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미국의 증강현실(AR) 및 가상현실(VR) 헤드셋 시장 - 국가별 분석 : 용도별, 제품별, 국가별 분석 및 예측(2024-2033년)

U.S. Augmented and Virtual Reality Headset Market - A Country Analysis: Focus on Application, Product, and Country - Analysis and Forecast, 2024-2033

발행일: | 리서치사: BIS Research | 페이지 정보: 영문 | 배송안내 : 1-5일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

미국의 AR(증강현실) 및 VR(가상현실) 헤드셋 시장 규모는 2023년 10억 8,000만 달러에서 예측 기간 동안 36.45%의 연평균 복합 성장률(CAGR)을 나타내고, 2033년에는 254억 9,210만 달러에 달할 것으로 예상됩니다.

이 시장은 투자 증가, 여러 산업 분야에서의 AR/VR 기술 통합, 지속적인 기술 발전에 힘입어 큰 성장을 보일 것으로 예상됩니다. 자금 투입의 급증은 기술 혁신을 촉진할 뿐만 아니라 더욱 정교하고 사용자 친화적인 헤드셋을 개발할 수 있게 해줍니다. 교육, 의료, 엔터테인먼트 등 다양한 산업에서 AR/VR 기술이 광범위하게 적용되면서 시장 범위가 넓어지고 소비자 수요가 증가하고 있습니다. 기술의 발전은 헤드셋의 편안함, 기능성 및 몰입감을 향상시켜 사용자 경험을 더욱 향상시키고 있습니다. 이러한 요인들이 결합되어 AR/VR 헤드셋은 전문가와 개인 모두에게 필수적인 도구로 자리매김하고 있으며, 가까운 시일 내에 시장이 꾸준히 확대될 것으로 예상됩니다.

주요 시장 통계
예측 기간 2024-2033년
2024년 평가 15억 5,520만 달러
2033년 전망 254억 9,210만 달러
CAGR 36.45%

미국 AR-VR 헤드셋 시장을 선도하는 소비자용 용도

용도별로는 엔터테인먼트, 게임, 개인 학습 등 수요에 힘입어 소비자 부문이 크게 성장하고 있습니다. 이러한 헤드셋은 사용자에게 게임, 미디어, 교육 컨텐츠를 경험할 수 있는 새로운 방법을 제공하는 몰입형 기능으로 인기를 끌고 있습니다. 이러한 추세는 현실 도피와 자기 학습을 가능하게 하는 혁신적이고 몰입감 있는 기술에 대한 소비자의 욕구에 힘입어 성장하고 있습니다. 이러한 기기들이 진화하고 일상 생활에 더욱 친숙해지고 통합됨에 따라 소비자들에게 더욱 널리 보급되어 보다 인터랙티브한 디지털 경험으로의 전환을 주도할 것으로 예상됩니다.

미국 AR-VR 헤드셋 시장에서 가장 큰 점유율을 차지하고 있는 VR 헤드셋 유형

유형별로는 몰입형 게임, 엔터테인먼트, 교육용 VR 헤드셋 부문이 가장 높은 성장세를 보이고 있습니다. 주요 시장 진입자들은 첨단 VR 제품을 통해 이러한 성장세를 강화하고 있습니다. 깊은 디지털 몰입감을 제공하는 것으로 알려진 이 장치는 최고 수준의 게임과 시뮬레이션에서 높은 인기를 얻고 있으며, VR 기술의 발전과 보다 저렴하고 정교한 모델의 출시로 인해 다양한 분야에 적용되고 있습니다.

미국 AR-VR 헤드셋 시장을 선도하는 독립형 헤드셋

제품 유형별로는 독립형 헤드셋이 미국 시장을 주도하고 있으며, 외부 장치가 필요 없는 무선 올인원 경험을 제공하는데, Meta Platforms의 Meta Quest 3, Quest Pro, Apple의 Vision Pro가 이러한 트렌드를 대표합니다. 이 트렌드를 상징합니다. 이러한 자율성은 설정을 간소화하고 휴대성을 높여 소비자와 기업 모두에게 어필할 수 있습니다. 이들 헤드셋은 게임, 엔터테인먼트, 교육, 훈련, 교육 등 다양한 용도를 지원하며 성능과 기능을 발전시키고 있습니다.

