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Global Consumer VR and AR Devices Market Research Report 2024

Global Consumer VR and AR Devices Market Research Report 2024

Publishing Date : Feb, 2024

License Type :
 

Report Code : 1902374

No of Pages : 92

Synopsis
The global Consumer VR and AR Devices market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Consumer VR and AR Devices is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Consumer VR and AR Devices is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global manufacturers of Consumer VR and AR Devices include Meta, Pico, DPVR, Microsoft, Nreal, Sony, Google, HTC and IQIYI, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Consumer VR and AR Devices, 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 Consumer VR and AR Devices.
Report Scope
The Consumer VR and AR Devices market size, estimations, and forecasts are provided in terms of sales volume (Units) and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Consumer VR and AR Devices 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 Consumer VR and AR Devices 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.
Market Segmentation
By Company
Meta
Pico
DPVR
Microsoft
Nreal
Sony
Google
HTC
IQIYI
Lenovo
Rokid
TCL
RAYNEO
Epson
Segment by Type
Consumer VR Device
Consumer AR Device
Segment by Application
Electronic Games
Video Entertainment
Shopping
Social Entertainment
Others
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Netherlands
Asia-Pacific
China
Japan
South Korea
India
Southeast Asia
China Taiwan
Australia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by 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 Consumer VR and AR Devices manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of Consumer VR and AR Devices 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 main 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.
Index
1 Consumer VR and AR Devices Market Overview
1.1 Product Overview and Scope of Consumer VR and AR Devices
1.2 Consumer VR and AR Devices Segment by Type
1.2.1 Global Consumer VR and AR Devices Market Value Comparison by Type (2024-2030)
1.2.2 Consumer VR Device
1.2.3 Consumer AR Device
1.3 Consumer VR and AR Devices Segment by Application
1.3.1 Global Consumer VR and AR Devices Market Value by Application: (2024-2030)
1.3.2 Electronic Games
1.3.3 Video Entertainment
1.3.4 Shopping
1.3.5 Social Entertainment
1.3.6 Others
1.4 Global Consumer VR and AR Devices Market Size Estimates and Forecasts
1.4.1 Global Consumer VR and AR Devices Revenue 2019-2030
1.4.2 Global Consumer VR and AR Devices Sales 2019-2030
1.4.3 Global Consumer VR and AR Devices Market Average Price (2019-2030)
1.5 Assumptions and Limitations
2 Consumer VR and AR Devices Market Competition by Manufacturers
2.1 Global Consumer VR and AR Devices Sales Market Share by Manufacturers (2019-2024)
2.2 Global Consumer VR and AR Devices Revenue Market Share by Manufacturers (2019-2024)
2.3 Global Consumer VR and AR Devices Average Price by Manufacturers (2019-2024)
2.4 Global Consumer VR and AR Devices Industry Ranking 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of Consumer VR and AR Devices, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of Consumer VR and AR Devices, Product Type & Application
2.7 Consumer VR and AR Devices Market Competitive Situation and Trends
2.7.1 Consumer VR and AR Devices Market Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest Consumer VR and AR Devices Players Market Share by Revenue
2.7.3 Global Consumer VR and AR Devices Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Consumer VR and AR Devices Retrospective Market Scenario by Region
3.1 Global Consumer VR and AR Devices Market Size by Region: 2019 Versus 2023 Versus 2030
3.2 Global Consumer VR and AR Devices Global Consumer VR and AR Devices Sales by Region: 2019-2030
3.2.1 Global Consumer VR and AR Devices Sales by Region: 2019-2024
3.2.2 Global Consumer VR and AR Devices Sales by Region: 2025-2030
3.3 Global Consumer VR and AR Devices Global Consumer VR and AR Devices Revenue by Region: 2019-2030
3.3.1 Global Consumer VR and AR Devices Revenue by Region: 2019-2024
3.3.2 Global Consumer VR and AR Devices Revenue by Region: 2025-2030
3.4 North America Consumer VR and AR Devices Market Facts & Figures by Country
3.4.1 North America Consumer VR and AR Devices Market Size by Country: 2019 VS 2023 VS 2030
3.4.2 North America Consumer VR and AR Devices Sales by Country (2019-2030)
3.4.3 North America Consumer VR and AR Devices Revenue by Country (2019-2030)
3.4.4 United States
3.4.5 Canada
3.5 Europe Consumer VR and AR Devices Market Facts & Figures by Country
3.5.1 Europe Consumer VR and AR Devices Market Size by Country: 2019 VS 2023 VS 2030
3.5.2 Europe Consumer VR and AR Devices Sales by Country (2019-2030)
3.5.3 Europe Consumer VR and AR Devices Revenue by Country (2019-2030)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Netherlands
3.6 Asia Pacific Consumer VR and AR Devices Market Facts & Figures by Country
3.6.1 Asia Pacific Consumer VR and AR Devices Market Size by Country: 2019 VS 2023 VS 2030
3.6.2 Asia Pacific Consumer VR and AR Devices Sales by Country (2019-2030)
3.6.3 Asia Pacific Consumer VR and AR Devices Revenue by Country (2019-2030)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Southeast Asia
3.6.9 China Taiwan
3.6.10 Australia
3.7 Latin America Consumer VR and AR Devices Market Facts & Figures by Country
3.7.1 Latin America Consumer VR and AR Devices Market Size by Country: 2019 VS 2023 VS 2030
3.7.2 Latin America Consumer VR and AR Devices Sales by Country (2019-2030)
3.7.3 Latin America Consumer VR and AR Devices Revenue by Country (2019-2030)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.7.7 Colombia
3.8 Middle East and Africa Consumer VR and AR Devices Market Facts & Figures by Country
3.8.1 Middle East and Africa Consumer VR and AR Devices Market Size by Country: 2019 VS 2023 VS 2030
3.8.2 Middle East and Africa Consumer VR and AR Devices Sales by Country (2019-2030)
3.8.3 Middle East and Africa Consumer VR and AR Devices Revenue by Country (2019-2030)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global Consumer VR and AR Devices Sales by Type (2019-2030)
4.1.1 Global Consumer VR and AR Devices Sales by Type (2019-2024)
4.1.2 Global Consumer VR and AR Devices Sales by Type (2025-2030)
4.1.3 Global Consumer VR and AR Devices Sales Market Share by Type (2019-2030)
4.2 Global Consumer VR and AR Devices Revenue by Type (2019-2030)
4.2.1 Global Consumer VR and AR Devices Revenue by Type (2019-2024)
4.2.2 Global Consumer VR and AR Devices Revenue by Type (2025-2030)
4.2.3 Global Consumer VR and AR Devices Revenue Market Share by Type (2019-2030)
4.3 Global Consumer VR and AR Devices Price by Type (2019-2030)
5 Segment by Application
5.1 Global Consumer VR and AR Devices Sales by Application (2019-2030)
5.1.1 Global Consumer VR and AR Devices Sales by Application (2019-2024)
5.1.2 Global Consumer VR and AR Devices Sales by Application (2025-2030)
5.1.3 Global Consumer VR and AR Devices Sales Market Share by Application (2019-2030)
5.2 Global Consumer VR and AR Devices Revenue by Application (2019-2030)
5.2.1 Global Consumer VR and AR Devices Revenue by Application (2019-2024)
5.2.2 Global Consumer VR and AR Devices Revenue by Application (2025-2030)
5.2.3 Global Consumer VR and AR Devices Revenue Market Share by Application (2019-2030)
5.3 Global Consumer VR and AR Devices Price by Application (2019-2030)
6 Key Companies Profiled
6.1 Meta
6.1.1 Meta Corporation Information
6.1.2 Meta Description and Business Overview
6.1.3 Meta Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.1.4 Meta Consumer VR and AR Devices Product Portfolio
6.1.5 Meta Recent Developments/Updates
6.2 Pico
6.2.1 Pico Corporation Information
6.2.2 Pico Description and Business Overview
6.2.3 Pico Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.2.4 Pico Consumer VR and AR Devices Product Portfolio
6.2.5 Pico Recent Developments/Updates
6.3 DPVR
6.3.1 DPVR Corporation Information
6.3.2 DPVR Description and Business Overview
6.3.3 DPVR Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.3.4 DPVR Consumer VR and AR Devices Product Portfolio
6.3.5 DPVR Recent Developments/Updates
6.4 Microsoft
6.4.1 Microsoft Corporation Information
6.4.2 Microsoft Description and Business Overview
6.4.3 Microsoft Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.4.4 Microsoft Consumer VR and AR Devices Product Portfolio
6.4.5 Microsoft Recent Developments/Updates
6.5 Nreal
6.5.1 Nreal Corporation Information
6.5.2 Nreal Description and Business Overview
6.5.3 Nreal Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.5.4 Nreal Consumer VR and AR Devices Product Portfolio
6.5.5 Nreal Recent Developments/Updates
6.6 Sony
6.6.1 Sony Corporation Information
6.6.2 Sony Description and Business Overview
6.6.3 Sony Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.6.4 Sony Consumer VR and AR Devices Product Portfolio
6.6.5 Sony Recent Developments/Updates
6.7 Google
6.6.1 Google Corporation Information
6.6.2 Google Description and Business Overview
6.6.3 Google Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.4.4 Google Consumer VR and AR Devices Product Portfolio
6.7.5 Google Recent Developments/Updates
6.8 HTC
6.8.1 HTC Corporation Information
6.8.2 HTC Description and Business Overview
6.8.3 HTC Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.8.4 HTC Consumer VR and AR Devices Product Portfolio
6.8.5 HTC Recent Developments/Updates
6.9 IQIYI
6.9.1 IQIYI Corporation Information
6.9.2 IQIYI Description and Business Overview
6.9.3 IQIYI Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.9.4 IQIYI Consumer VR and AR Devices Product Portfolio
6.9.5 IQIYI Recent Developments/Updates
6.10 Lenovo
6.10.1 Lenovo Corporation Information
6.10.2 Lenovo Description and Business Overview
6.10.3 Lenovo Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.10.4 Lenovo Consumer VR and AR Devices Product Portfolio
6.10.5 Lenovo Recent Developments/Updates
6.11 Rokid
6.11.1 Rokid Corporation Information
6.11.2 Rokid Consumer VR and AR Devices Description and Business Overview
6.11.3 Rokid Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.11.4 Rokid Consumer VR and AR Devices Product Portfolio
6.11.5 Rokid Recent Developments/Updates
6.12 TCL
6.12.1 TCL Corporation Information
6.12.2 TCL Consumer VR and AR Devices Description and Business Overview
6.12.3 TCL Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.12.4 TCL Consumer VR and AR Devices Product Portfolio
6.12.5 TCL Recent Developments/Updates
6.13 RAYNEO
6.13.1 RAYNEO Corporation Information
6.13.2 RAYNEO Consumer VR and AR Devices Description and Business Overview
6.13.3 RAYNEO Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.13.4 RAYNEO Consumer VR and AR Devices Product Portfolio
6.13.5 RAYNEO Recent Developments/Updates
6.14 Epson
6.14.1 Epson Corporation Information
6.14.2 Epson Consumer VR and AR Devices Description and Business Overview
6.14.3 Epson Consumer VR and AR Devices Sales, Revenue and Gross Margin (2019-2024)
6.14.4 Epson Consumer VR and AR Devices Product Portfolio
6.14.5 Epson Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 Consumer VR and AR Devices Industry Chain Analysis
7.2 Consumer VR and AR Devices Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Consumer VR and AR Devices Production Mode & Process
7.4 Consumer VR and AR Devices Sales and Marketing
7.4.1 Consumer VR and AR Devices Sales Channels
7.4.2 Consumer VR and AR Devices Distributors
7.5 Consumer VR and AR Devices Customers
8 Consumer VR and AR Devices Market Dynamics
8.1 Consumer VR and AR Devices Industry Trends
8.2 Consumer VR and AR Devices Market Drivers
8.3 Consumer VR and AR Devices Market Challenges
8.4 Consumer VR and AR Devices 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

Published By : QY Research

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