일본의 가상현실 시장 보고서 : 디바이스 유형, 기술, 컴포넌트, 용도, 지역별(2025-2033년)
Japan Virtual Reality Market Report by Device Type, Technology, Component, Application, and Region 2025-2033
상품코드:1609775
리서치사:IMARC
발행일:On Demand Report
페이지 정보:영문 122 Pages
라이선스 & 가격 (부가세 별도)
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한글목차
일본의 가상현실 시장의 시장 규모는 2024년에 22억 달러에 달했습니다. 향후 IMARC Group은 2033년에 87억 달러에 달하며, 2025-2033년의 성장률(CAGR)은 16.4%에 달할 것으로 예측하고 있습니다. 일본에서의 새로운 기술 혁신, 헬스케어 분야에서 제품 채택의 증가, 몰입형 게임 체험의 인구 사이에서의 인기 증대 등이 시장을 촉진하는 주요 요인입니다.
본 리포트에서 답변하는 주요 질문
일본의 가상현실 시장은 지금까지 어떻게 추이해 왔으며, 향후 어떻게 추이하는가?
COVID-19가 일본의 가상현실 시장에 미친 영향은?
일본의 가상현실 시장의 디바이스 유형별 내역은?
일본의 가상현실 시장의 기술별 내역은?
일본의 가상현실 시장의 컴포넌트별 내역은?
일본의 가상현실 시장의 용도별 내역은?
일본의 가상현실 시장의 밸류체인에는 어떤 단계가 있는가?
일본의 가상현실 시장의 주요 촉진요인과 과제는 무엇인가?
일본의 가상현실 시장의 구조와 주요 기업은?
일본의 가상현실 시장의 경쟁의 정도는?
목차
제1장 서문
제2장 조사 범위와 조사 방법
조사의 목적
이해관계자
데이터 소스
시장 추정
조사 방법
제3장 개요
제4장 일본의 가상현실 시장 - 서론
개요
시장 역학
업계 동향
경쟁 정보
제5장 일본의 가상현실 시장 구도
과거 및 현재 시장 동향(2019-2024년)
시장 예측(2025-2033)
제6장 일본의 가상현실 시장 : 디바이스 유형별 내역
헤드 마운트 디스플레이(HMD)
제스처 추적 디바이스
프로젝터와 디스플레이 월
제7장 일본의 가상현실 시장 : 기술별 내역
반몰입형 및 완전 몰입형
비몰입형
제8장 일본의 가상현실 시장 : 컴포넌트별 내역
하드웨어
소프트웨어
제9장 일본의 가상현실 시장 : 용도별 내역
항공우주 및 방위
소비자
상업
기업
헬스케어
기타
제10장 일본의 가상현실 시장 : 경쟁 구도
개요
시장 구조
시장 기업 포지셔닝
주요 성공 전략
경쟁 대시보드
기업 평가 상한
제11장 주요 기업의 개요
제12장 일본의 가상현실 시장 : 업계 분석
촉진요인·억제요인·기회
Porter's Five Forces 분석
밸류체인 분석
제13장 부록
KSA
영문 목차
영문목차
The Japan virtual reality market size reached USD 2.2 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 8.7 Billion by 2033, exhibiting a growth rate (CAGR) of 16.4% during 2025-2033. The emerging technological innovations in the country, the rising product adoption in the healthcare sector, and the growing popularity of immersive gaming experiences among the population represent some of the key factors driving the market.
Virtual reality (VR) is a technology that creates a simulated environment or experience, allowing users to interact with and immerse themselves in a computer-generated environment that feels realistic and lifelike. In VR, users typically wear a headset that covers their eyes and ears, completely blocking out the physical world and replacing it with a digital environment. This technology aims to replicate real-world sensory experiences, such as sight and sound, in a way that tricks the brain into perceiving the virtual environment as if it were real. VR headsets are equipped with sensors that track the user's head movements and adjust the virtual environment accordingly. This tracking technology enables the user to look around and interact with the virtual world. Users interact with the virtual environment using specialized input devices such as motion controllers, gloves, or handheld devices. These devices allow users to manipulate objects, navigate the environment, and perform actions within the VR space. Beyond gaming, VR is also used for virtual tours, immersive storytelling, and interactive art installations. Moreover, VR can provide immersive educational experiences, allowing students to explore historical sites, travel to distant planets, or visualize complex concepts in three dimensions.
Japan Virtual Reality Market Trends:
Japan has a rich history of technological innovation and research. The country's strong focus on advancements in electronics, software development, and hardware design contributes to the growth of the VR market. Moreover, the gaming and entertainment industry has been a significant contributor to the adoption of VR. Japan is known for its video game culture, and VR offers a new level of immersion and interactivity in gaming experiences, attracting both consumers and developers. Besides, VR arcades have gained popularity in Japan, offering consumers a chance to experience high-quality VR content without investing in expensive equipment. These arcades attract a wide range of users, from casual gamers to enthusiasts, and contribute to the overall growth of the VR market. Additionally, the Japanese healthcare sector is exploring VR for various applications, including medical training, therapy, and pain management. VR offers realistic simulations and scenarios that can improve medical education and patient outcomes. Apart from this, the government authorities are promoting technological advancements and fostering innovation to create a conducive environment for VR development. Furthermore, VR technology is being integrated into education and training programs in Japan. It provides students with immersive learning experiences and enables professionals to practice complex tasks in safe virtual environments. On account of these factors, the market is expected to witness positive growth in the coming years.