<미국의 AR(증강현실)-VR(가상현실) 헤드셋 시장을 조사했으며, 시장 개요, 주요 시장 동향, 규제 환경, R&D 및 특허 동향, 시장 영향요인 분석, 시장 규모 추이 및 예측, 각종 부문별 상세 분석, 경쟁 구도, 주요 기업 분석 등을 정리하여 전해드립니다.

목차

주요 요약

제1장 시장

  • 동향 : 현재 및 향후 영향 평가
    • 동향 : 현재 및 향후 영향 평가
    • 메타버스와 부상 하는 혼합현실(MR)
    • 게임에 혁명을 일으키는 : 몰입형 플레이 AR/VR 헤드셋 부상
    • 웨어러블 기술에 수요 증가
  • 공급망 개요
    • 시장 맵
  • R&D 리뷰
    • 특허 출원 동향(국가별·기업별)
  • 규제 상황
    • 미국 규제와 거버넌스
  • 주요 세계 이벤트의 영향 분석 : COVID-19
  • 시장 역학 : 개요
    • 시장 성장 촉진요인
    • 시장 성장 억제요인
    • 시장 기회

제2장 용도

  • 용도 분류
  • 용도 개요
  • 미국 AR·VR 헤드셋 시장 : 용도별
    • 기업
    • 소비자
    • 헬스케어
    • 상업

제3장 제품

  • 제품 분류
  • 제품 개요
  • 미국 AR·VR 헤드셋 시장 : 유형별
    • 증강현실(AR) 헤드셋
    • 가상현실(VR) 헤드셋
    • 혼합현실(MR) 헤드셋
  • 제품 개요
  • 미국 AR·VR 헤드셋 시장 : 제품 유형별
    • 스탠드얼론형
    • 테자드형
    • 스크리레스뷰아형

제4장 지역

  • 미국
    • 국가 개요
    • 시장 성장 촉진요인
    • 시장이 해결해야 할 과제
    • 용도
    • 제품

제5장 시장 : 경쟁 벤치마킹과 기업 개요

  • 다음 프론티어
  • 지역 목표 평가
    • Microsoft Corporation
    • Vuzix Corporation
    • KOPIN Corporation
    • Apple, Inc.
    • Meta Platforms, Inc.
    • Seiko Epson Corporation
    • Qualcomm Technologies Inc.
    • Penumbra, Inc.
    • HP Development Company, L.P.
    • Merge Labs, Inc.
    • DPVR
    • Sony Group Corporation
    • PICO Immersive Pte. Ltd.
    • XREAL, Inc.
    • Valve Corporation

제6장 조사 방법

LSH 24.03.15

The U.S. Augmented and Virtual Reality Headset Market Expected to Reach $25,492.1 Million by 2033

U.S. Augmented and Virtual Reality Headset Market Overview

The U.S. augmented and virtual reality headset market is projected to reach $25,492.1 million by 2033 from $1,080.0 million in 2023, growing at a CAGR of 36.45% during the forecast period 2024-2033. The U.S. augmented and virtual reality headset market is set to experience significant growth, primarily fueled by increased investments in the sector, the integration of AR/VR technologies across multiple industries, and ongoing technological advancements. The surge in funding is not only driving innovation but also enabling the development of more sophisticated, user-friendly headsets. The widespread application of AR/VR technologies in sectors such as education, healthcare, and entertainment is broadening the market's scope and enhancing consumer demand. Technological advancements are further elevating the user experience by improving headset comfort, functionality, and immersive capabilities. These factors combined are positioning AR/VR headsets as essential tools for both professional and personal use, promising a robust expansion of the market in the near future.

