023-2029)
1.3.2 VR Parks
1.3.3 Shopping Malls
1.3.4 Others
1.4 Global VR Experience Chair Market Size Estimates and Forecasts
1.4.1 Global VR Experience Chair Revenue 2018-2029
1.4.2 Global VR Experience Chair Sales 2018-2029
1.4.3 Global VR Experience Chair Market Average Price (2018-2029)
1.5 Assumptions and Limitations
2 VR Experience Chair Market Competition by Manufacturers
2.1 Global VR Experience Chair Sales Market Share by Manufacturers (2018-2023)
2.2 Global VR Experience Chair Revenue Market Share by Manufacturers (2018-2023)
2.3 Global VR Experience Chair Average Price by Manufacturers (2018-2023)
2.4 Global VR Experience Chair Industry Ranking 2021 VS 2022 VS 2023
2.5 Global Key Manufacturers of VR Experience Chair, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of VR Experience Chair, Product Type & Application
2.7 VR Experience Chair Market Competitive Situation and Trends
2.7.1 VR Experience Chair Market Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest VR Experience Chair Players Market Share by Revenue
2.7.3 Global VR Experience Chair Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 VR Experience Chair Retrospective Market Scenario by Region
3.1 Global VR Experience Chair Market Size by Region: 2018 Versus 2022 Versus 2029
3.2 Global VR Experience Chair Global VR Experience Chair Sales by Region: 2018-2029
3.2.1 Global VR Experience Chair Sales by Region: 2018-2023
3.2.2 Global VR Experience Chair Sales by Region: 2024-2029
3.3 Global VR Experience Chair Global VR Experience Chair Revenue by Region: 2018-2029
3.3.1 Global VR Experience Chair Revenue by Region: 2018-2023
3.3.2 Global VR Experience Chair Revenue by Region: 2024-2029
3.4 North America VR Experience Chair Market Facts & Figures by Country
3.4.1 North America VR Experience Chair Market Size by Country: 2018 VS 2022 VS 2029
3.4.2 North America VR Experience Chair Sales by Country (2018-2029)
3.4.3 North America VR Experience Chair Revenue by Country (2018-2029)
3.4.4 United States
3.4.5 Canada
3.5 Europe VR Experience Chair Market Facts & Figures by Country
3.5.1 Europe VR Experience Chair Market Size by Country: 2018 VS 2022 VS 2029
3.5.2 Europe VR Experience Chair Sales by Country (2018-2029)
3.5.3 Europe VR Experience Chair Revenue by Country (2018-2029)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific VR Experience Chair Market Facts & Figures by Country
3.6.1 Asia Pacific VR Experience Chair Market Size by Country: 2018 VS 2022 VS 2029
3.6.2 Asia Pacific VR Experience Chair Sales by Country (2018-2029)
3.6.3 Asia Pacific VR Experience Chair Revenue by Country (2018-2029)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.7 Latin America VR Experience Chair Market Facts & Figures by Country
3.7.1 Latin America VR Experience Chair Market Size by Country: 2018 VS 2022 VS 2029
3.7.2 Latin America VR Experience Chair Sales by Country (2018-2029)
3.7.3 Latin America VR Experience Chair Revenue by Country (2018-2029)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.7.7 Colombia
3.8 Middle East and Africa VR Experience Chair Market Facts & Figures by Country
3.8.1 Middle East and Africa VR Experience Chair Market Size by Country: 2018 VS 2022 VS 2029
3.8.2 Middle East and Africa VR Experience Chair Sales by Country (2018-2029)
3.8.3 Middle East and Africa VR Experience Chair Revenue by Country (2018-2029)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global VR Experience Chair Sales by Type (2018-2029)
4.1.1 Global VR Experience Chair Sales by Type (2018-2023)
4.1.2 Global VR Experience Chair Sales by Type (2024-2029)
4.1.3 Global VR Experience Chair Sales Market Share by Type (2018-2029)