Japan Virtual Reality Market Segmentation:
Device Type Insights:
Head-Mounted Display
Gesture-Tracking Device
Projectors and Display Wall
Technology Insights:
Semi and Fully Immersive
Non-Immersive
Component Insights:
Hardware
Software
Application Insights:
Aerospace and Defense
Consumer
Commercial
Enterprise
Healthcare
Others
Competitive Landscape:
The report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.
Key Questions Answered in This Report:
How has the Japan virtual reality market performed so far and how will it perform in the coming years?
What has been the impact of COVID-19 on the Japan virtual reality market?
What is the breakup of the Japan virtual reality market on the basis of device type?
What is the breakup of the Japan virtual reality market on the basis of technology?
What is the breakup of the Japan virtual reality market on the basis of component?
What is the breakup of the Japan virtual reality market on the basis of applications?
What are the various stages in the value chain of the Japan virtual reality market?
What are the key driving factors and challenges in the Japan virtual reality market?
What is the structure of the Japan virtual reality market and who are the key players?
What is the degree of competition in the Japan virtual reality market?
Table of Contents
1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Japan Virtual Reality Market - Introduction
4.1 Overview
4.2 Market Dynamics
4.3 Industry Trends
4.4 Competitive Intelligence
5 Japan Virtual Reality Market Landscape
5.1 Historical and Current Market Trends (2019-2024)
5.2 Market Forecast (2025-2033)
6 Japan Virtual Reality Market - Breakup by Device Type
6.1 Head-Mounted Display
6.1.1 Overview
6.1.2 Historical and Current Market Trends (2019-2024)
6.1.3 Market Forecast (2025-2033)
6.2 Gesture-Tracking Device
6.2.1 Overview
6.2.2 Historical and Current Market Trends (2019-2024)
6.2.3 Market Forecast (2025-2033)
6.3 Projectors and Display Wall
6.3.1 Overview
6.3.2 Historical and Current Market Trends (2019-2024)
6.3.3 Market Forecast (2025-2033)
7 Japan Virtual Reality Market - Breakup by Technology
7.1 Semi and Fully Immersive
7.1.1 Overview
7.1.2 Historical and Current Market Trends (2019-2024)
7.1.3 Market Forecast (2025-2033)
7.2 Non-Immersive
7.2.1 Overview
7.2.2 Historical and Current Market Trends (2019-2024)
7.2.3 Market Forecast (2025-2033)
8 Japan Virtual Reality Market - Breakup by Component
8.1 Hardware
8.1.1 Overview
8.1.2 Historical and Current Market Trends (2019-2024)
8.1.3 Market Forecast (2025-2033)
8.2 Software
8.2.1 Overview
8.2.2 Historical and Current Market Trends (2019-2024)
8.2.3 Market Forecast (2025-2033)
9 Japan Virtual Reality Market - Breakup by Application
9.1 Aerospace and Defense
9.1.1 Overview
9.1.2 Historical and Current Market Trends (2019-2024)
9.1.3 Market Forecast (2025-2033)
9.2 Consumer
9.2.1 Overview
9.2.2 Historical and Current Market Trends (2019-2024)
9.2.3 Market Forecast (2025-2033)
9.3 Commercial
9.3.1 Overview
9.3.2 Historical and Current Market Trends (2019-2024)
9.3.3 Market Forecast (2025-2033)
9.4 Enterprise
9.4.1 Overview
9.4.2 Historical and Current Market Trends (2019-2024)
9.4.3 Market Forecast (2025-2033)
9.5 Healthcare
9.5.1 Overview
9.5.2 Historical and Current Market Trends (2019-2024)
9.5.3 Market Forecast (2025-2033)
9.6 Others
9.6.1 Historical and Current Market Trends (2019-2024)
9.6.2 Market Forecast (2025-2033)
10 Japan Virtual Reality Market - Competitive Landscape
10.1 Overview
10.2 Market Structure
10.3 Market Player Positioning
10.4 Top Winning Strategies
10.5 Competitive Dashboard
10.6 Company Evaluation Quadrant
11 Profiles of Key Players
11.1 Company A
11.1.1 Business Overview
11.1.2 Product Portfolio
11.1.3 Business Strategies
11.1.4 SWOT Analysis
11.1.5 Major News and Events
11.2 Company B
11.2.1 Business Overview
11.2.2 Product Portfolio
11.2.3 Business Strategies
11.2.4 SWOT Analysis
11.2.5 Major News and Events
11.3 Company C
11.3.1 Business Overview
11.3.2 Product Portfolio
11.3.3 Business Strategies
11.3.4 SWOT Analysis
11.3.5 Major News and Events
11.4 Company D
11.4.1 Business Overview
11.4.2 Product Portfolio
11.4.3 Business Strategies
11.4.4 SWOT Analysis
11.4.5 Major News and Events
11.5 Company E
11.5.1 Business Overview
11.5.2 Product Portfolio
11.5.3 Business Strategies
11.5.4 SWOT Analysis
11.5.5 Major News and Events
12 Japan Virtual Reality Market - Industry Analysis