KEY MARKET STATISTICS
Forecast Period2024 - 2033
2024 Evaluation$1,555.2 Million
2033 Forecast$25,492.1 Million
CAGR36.45%

Introduction to Augmented and Virtual Reality Headset

Augmented and virtual reality headsets are at the forefront of technological innovation, offering users unparalleled immersive experiences. These devices blend digital content with the physical world (AR) or create entirely immersive virtual environments (VR), catering to a wide array of applications from entertainment and gaming to educational and professional training. With continuous advancements in display technologies, user interface design, and content delivery, AR/VR headsets are becoming increasingly sophisticated, providing more realistic and engaging experiences. As businesses recognize their potential for transforming customer interactions, training, and product visualization, AR/VR headsets are poised to significantly impact various industries, driving forward digital transformation initiatives.

Market Introduction

The U.S. augmented and virtual reality headset market represents a burgeoning sector within the technology industry, characterized by rapid advancements and significant investment. These headsets offer immersive digital experiences by overlaying virtual elements in the real world or creating entirely virtual environments. As these technologies find applications across diverse sectors ranging from healthcare and education to entertainment and retail, the market is experiencing robust growth. Innovations in headset design, functionality, and user interface are enhancing their appeal to both consumers and businesses. The integration of AR/VR technologies is not only reshaping user experiences but also opening new avenues for interactive and immersive digital interactions, signaling a transformative period for the industry.

Industrial Impact

The industrial impact of augmented and virtual reality (AR/VR) headsets is profound and multifaceted, revolutionizing how industries operate, train, and interact with customers. In manufacturing, augmented reality (AR) headsets facilitate precision assembly and maintenance, overlaying digital blueprints onto physical components, thereby reducing errors and improving efficiency. The construction sector benefits from virtual reality (VR) for visualizing architectural designs and simulating structural changes before physical implementation, enhancing planning accuracy and client communication. Healthcare leverages VR for surgical training and patient therapy, offering realistic simulations that enhance procedural understanding and patient outcomes. In retail, AR transforms the shopping experience, allowing customers to visualize products in their own space before purchase. Furthermore, AR/VR headsets are pivotal in employee training across sectors, providing immersive, hands-on experiences that improve learning retention. This technological integration is driving innovation, productivity, and customer engagement, marking a significant shift in traditional industrial operations and customer service paradigms.

Market Segmentation

Segmentation 1: by Application

  • Enterprise
  • Consumer
  • Healthcare
  • Commercial

Consumer Application to Lead the U.S. Augmented and Virtual Reality Headset Market (by Application)

In the U.S. augmented and virtual reality headset market, the consumer segment is witnessing remarkable growth, largely driven by the demand for entertainment, gaming, and personal learning. These headsets are becoming popular for their immersive capabilities, offering users new ways to experience games, media, and educational content. This trend is fueled by the consumer appetite for innovative, immersive tech that enables escapism and self-education. As these devices evolve, becoming more accessible and integrated with daily life, they are set to broaden consumer adoption, heralding a shift toward more interactive digital experiences in the U.S. market.

Segmentation 2: by Type

  • Augmented Reality (AR) Headset
  • Virtual Reality (VR) Headset
  • Mixed Reality (MR) Headset

Virtual Reality (VR) Headset to Hold the Largest Share in the U.S. Augmented and Virtual Reality Headset Market (by Type)

Virtual reality (VR) headsets are favored for their immersive gaming, entertainment, and educational uses. Key market players are enhancing this growth with advanced VR offerings. These devices, known for providing deep digital immersion, are highly sought after for top-tier gaming and simulations. The evolution of VR technology and the availability of more affordable, sophisticated models have broadened its application across various sectors.

Segmentation 3: by Product Type

  • Standalone
  • Tethered
  • Screenless Viewer

Standalone Headset to Lead the U.S. Augmented and Virtual Reality Headset Market (by Product Type)

Standalone headsets lead the U.S. market, offering wireless, all-in-one experiences without requiring external devices. Meta Platforms Inc.'s Meta Quest 3, Quest Pro, and Apple Inc.'s Vision Pro exemplify this trend. Their autonomy simplifies setup and enhances portability, appealing to consumers and enterprises alike. These headsets support diverse applications, including gaming, entertainment, training, and education, while advancing in power and features.

Recent Developments in the U.S. Augmented and Virtual Reality Headset Market:

  • In September 2023, DPVR, a leading player in the virtual reality sector, introduced its newest creation, DPVR P2, generating enthusiasm among educators, cutting-edge EdTech firms, and progressive businesses.
  • In June 2023, Apple Inc. introduced Apple Vision Pro, an innovative spatial computing device that seamlessly merges digital content with the physical environment, enabling users to remain engaged and connected to others while interacting with augmented reality experiences.
  • In November 2022, Penumbra, Inc. unveiled the first non-tethered immersive healthcare solution for rehabilitation. The latest REAL y-Series product incorporates sensors for both upper and lower body movements, enabling clinicians to monitor real-time progress and full-body movement.

Demand - Drivers, Challenges, and Opportunities

Market Demand Drivers

The U.S. augmented and virtual reality headset market is witnessing substantial growth, driven by increased investments across various industries. These investments reflect a recognition of AR/VR's transformative potential in gaming, entertainment, healthcare, education, and business sectors. As AR/VR technologies evolve to become more user-friendly, they are being utilized to enhance customer engagement, boost productivity, and foster innovation. The widespread adoption of smartphones and smart devices further expands the audience for AR/VR applications, driving market expansion.

The convergence of AR and VR technologies across industries is a significant catalyst for market growth. These technologies are revolutionizing operational efficiencies and consumer interactions in sectors such as gaming, healthcare, education, retail, manufacturing, and automotive. AR/VR headsets offer immersive experiences for viewing movies, TV shows, and live events and enable virtual try-ons and product visualizations in retail. Moreover, technological advancements in hardware, software, and displays are making AR/VR headsets more powerful, affordable, and user-centric, further driving market growth and adoption.

Market Restraints

The U.S. augmented and virtual reality headset market faces technical and nontechnical limitations. Technical challenges include enhancing optical performance to reduce user fatigue, meeting substantial computational demands while maintaining compact form factors, and implementing decentralized processing solutions to improve performance without sacrificing comfort. Additionally, concerns about user experience, such as motion sickness and discomfort, and interoperability issues hinder seamless digital asset transfer across platforms. Nontechnical barriers encompass high hardware investment costs, ecosystem fragmentation across various metaverses, supply chain bottlenecks due to semiconductor shortages, and innovation barriers resulting from a limited range of available devices. Moreover, inclusivity and cultural adoption present challenges, as accessibility issues and resistance to virtual environments hinder widespread acceptance. Overcoming these limitations will be crucial for advancing the AR and VR headset market and realizing the full potential of immersive technologies.

Market Opportunities

Advancements in multi-sensory technologies, such as tactile feedback and 3D audio, are propelling the U.S. augmented and virtual reality headset market forward. Companies are pioneering products, such as haptic feedback gloves and full-body suits, to provide users with immersive virtual experiences that engage multiple senses. These innovations extend beyond entertainment, with potential applications in education and healthcare, enhancing user engagement and broadening market reach. In the healthcare sector, AR/VR technologies are transforming patient care, surgical procedures, and medical training. Companies offer training for surgeons and augmented reality guidance systems for surgeries, respectively, improving precision and reducing errors. Additionally, AR/VR applications can offer therapeutic experiences and virtual consultations for patients, enhancing access to care and reducing treatment-related anxiety. These advancements underscore the critical role of immersive technologies in advancing medical care and patient experiences, driving growth in the U.S. augmented and virtual reality headset market.

How can this report add value to an organization?

Product/Innovation Strategy: This report presents an extensive product/innovation strategy tailored for the U.S. augmented and virtual reality headset market, outlining avenues for market penetration, technology integration, and sustainable expansion. It furnishes actionable insights to empower enterprises in leveraging AR/VR headsets to comply with evolving industry standards, attain a competitive advantage, and capitalize on the surging demand for immersive digital experiences across diverse sectors. By identifying emerging trends, innovative applications, and strategic partnerships, this report equips businesses with the tools to navigate the dynamic AR/VR landscape effectively, fostering growth, innovation, and market leadership.

Growth/Marketing Strategy: This report outlines a comprehensive growth and marketing strategy tailored for the U.S. augmented and virtual reality headset market. It offers a targeted approach to segmenting markets, establishing competitive advantages, and executing creative marketing initiatives. By implementing these recommendations, businesses can enhance their market presence, capture emerging opportunities, and drive revenue growth effectively. This strategic approach enables organizations to navigate the dynamic AR/VR landscape, strengthen their market position, and capitalize on the growing demand for immersive digital experiences, fostering sustainable business growth.

Competitive Strategy: This report formulates a robust competitive strategy customized for the U.S. augmented and virtual reality headset market. It assesses competitors, recommends differentiation tactics, and provides guidance for securing a competitive advantage. By adhering to these strategic recommendations, companies can effectively position themselves amidst market rivals, ensuring ongoing success and profitability.

Research Methodology

Factors for Data Prediction and Modeling

The section exhibits the standard assumptions and limitations followed throughout the research study named U.S. augmented and virtual reality headset market:

  • The scope of this report focuses on several types of applications and products.
  • The base currency considered for the market analysis is US$. Currencies other than the US$ have been converted to the US$ for all statistical calculations, considering the average conversion rate for that particular year.
  • The currency conversion rate has been taken from the historical exchange rate of the Oanda website.
  • Nearly all the recent developments from January 2021 to January 2024 have been considered in this research study.
  • The information rendered in the report is a result of in-depth primary interviews, surveys, and secondary analysis.
  • Where relevant information was not available, proxy indicators and extrapolation were employed.
  • Any economic downturn in the future has not been taken into consideration for the market estimation and forecast.
  • Technologies currently used are expected to persist through the forecast with no major breakthroughs in technology.

Market Estimation and Forecast

This research study involves the usage of extensive secondary sources, such as certified publications, articles from recognized authors, white papers, annual reports of companies, directories, and major databases to collect useful and effective information for an extensive, technical, market-oriented, and commercial study of the U.S. augmented and virtual reality headset market.

The process of market engineering involves the calculation of the market statistics, market size estimation, market forecast, market crackdown, and data triangulation (the methodology for such quantitative data processes is explained in further sections). The primary research study has been undertaken to gather information and validate the market numbers for segmentation types and industry trends of the key players in the market.

Primary Research

The primary sources involve industry experts from the U.S. augmented and virtual reality headset market and various stakeholders in the ecosystem. Respondents such as CEOs, vice presidents, marketing directors, and technology and innovation directors have been interviewed to obtain and verify both qualitative and quantitative aspects of this research study.

The key data points taken from primary sources include:

  • validation and triangulation of all the numbers and graphs
  • validation of reports segmentation and key qualitative findings
  • understanding the competitive landscape
  • validation of the numbers of various markets for market type
  • percentage split of individual markets for geographical analysis

Secondary Research

This research study of the U.S. augmented and virtual reality headset market involves the usage of extensive secondary research, directories, company websites, and annual reports. It also makes use of databases, such as Hoovers, Bloomberg, Businessweek, and Factiva, to collect useful and effective information for an extensive, technical, market-oriented, and commercial study of the global market.

Secondary research was done to obtain crucial information about the industry's value chain, revenue models, the market's monetary chain, the total pool of key players, and the current and potential use cases and applications.

The key data points taken from secondary research include:

  • segmentations and percentage shares
  • data for market value
  • key industry trends of the top players of the market
  • qualitative insights into various aspects of the market, key trends, and emerging areas of innovation
  • quantitative data for mathematical and statistical calculations

Key Market Players and Competition Synopsis

The companies that are profiled in the U.S. augmented and virtual reality headset market have been selected based on inputs gathered from primary experts and analyzing company coverage, product portfolio, and market penetration.

Some of the prominent names in this market are:

  • Microsoft Corporation
  • Vuzix Corporation
  • KOPIN Corporation
  • Apple, Inc.
  • Meta Platforms, Inc.
  • Seiko Epson Corporation
  • Qualcomm Technologies Inc.
  • Penumbra, Inc.
  • HP Development Company, L.P.
  • Merge Labs, Inc.
  • DPVR
  • Sony Group Corporation
  • PICO Immersive Pte. Ltd.
  • XREAL, Inc.
  • Valve Corporation

Companies that are not a part of the aforementioned pool have been well represented across different sections of the report (wherever applicable).