4.2 Global VR Experience Chair Revenue by Type (2018-2029)
4.2.1 Global VR Experience Chair Revenue by Type (2018-2023)
4.2.2 Global VR Experience Chair Revenue by Type (2024-2029)
4.2.3 Global VR Experience Chair Revenue Market Share by Type (2018-2029)
4.3 Global VR Experience Chair Price by Type (2018-2029)
5 Segment by Application
5.1 Global VR Experience Chair Sales by Application (2018-2029)
5.1.1 Global VR Experience Chair Sales by Application (2018-2023)
5.1.2 Global VR Experience Chair Sales by Application (2024-2029)
5.1.3 Global VR Experience Chair Sales Market Share by Application (2018-2029)
5.2 Global VR Experience Chair Revenue by Application (2018-2029)
5.2.1 Global VR Experience Chair Revenue by Application (2018-2023)
5.2.2 Global VR Experience Chair Revenue by Application (2024-2029)
5.2.3 Global VR Experience Chair Revenue Market Share by Application (2018-2029)
5.3 Global VR Experience Chair Price by Application (2018-2029)
6 Key Companies Profiled
6.1 Positron
6.1.1 Positron Corporation Information
6.1.2 Positron Description and Business Overview
6.1.3 Positron VR Experience Chair Sales, Revenue and Gross Margin (2018-2023)
6.1.4 Positron VR Experience Chair Product Portfolio
6.1.5 Positron Recent Developments/Updates
6.2 Roto VR
6.2.1 Roto VR Corporation Information
6.2.2 Roto VR Description and Business Overview
6.2.3 Roto VR VR Experience Chair Sales, Revenue and Gross Margin (2018-2023)
6.2.4 Roto VR VR Experience Chair Product Portfolio
6.2.5 Roto VR Recent Developments/Updates
6.3 Movie Power
6.3.1 Movie Power Corporation Information
6.3.2 Movie Power Description and Business Overview
6.3.3 Movie Power VR Experience Chair Sales, Revenue and Gross Margin (2018-2023)
6.3.4 Movie Power VR Experience Chair Product Portfolio
6.3.5 Movie Power Recent Developments/Updates
6.4 VART VR Simulator
6.4.1 VART VR Simulator Corporation Information
6.4.2 VART VR Simulator Description and Business Overview
6.4.3 VART VR Simulator VR Experience Chair Sales, Revenue and Gross Margin (2018-2023)
6.4.4 VART VR Simulator VR Experience Chair Product Portfolio
6.4.5 VART VR Simulator Recent Developments/Updates
6.5 OWATCH
6.5.1 OWATCH Corporation Information
6.5.2 OWATCH Description and Business Overview
6.5.3 OWATCH VR Experience Chair Sales, Revenue and Gross Margin (2018-2023)
6.5.4 OWATCH VR Experience Chair Product Portfolio
6.5.5 OWATCH Recent Developments/Updates
6.6 MACE VL
6.6.1 MACE VL Corporation Information
6.6.2 MACE VL Description and Business Overview
6.6.3 MACE VL VR Experience Chair Sales, Revenue and Gross Margin (2018-2023)
6.6.4 MACE VL VR Experience Chair Product Portfolio
6.6.5 MACE VL Recent Developments/Updates
6.7 VRGO Eclipse
6.6.1 VRGO Eclipse Corporation Information
6.6.2 VRGO Eclipse Description and Business Overview
6.6.3 VRGO Eclipse VR Experience Chair Sales, Revenue and Gross Margin (2018-2023)
6.4.4 VRGO Eclipse VR Experience Chair Product Portfolio
6.7.5 VRGO Eclipse Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 VR Experience Chair Industry Chain Analysis
7.2 VR Experience Chair Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 VR Experience Chair Production Mode & Process
7.4 VR Experience Chair Sales and Marketing
7.4.1 VR Experience Chair Sales Channels
7.4.2 VR Experience Chair Distributors
7.5 VR Experience Chair Customers
8 VR Experience Chair Market Dynamics
8.1 VR Experience Chair Industry Trends
8.2 VR Experience Chair Market Drivers
8.3 VR Experience Chair Market Challenges
8.4 VR Experience Chair Market Restraints
9 Research Finding and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer