世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

拡張現実とバーチャルリアリティ市場の世界産業規模、シェア、動向、機会、予測。2018-2028年製品タイプ別(ヘッドマウントディスプレイ、ヘッドアップディスプレイ、スマートグラス、ハンドヘルドデバイスアプリケーション)、組織規模別(大企業、中小企業)、提供形態別(ハードウェア&ソフトウェア)、用途別(コンシューマー、エンタープライズ)、エンドユーザー別(エンターテインメント、製造、ヘルスケア、防衛、家電、自動車、その他)、地域別


Augmented Reality & Virtual Reality Market Global Industry Size, Share, Trends, Opportunity, and Forecast. 2018-2028Segmented By Product Type (Head-Mounted Display, Head-Up Display, Smart Glass, Handheld Device Applications), By Organization Size (Large Enterprises, Small & Medium-sized Enterprises), By Offering (Hardware & Software), By Application (Consumer, Enterprise), By End User (Entertainment, Manufacturing, Healthcare, Defense, Consumer Electronics, Automotive, & Others), By Region

世界の拡張現実&バーチャルリアリティ市場は、予測期間2023-2028年に堅調なペースで成長すると予測されている。世界の拡張現実&バーチャルリアリティ市場は、主にモバイルゲーム分野の拡大とインターネット接続... もっと見る

 

 

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TechSci Research
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2023年9月5日 US$4,900
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世界の拡張現実&バーチャルリアリティ市場は、予測期間2023-2028年に堅調なペースで成長すると予測されている。世界の拡張現実&バーチャルリアリティ市場は、主にモバイルゲーム分野の拡大とインターネット接続性の上昇によって牽引されています。さらに、家電機器の利用が増加することで、世界規模での市場拡大が見込まれる。
拡張現実とバーチャルリアリティ・ソリューションは、デジタル的に没入感のあるユーザー体験を提供するように設計されており、さまざまな産業分野で商業目的や娯楽目的に使用することができる。個人がシミュレートされた環境に関与し、相互作用することを可能にする多感覚コンピューター生成体験は、バーチャル・リアリティーと呼ばれる。これとは対照的に、拡張現実は、現実環境を改善するためにデジタル的に作成された知覚的オーバーレイを使用します。代替ソリューションと比較した場合、トレーニングおよびシミュレーションソリューションは、多様なエンドユーザー部門において初期費用と開発コストが大きい。従来のツールやアプローチとは対照的に、拡張技術やバーチャル技術をベースとしたソリューションは、トレーニングの可能性を向上させます。これらのソリューションの開発者は、実際の状況のほんのわずかな側面に集中して作成するため、ユーザーは金銭的、人的、物理的な無駄を最小限に抑えて実践的なトレーニングを受けることができる。
さらに、ゲーマーの増加と、拡張現実とバーチャルリアリティ技術に基づくソリューションの利点に対する理解が、多くの業界のエンドユーザーの間で進んでいることが、市場の成長につながっている。拡張現実・仮想現実分野の大手企業は、携帯電話、ゲーム機、タブレット端末、パソコンなど、さまざまな機器で動作する拡張現実・仮想現実コンテンツの作成に注力している。
ゲーム・コミュニティの拡大
拡張現実とバーチャル・リアリティ技術の最も主要な用途のひとつは、ビデオゲームである。世界のゲーマー数は以前から急速に増加している。拡張現実と仮想現実のアプリケーションは急速に進化し、多くの業界に浸透している。ARとVRの最新トレンドは、スマートフォン・メーカーではなく、新興企業やゲーム・ビジネスがほとんどを担っている。最適なゲーム体験を求め続けるプレイヤーが望むものを提供するために、ビデオゲームは新たな技術開発の出現とともに拡大し、進化し続けている。また、ARやVRは、魅力的な体験をプレイヤーに提供することで、ビデオゲームの分野を拡大し、市場の拡大に拍車をかけている。
スマートフォンの普及
スマートフォンの普及と技術の向上により、ユーザーは現実の状況に埋め込まれたバーチャル・グラフィックスを見ることができるようになった。また、スマートフォン端末のカメラを利用することで、画像やオブジェクトとインタラクションすることも可能であり、これもAR・VR市場の拡大を後押しする重要な要因となっている。さらに、AR(拡張現実)とVR(仮想現実)が現代のスマートフォンの重要な構成要素になりつつあるため、モバイル機器はこれらの技術に対する需要を増加させると予想される。さらに、スマートフォン・メーカーは現在、画期的な新世代コンピューティング・デバイスの開発に取り組んでおり、これが新たな市場拡大のチャンスを生み出すと予想される。さらに、位置情報ベースのARアプリにより、ARはスマートフォンのみで提供されるようになった。ARの普及はまだ初期段階にあるが、インドのような発展途上国ではスマートフォンの利用が急速に拡大しているため、普及の見込みは多い。例えば、2020年には現在の3億人から4億人以上のユーザーが増えると予想されており、ARやVRビジネスが盛んになるチャンスとなる。さらに、サムスンは、スマートフォンやテレビでホログラムやホログラフィック・アイコンを立体的に表示できるようにするディスプレイ技術に関する特許をすでに申請している。
市場区分
世界の拡張現実&バーチャルリアリティ市場は、製品タイプ別、組織規模別、提供サービス別、用途別、エンドユーザー別、地域別、競争環境別に区分される。製品タイプに基づき、市場はヘッドマウントディスプレイ、ヘッドアップディスプレイ、スマートグラス、ハンドヘルドデバイスアプリケーションに区分される。組織規模に基づき、市場は中小企業、大企業に区分される。提供形態により、市場はハードウェアとソフトウェアに区分される。用途別では、消費者向け、企業向けに区分される。エンドユーザー別では、エンターテインメント、製造、ヘルスケア、防衛、家電、自動車、その他に区分される。
市場プレイヤー
世界の拡張現実&バーチャルリアリティ市場における主な市場プレイヤーは、Alphabet Inc.、DAQRI LLC、Facebook Inc.、HP Inc.、HTC Corporation、Magic Leap Inc.、Microsoft Corporation、Samsung Electronics Co.Ltd.、ソニー株式会社、株式会社東芝である。
レポートの範囲
本レポートでは、拡張現実とバーチャルリアリティの世界市場を、以下に詳述した業界動向に加えて、以下のカテゴリーに分類しています:
- 拡張現実とバーチャルリアリティ市場:製品タイプ別
o ヘッドマウントディスプレイ
o ヘッドアップディスプレイ
o スマートグラス
o ハンドヘルドデバイスアプリケーション
- 拡張現実とバーチャルリアリティ市場:組織規模別
o 中小企業
o 大企業
- 拡張現実とバーチャルリアリティ市場:提供製品別
o ハードウェア
o ソフトウェア
- 拡張現実とバーチャルリアリティ市場:用途別
o 消費者
o 企業
- 拡張現実とバーチャルリアリティ市場:エンドユーザー別
エンターテインメント
製造
o ヘルスケア
o 防衛
o コンシューマー・エレクトロニクス
o 自動車
o その他
- 拡張現実とバーチャルリアリティ市場、地域別
北米
 米国
 カナダ
 メキシコ
o アジア太平洋
 中国
 インド
 日本
 韓国
 オーストラリア
 シンガポール
 マレーシア
ヨーロッパ
 ドイツ
 イギリス
 フランス
 ロシア
 スペイン
 ベルギー
 イタリア
南米
 ブラジル
 アルゼンチン
 コロンビア
 ペルー
 チリ
中東
 サウジアラビア
 南アフリカ
 UAE
 イスラエル
 トルコ

競争状況
企業プロフィール:拡張現実とバーチャルリアリティの世界市場に存在する主要企業の詳細分析。
利用可能なカスタマイズ:
Tech Sci Research社は、企業固有のニーズに応じたカスタマイズを提供しています。以下のカスタマイズオプションが可能です:
企業情報
- 追加市場参入企業(最大5社)の詳細分析とプロファイリング

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目次

1. Product Overview
2. Research Methodology
3. Impact of COVID-19 on Global Augmented Reality & Virtual Reality Market
4. Executive Summary
5. Voice of Customers
6. Global Augmented Reality & Virtual Reality Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Product Type (Head-Mounted Display, Head-Up Display, Smart Glass, Handheld Device Applications)
6.2.2. By Organization Size (SMEs, Large Enterprises)
6.2.3. By Offering (Hardware & Software)
6.2.4. By Application (Consumer, Enterprise)
6.2.5. By End User (Entertainment, Manufacturing, Healthcare, Defense, Consumer Electronics, Automotive, & Others)
6.2.6. By Region
6.3. By Company (2022)
6.4. Market Map
7. North America Augmented Reality & Virtual Reality Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Product Type
7.2.2. By Organization Size
7.2.3. By Offering
7.2.4. By Application
7.2.5. By End User
7.2.6. By Country
7.3. North America: Country Analysis
7.3.1. United States Augmented Reality & Virtual Reality Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By Product Type
7.3.1.2.2. By Organization Size
7.3.1.2.3. By Offering
7.3.1.2.4. By Application
7.3.1.2.5. By End User
7.3.2. Canada Augmented Reality & Virtual Reality Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By Product Type
7.3.2.2.2. By Organization Size
7.3.2.2.3. By Offering
7.3.2.2.4. By Application
7.3.2.2.5. By End User
7.3.3. Mexico Augmented Reality & Virtual Reality Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By Product Type
7.3.3.2.2. By Organization Size
7.3.3.2.3. By Offering
7.3.3.2.4. By Application
7.3.3.2.5. By End User
8. Asia-Pacific Augmented Reality & Virtual Reality Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Product Type
8.2.2. By Organization Size
8.2.3. By Offering
8.2.4. By Application
8.2.5. By End User
8.2.6. By Country
8.3. Asia-Pacific: Country Analysis
8.3.1. China Augmented Reality & Virtual Reality Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By Product Type
8.3.1.2.2. By Organization Size
8.3.1.2.3. By Offering
8.3.1.2.4. By Application
8.3.1.2.5. By End User
8.3.2. India Augmented Reality & Virtual Reality Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By Product Type
8.3.2.2.2. By Organization Size
8.3.2.2.3. By Offering
8.3.2.2.4. By Application
8.3.2.2.5. By End User
8.3.3. Japan Augmented Reality & Virtual Reality Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By Product Type
8.3.3.2.2. By Organization Size
8.3.3.2.3. By Offering
8.3.3.2.4. By Application
8.3.3.2.5. By End User
8.3.4. South Korea Augmented Reality & Virtual Reality Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By Product Type
8.3.4.2.2. By Organization Size
8.3.4.2.3. By Offering
8.3.4.2.4. By Application
8.3.4.2.5. By End User
8.3.5. Australia Augmented Reality & Virtual Reality Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By Product Type
8.3.5.2.2. By Organization Size
8.3.5.2.3. By Offering
8.3.5.2.4. By Application
8.3.5.2.5. By End User
8.3.6. Singapore Augmented Reality & Virtual Reality Market Outlook
8.3.6.1. Market Size & Forecast
8.3.6.1.1. By Value
8.3.6.2. Market Share & Forecast
8.3.6.2.1. By Product Type
8.3.6.2.2. By Organization Size
8.3.6.2.3. By Offering
8.3.6.2.4. By Application
8.3.6.2.5. By End User
8.3.7. Malaysia Augmented Reality & Virtual Reality Market Outlook
8.3.7.1. Market Size & Forecast
8.3.7.1.1. By Value
8.3.7.2. Market Share & Forecast
8.3.7.2.1. By Product Type
8.3.7.2.2. By Organization Size
8.3.7.2.3. By Offering
8.3.7.2.4. By Application
8.3.7.2.5. By End User
9. Europe Augmented Reality & Virtual Reality Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Product Type
9.2.2. By Organization Size
9.2.3. By Offering
9.2.4. By Application
9.2.5. By End User
9.2.6. By Country
9.3. Europe: Country Analysis
9.3.1. Germany Augmented Reality & Virtual Reality Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By Product Type
9.3.1.2.2. By Organization Size
9.3.1.2.3. By Offering
9.3.1.2.4. By Application
9.3.1.2.5. By End User
9.3.2. United Kingdom Augmented Reality & Virtual Reality Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By Product Type
9.3.2.2.2. By Organization Size
9.3.2.2.3. By Offering
9.3.2.2.4. By Application
9.3.2.2.5. By End User
9.3.3. France Augmented Reality & Virtual Reality Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By Product Type
9.3.3.2.2. By Organization Size
9.3.3.2.3. By Offering
9.3.3.2.4. By Application
9.3.3.2.5. By End User
9.3.4. Russia Augmented Reality & Virtual Reality Market Outlook
9.3.4.1. Market Size & Forecast
9.3.4.1.1. By Value
9.3.4.2. Market Share & Forecast
9.3.4.2.1. By Product Type
9.3.4.2.2. By Organization Size
9.3.4.2.3. By Offering
9.3.4.2.4. By Application
9.3.4.2.5. By End User
9.3.5. Spain Augmented Reality & Virtual Reality Market Outlook
9.3.5.1. Market Size & Forecast
9.3.5.1.1. By Value
9.3.5.2. Market Share & Forecast
9.3.5.2.1. By Product Type
9.3.5.2.2. By Organization Size
9.3.5.2.3. By Offering
9.3.5.2.4. By Application
9.3.5.2.5. By End User
9.3.6. Belgium Augmented Reality & Virtual Reality Market Outlook
9.3.6.1. Market Size & Forecast
9.3.6.1.1. By Value
9.3.6.2. Market Share & Forecast
9.3.6.2.1. By Product Type
9.3.6.2.2. By Organization Size
9.3.6.2.3. By Offering
9.3.6.2.4. By Application
9.3.6.2.5. By End User
9.3.7. Italy Augmented Reality & Virtual Reality Market Outlook
9.3.7.1. Market Size & Forecast
9.3.7.1.1. By Value
9.3.7.2. Market Share & Forecast
9.3.7.2.1. By Product Type
9.3.7.2.2. By Organization Size
9.3.7.2.3. By Offering
9.3.7.2.4. By Application
9.3.7.2.5. By End User
10. South America Augmented Reality & Virtual Reality Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Product Type
10.2.2. By Organization Size
10.2.3. By Offering
10.2.4. By Application
10.2.5. By End User
10.2.6. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Augmented Reality & Virtual Reality Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By Product Type
10.3.1.2.2. By Organization Size
10.3.1.2.3. By Offering
10.3.1.2.4. By Application
10.3.1.2.5. By End User
10.3.2. Argentina Augmented Reality & Virtual Reality Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By Product Type
10.3.2.2.2. By Organization Size
10.3.2.2.3. By Offering
10.3.2.2.4. By Application
10.3.2.2.5. By End User
10.3.3. Colombia Augmented Reality & Virtual Reality Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By Product Type
10.3.3.2.2. By Organization Size
10.3.3.2.3. By Offering
10.3.3.2.4. By Application
10.3.3.2.5. By End User
10.3.4. Peru Augmented Reality & Virtual Reality Market Outlook
10.3.4.1. Market Size & Forecast
10.3.4.1.1. By Value
10.3.4.2. Market Share & Forecast
10.3.4.2.1. By Product Type
10.3.4.2.2. By Organization Size
10.3.4.2.3. By Offering
10.3.4.2.4. By Application
10.3.4.2.5. By End User
10.3.5. Chile Augmented Reality & Virtual Reality Market Outlook
10.3.5.1. Market Size & Forecast
10.3.5.1.1. By Value
10.3.5.2. Market Share & Forecast
10.3.5.2.1. By Product Type
10.3.5.2.2. By Organization Size
10.3.5.2.3. By Offering
10.3.5.2.4. By Application
10.3.5.2.5. By End User
11. Middle East & Africa Augmented Reality & Virtual Reality Market Outlook
11.1. Market Size & Forecast
11.1.1. By Value
11.2. Market Share & Forecast
11.2.1. By Product Type
11.2.2. By Organization Size
11.2.3. By Offering
11.2.4. By Application
11.2.5. By End User
11.2.6. By Country
11.3. Middle East & Africa: Country Analysis
11.3.1. Saudi Arabia Augmented Reality & Virtual Reality Market Outlook
11.3.1.1. Market Size & Forecast
11.3.1.1.1. By Value
11.3.1.2. Market Share & Forecast
11.3.1.2.1. By Product Type
11.3.1.2.2. By Organization Size
11.3.1.2.3. By Offering
11.3.1.2.4. By Application
11.3.1.2.5. By End User
11.3.2. South Africa Augmented Reality & Virtual Reality Market Outlook
11.3.2.1. Market Size & Forecast
11.3.2.1.1. By Value
11.3.2.2. Market Share & Forecast
11.3.2.2.1. By Product Type
11.3.2.2.2. By Organization Size
11.3.2.2.3. By Offering
11.3.2.2.4. By Application
11.3.2.2.5. By End User
11.3.3. UAE Augmented Reality & Virtual Reality Market Outlook
11.3.3.1. Market Size & Forecast
11.3.3.1.1. By Value
11.3.3.2. Market Share & Forecast
11.3.3.2.1. By Product Type
11.3.3.2.2. By Organization Size
11.3.3.2.3. By Offering
11.3.3.2.4. By Application
11.3.3.2.5. By End User
11.3.4. Israel Augmented Reality & Virtual Reality Market Outlook
11.3.4.1. Market Size & Forecast
11.3.4.1.1. By Value
11.3.4.2. Market Share & Forecast
11.3.4.2.1. By Product Type
11.3.4.2.2. By Organization Size
11.3.4.2.3. By Offering
11.3.4.2.4. By Application
11.3.4.2.5. By End User
11.3.5. Turkey Augmented Reality & Virtual Reality Market Outlook
11.3.5.1. Market Size & Forecast
11.3.5.1.1. By Value
11.3.5.2. Market Share & Forecast
11.3.5.2.1. By Product Type
11.3.5.2.2. By Organization Size
11.3.5.2.3. By Offering
11.3.5.2.4. By Application
11.3.5.2.5. By End User
12. Market Dynamics
12.1. Drivers
12.1.1. Expansion of the Gaming Community
12.1.2. Growth in Use of Smart Phones
12.1.3. Rise in Internet Penetration
12.2. Challenges
12.2.1. Challenge to adopt the augmented and virtual reality technology in underdeveloped areas
12.2.2. Lack of good user experience design
13. Market Trends & Developments
13.1. Progressing adoption of AR VR by enterprises
13.2. Rise in Technological Development
13.3. Government Initiatives
13.4. Increased Adoption in SMEs
13.5. Cost-effective advantages of augmented and virtual reality-based solutions
14. Company Profiles
14.1. Alphabet Inc.
14.1.1. Business Overview
14.1.2. Key Revenue and Financials
14.1.3. Recent Developments
14.1.4. Key Personnel
14.1.5. Key Product/Services
14.2. DAQRI LLC
14.2.1. Business Overview
14.2.2. Key Revenue and Financials
14.2.3. Recent Developments
14.2.4. Key Personnel
14.2.5. Key Product/Services
14.3. Facebook Inc
14.3.1. Business Overview
14.3.2. Key Revenue and Financials
14.3.3. Recent Developments
14.3.4. Key Personnel
14.3.5. Key Product/Services
14.4. HP Inc.
14.4.1. Business Overview
14.4.2. Key Revenue and Financials
14.4.3. Recent Developments
14.4.4. Key Personnel
14.4.5. Key Product/Services
14.5. HTC Corporation
14.5.1. Business Overview
14.5.2. Key Revenue and Financials
14.5.3. Recent Developments
14.5.4. Key Personnel
14.5.5. Key Product/Services
14.6. Microsoft Corporation
14.6.1. Business Overview
14.6.2. Key Revenue and Financials
14.6.3. Recent Developments
14.6.4. Key Personnel
14.6.5. Key Product/Services
14.7. Samsung Electronics Co. Ltd.
14.7.1. Business Overview
14.7.2. Key Revenue and Financials
14.7.3. Recent Developments
14.7.4. Key Personnel
14.7.5. Key Product/Services
14.8. Sony Corporation
14.8.1. Business Overview
14.8.2. Key Revenue and Financials
14.8.3. Recent Developments
14.8.4. Key Personnel
14.8.5. Key Product/Services
14.9. Magic Leap Inc.
14.9.1. Business Overview
14.9.2. Key Revenue and Financials
14.9.3. Recent Developments
14.9.4. Key Personnel
14.9.5. Key Product/Services
14.10. Toshiba Corporation
14.10.1. Business Overview
14.10.2. Key Revenue and Financials
14.10.3. Recent Developments
14.10.4. Key Personnel
14.10.5. Key Product/Services
15. Strategic Recommendations
16. About Us & Disclaimer