Table of Contents

Executive Summary

Scope and Definition

1 Markets

  • 1.1 Trends: Current and Future Impact Assessment
    • 1.1.1 Trends: Current and Future Impact Assessment
    • 1.1.2 Metaverse and Rising Mixed Reality (MR)
    • 1.1.3 Revolutionizing Gaming: Rising AR/VR Headsets in Immersive Play
    • 1.1.4 Increasing Demand for Wearable Technologies
  • 1.2 Supply Chain Overview
    • 1.2.1 Market Map
  • 1.3 Research and Development Review
    • 1.3.1 Patent Filing Trend (by Country and Company)
  • 1.4 Regulatory Landscape
    • 1.4.1 U.S. Regulation and Governance
  • 1.5 Impact Analysis for Key Global Events: COVID-19
  • 1.6 Market Dynamics: Overview
    • 1.6.1 Market Drivers
      • 1.6.1.1 Increased Investments in the Augmented and Virtual Reality Headset Market
      • 1.6.1.2 Convergence of Augmented and Virtual Reality: A Multifaceted Catalyst for Growth
      • 1.6.1.3 Technological Advancements in the AR/VR Technologies
    • 1.6.2 Market Restraints
      • 1.6.2.1 Technical Limitations
      • 1.6.2.2 Nontechnical Limitations
    • 1.6.3 Market Opportunities
      • 1.6.3.1 Advancements in Multi-Sensory Technologies
      • 1.6.3.2 Increasing Applications in Healthcare Industry

2 Application

  • 2.1 Application Segmentation
  • 2.2 Application Summary
  • 2.3 U.S. Augmented and Virtual Reality Headset Market (by Application)
    • 2.3.1 Enterprise
    • 2.3.2 Consumer
    • 2.3.3 Healthcare
    • 2.3.4 Commercial

3 Products

  • 3.1 Product Segmentation
  • 3.2 Product Summary
  • 3.3 U.S. Augmented and Virtual Reality Headset Market (by Type)
    • 3.3.1 Augmented Reality (AR) Headset
    • 3.3.2 Virtual Reality (VR) Headset
    • 3.3.3 Mixed Reality (MR) Headset
  • 3.4 Product Summary
  • 3.5 U.S. Augmented and Virtual Reality Headset Market (by Product Type)
    • 3.5.1 Standalone
    • 3.5.2 Tethered
    • 3.5.3 Screenless Viewer

4 Regions

  • 4.1 U.S.
    • 4.1.1 Country Overview
    • 4.1.2 Driving Factors for Market Growth
    • 4.1.3 Factors Challenging the Market
    • 4.1.4 Application
    • 4.1.5 Product

