
The global market for AR and VR Near Eye Display Technology was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
North American market for AR and VR Near Eye Display Technology was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for AR and VR Near Eye Display Technology was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for AR and VR Near Eye Display Technology was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of AR and VR Near Eye Display Technology include Meta, Microsoft, Sony, DPVR, Pico Interactive, Google, HTC, Pimax and Vuzix Corporation, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for AR and VR Near Eye Display Technology, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of AR and VR Near Eye Display Technology by region & country, by Type, and by Application.
The AR and VR Near Eye Display Technology market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. 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 AR and VR Near Eye Display Technology.
麻豆原创 Segmentation
By Company
Meta
Microsoft
Sony
DPVR
Pico Interactive
Google
HTC
Pimax
Vuzix Corporation
Lenovo
Epson
MAD Gaze
Magic Leap
Nreal
Segment by Type:
AR Near Eye Display Technology
VR Near Eye Display Technology
Segment by Application
Entertainment
Medicine
Industry
Education
Others
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides 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 2: Detailed analysis of AR and VR Near Eye Display Technology manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: 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 4: 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 5: Revenue of AR and VR Near Eye Display Technology in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of AR and VR Near Eye Display Technology in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 麻豆原创 Overview
1.1 AR and VR Near Eye Display Technology Product Introduction
1.2 Global AR and VR Near Eye Display Technology 麻豆原创 Size Forecast
1.3 AR and VR Near Eye Display Technology 麻豆原创 Trends & Drivers
1.3.1 AR and VR Near Eye Display Technology Industry Trends
1.3.2 AR and VR Near Eye Display Technology 麻豆原创 Drivers & Opportunity
1.3.3 AR and VR Near Eye Display Technology 麻豆原创 Challenges
1.3.4 AR and VR Near Eye Display Technology 麻豆原创 Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global AR and VR Near Eye Display Technology Players Revenue Ranking (2023)
2.2 Global AR and VR Near Eye Display Technology Revenue by Company (2019-2024)
2.3 Key Companies AR and VR Near Eye Display Technology Manufacturing Base Distribution and Headquarters
2.4 Key Companies AR and VR Near Eye Display Technology Product Offered
2.5 Key Companies Time to Begin Mass Production of AR and VR Near Eye Display Technology
2.6 AR and VR Near Eye Display Technology 麻豆原创 Competitive Analysis
2.6.1 AR and VR Near Eye Display Technology 麻豆原创 Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by AR and VR Near Eye Display Technology Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in AR and VR Near Eye Display Technology as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 AR Near Eye Display Technology
3.1.2 VR Near Eye Display Technology
3.2 Global AR and VR Near Eye Display Technology Sales Value by Type
3.2.1 Global AR and VR Near Eye Display Technology Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global AR and VR Near Eye Display Technology Sales Value, by Type (2019-2030)
3.2.3 Global AR and VR Near Eye Display Technology Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Entertainment
4.1.2 Medicine
4.1.3 Industry
4.1.4 Education
4.1.5 Others
4.2 Global AR and VR Near Eye Display Technology Sales Value by Application
4.2.1 Global AR and VR Near Eye Display Technology Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global AR and VR Near Eye Display Technology Sales Value, by Application (2019-2030)
4.2.3 Global AR and VR Near Eye Display Technology Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global AR and VR Near Eye Display Technology Sales Value by Region
5.1.1 Global AR and VR Near Eye Display Technology Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global AR and VR Near Eye Display Technology Sales Value by Region (2019-2024)
5.1.3 Global AR and VR Near Eye Display Technology Sales Value by Region (2025-2030)
5.1.4 Global AR and VR Near Eye Display Technology Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America AR and VR Near Eye Display Technology Sales Value, 2019-2030
5.2.2 North America AR and VR Near Eye Display Technology Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe AR and VR Near Eye Display Technology Sales Value, 2019-2030
5.3.2 Europe AR and VR Near Eye Display Technology Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific AR and VR Near Eye Display Technology Sales Value, 2019-2030
5.4.2 Asia Pacific AR and VR Near Eye Display Technology Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America AR and VR Near Eye Display Technology Sales Value, 2019-2030
5.5.2 South America AR and VR Near Eye Display Technology Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa AR and VR Near Eye Display Technology Sales Value, 2019-2030
5.6.2 Middle East & Africa AR and VR Near Eye Display Technology Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions AR and VR Near Eye Display Technology Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions AR and VR Near Eye Display Technology Sales Value
6.3 United States
6.3.1 United States AR and VR Near Eye Display Technology Sales Value, 2019-2030
6.3.2 United States AR and VR Near Eye Display Technology Sales Value by Type (%), 2023 VS 2030
6.3.3 United States AR and VR Near Eye Display Technology Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe AR and VR Near Eye Display Technology Sales Value, 2019-2030
6.4.2 Europe AR and VR Near Eye Display Technology Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe AR and VR Near Eye Display Technology Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China AR and VR Near Eye Display Technology Sales Value, 2019-2030
6.5.2 China AR and VR Near Eye Display Technology Sales Value by Type (%), 2023 VS 2030
6.5.3 China AR and VR Near Eye Display Technology Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan AR and VR Near Eye Display Technology Sales Value, 2019-2030
6.6.2 Japan AR and VR Near Eye Display Technology Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan AR and VR Near Eye Display Technology Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea AR and VR Near Eye Display Technology Sales Value, 2019-2030
6.7.2 South Korea AR and VR Near Eye Display Technology Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea AR and VR Near Eye Display Technology Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia AR and VR Near Eye Display Technology Sales Value, 2019-2030
6.8.2 Southeast Asia AR and VR Near Eye Display Technology Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia AR and VR Near Eye Display Technology Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India AR and VR Near Eye Display Technology Sales Value, 2019-2030
6.9.2 India AR and VR Near Eye Display Technology Sales Value by Type (%), 2023 VS 2030
6.9.3 India AR and VR Near Eye Display Technology Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Meta
7.1.1 Meta Profile
7.1.2 Meta Main Business
7.1.3 Meta AR and VR Near Eye Display Technology Products, Services and Solutions
7.1.4 Meta AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.1.5 Meta Recent Developments
7.2 Microsoft
7.2.1 Microsoft Profile
7.2.2 Microsoft Main Business
7.2.3 Microsoft AR and VR Near Eye Display Technology Products, Services and Solutions
7.2.4 Microsoft AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.2.5 Microsoft Recent Developments
7.3 Sony
7.3.1 Sony Profile
7.3.2 Sony Main Business
7.3.3 Sony AR and VR Near Eye Display Technology Products, Services and Solutions
7.3.4 Sony AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.3.5 DPVR Recent Developments
7.4 DPVR
7.4.1 DPVR Profile
7.4.2 DPVR Main Business
7.4.3 DPVR AR and VR Near Eye Display Technology Products, Services and Solutions
7.4.4 DPVR AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.4.5 DPVR Recent Developments
7.5 Pico Interactive
7.5.1 Pico Interactive Profile
7.5.2 Pico Interactive Main Business
7.5.3 Pico Interactive AR and VR Near Eye Display Technology Products, Services and Solutions
7.5.4 Pico Interactive AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.5.5 Pico Interactive Recent Developments
7.6 Google
7.6.1 Google Profile
7.6.2 Google Main Business
7.6.3 Google AR and VR Near Eye Display Technology Products, Services and Solutions
7.6.4 Google AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.6.5 Google Recent Developments
7.7 HTC
7.7.1 HTC Profile
7.7.2 HTC Main Business
7.7.3 HTC AR and VR Near Eye Display Technology Products, Services and Solutions
7.7.4 HTC AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.7.5 HTC Recent Developments
7.8 Pimax
7.8.1 Pimax Profile
7.8.2 Pimax Main Business
7.8.3 Pimax AR and VR Near Eye Display Technology Products, Services and Solutions
7.8.4 Pimax AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.8.5 Pimax Recent Developments
7.9 Vuzix Corporation
7.9.1 Vuzix Corporation Profile
7.9.2 Vuzix Corporation Main Business
7.9.3 Vuzix Corporation AR and VR Near Eye Display Technology Products, Services and Solutions
7.9.4 Vuzix Corporation AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.9.5 Vuzix Corporation Recent Developments
7.10 Lenovo
7.10.1 Lenovo Profile
7.10.2 Lenovo Main Business
7.10.3 Lenovo AR and VR Near Eye Display Technology Products, Services and Solutions
7.10.4 Lenovo AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.10.5 Lenovo Recent Developments
7.11 Epson
7.11.1 Epson Profile
7.11.2 Epson Main Business
7.11.3 Epson AR and VR Near Eye Display Technology Products, Services and Solutions
7.11.4 Epson AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.11.5 Epson Recent Developments
7.12 MAD Gaze
7.12.1 MAD Gaze Profile
7.12.2 MAD Gaze Main Business
7.12.3 MAD Gaze AR and VR Near Eye Display Technology Products, Services and Solutions
7.12.4 MAD Gaze AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.12.5 MAD Gaze Recent Developments
7.13 Magic Leap
7.13.1 Magic Leap Profile
7.13.2 Magic Leap Main Business
7.13.3 Magic Leap AR and VR Near Eye Display Technology Products, Services and Solutions
7.13.4 Magic Leap AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.13.5 Magic Leap Recent Developments
7.14 Nreal
7.14.1 Nreal Profile
7.14.2 Nreal Main Business
7.14.3 Nreal AR and VR Near Eye Display Technology Products, Services and Solutions
7.14.4 Nreal AR and VR Near Eye Display Technology Revenue (US$ Million) & (2019-2024)
7.14.5 Nreal Recent Developments
8 Industry Chain Analysis
8.1 AR and VR Near Eye Display Technology Industrial Chain
8.2 AR and VR Near Eye Display Technology Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 AR and VR Near Eye Display Technology Sales Model
8.5.2 Sales Channel
8.5.3 AR and VR Near Eye Display Technology Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Meta
Microsoft
Sony
DPVR
Pico Interactive
Google
HTC
Pimax
Vuzix Corporation
Lenovo
Epson
MAD Gaze
Magic Leap
Nreal
听
听
*If Applicable.