5 Markets - Competitive Benchmarking & Company Profiles

  • 5.1 Next Frontiers
  • 5.2 Geographic Assessment
    • 5.2.1 Microsoft Corporation
      • 5.2.1.1 Overview
      • 5.2.1.2 Top Products/Product Portfolio
      • 5.2.1.3 Top Competitors
      • 5.2.1.4 Target Customers
      • 5.2.1.5 Key Personnel
      • 5.2.1.6 Analyst View
    • 5.2.2 Vuzix Corporation
      • 5.2.2.1 Overview
      • 5.2.2.2 Top Products/Product Portfolio
      • 5.2.2.3 Top Competitors
      • 5.2.2.4 Target Customers
      • 5.2.2.5 Key Personnel
      • 5.2.2.6 Analyst View
    • 5.2.3 KOPIN Corporation
      • 5.2.3.1 Overview
      • 5.2.3.2 Top Products/Product Portfolio
      • 5.2.3.3 Top Competitors
      • 5.2.3.4 Target Customers
      • 5.2.3.5 Key Personnel
      • 5.2.3.6 Analyst View
    • 5.2.4 Meta Platforms Inc.
      • 5.2.4.1 Overview
      • 5.2.4.2 Top Products/Product Portfolio
      • 5.2.4.3 Top Competitors
      • 5.2.4.4 Target Customers
      • 5.2.4.5 Key Personnel
      • 5.2.4.6 Analyst View
      • 5.2.4.7 Market Share, 2023
    • 5.2.5 Apple Inc.
      • 5.2.5.1 Overview
      • 5.2.5.2 Top Products/Product Portfolio
      • 5.2.5.3 Top Competitors
      • 5.2.5.4 Target Customers
      • 5.2.5.5 Key Personnel
      • 5.2.5.6 Analyst View
    • 5.2.6 Seiko Epson Corporation
      • 5.2.6.1 Overview
      • 5.2.6.2 Top Products/Product Portfolio
      • 5.2.6.3 Top Competitors
      • 5.2.6.4 Target Customers
      • 5.2.6.5 Key Personnel
      • 5.2.6.6 Analyst View
    • 5.2.7 Qualcomm Technologies Inc.
      • 5.2.7.1 Overview
      • 5.2.7.2 Top Products/Product Portfolio
      • 5.2.7.3 Top Competitors
      • 5.2.7.4 Target Customers
      • 5.2.7.5 Key Personnel
      • 5.2.7.6 Analyst View
    • 5.2.8 Penumbra, Inc.
      • 5.2.8.1 Overview
      • 5.2.8.2 Top Products/Product Portfolio
      • 5.2.8.3 Top Competitors
      • 5.2.8.4 Target Customers
      • 5.2.8.5 Key Personnel
      • 5.2.8.6 Analyst View
    • 5.2.9 HP Development Company, L.P.
      • 5.2.9.1 Overview
      • 5.2.9.2 Top Products/Product Portfolio
      • 5.2.9.3 Top Competitors
      • 5.2.9.4 Target Customers
      • 5.2.9.5 Key Personnel
      • 5.2.9.6 Analyst View
    • 5.2.10 Merge Labs, Inc.
      • 5.2.10.1 Overview
      • 5.2.10.2 Top Products/Product Portfolio
      • 5.2.10.3 Top Competitors
      • 5.2.10.4 Target Customers
      • 5.2.10.5 Key Personnel
      • 5.2.10.6 Analyst View
    • 5.2.11 DPVR
      • 5.2.11.1 Overview
      • 5.2.11.2 Top Products/Product Portfolio
      • 5.2.11.3 Top Competitors
      • 5.2.11.4 Target Customers
      • 5.2.11.5 Key Personnel
      • 5.2.11.6 Analyst View
      • 5.2.11.7 Market Share, 2023
    • 5.2.12 Sony Group Corporation
      • 5.2.12.1 Overview
      • 5.2.12.2 Top Products/Product Portfolio
      • 5.2.12.3 Top Competitors
      • 5.2.12.4 Target Customers
      • 5.2.12.5 Key Personnel
      • 5.2.12.6 Analyst View
      • 5.2.12.7 Market Share, 2023
    • 5.2.13 PICO Immersive Pte. Ltd.
      • 5.2.13.1 Overview
      • 5.2.13.2 Top Products/Product Portfolio
      • 5.2.13.3 Top Competitors
      • 5.2.13.4 Target Customers
      • 5.2.13.5 Analyst View
      • 5.2.13.6 Market Share, 2023
    • 5.2.14 XREAL, Inc.
      • 5.2.14.1 Overview
      • 5.2.14.2 Top Products/Product Portfolio
      • 5.2.14.3 Top Competitors
      • 5.2.14.4 Target Customers
      • 5.2.14.5 Key Personnel
      • 5.2.14.6 Analyst View
      • 5.2.14.7 Market Share, 2023
    • 5.2.15 Valve Corporation
      • 5.2.15.1 Overview
      • 5.2.15.2 Top Products/Product Portfolio
      • 5.2.15.3 Top Competitors
      • 5.2.15.4 Target Customers
      • 5.2.15.5 Analyst View

6 Research Methodology

  • 6.1 Data Sources
    • 6.1.1 Primary Data Sources
    • 6.1.2 Secondary Data Sources
    • 6.1.3 Data Triangulation
  • 6.2 Market Estimation and Forecast
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