 

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Summary

Global Augmented Reality & Virtual Reality Market is anticipated to grow at a robust pace in the forecast period, 2023-2028. The global augmented reality & virtual reality market is primarily driven by the expansion of the mobile gaming sector and rising internet connectivity. Additionally, it is anticipated that rising consumer electronics devices usage will support market expansion on a global scale.
The augmented and virtual reality solutions are designed to provide a digitally immersive user experience that can be used for commercial and entertainment purposes across a variety of industrial verticals. A multi-sensory computer-generated experience that allows individuals to engage and interact with a simulated environment is referred to as virtual reality. Contrarily, augmented reality uses digitally created perceptual overlays to improve the real environment. When compared to alternative solutions, training and simulation solutions have greater initial expenditures and development costs among diverse end-user sectors. In contrast to conventional tools and approaches, augmented and virtual technology-based solutions offer improved training possibilities. The developers of the solutions concentrate on the tiniest aspects of actual situations when creating them, allowing users to receive practical training with the least amount of financial, human, and physical waste.
Moreover, increase in the number of gamers and a better understanding of the advantages of augmented and virtual reality technology-based solutions among end users in many industries are leading to market growth. Leading companies in the augmented and virtual reality space are drawn to creating augmented and virtual content that can run on a range of devices, including mobile phones, game consoles, tablets, and personal computers.
Expansion of the Gaming Community
One of the most primary applications of augmented and virtual reality technologies is in video games. The number of gamers in the world has previously been growing quickly. Applications for augmented reality and virtual reality are evolving quickly and penetrating many industries. Instead of smartphone manufacturers, startups and game businesses have been mostly responsible for the latest trends in AR and VR. In order to give players who are continually seeking for the optimal gaming experience what they want, video games continue to expand and evolve alongside the advent of new technological developments. Additionally, AR and VR are expanding the field of video gaming by providing gamers with captivating experiences, which is fueling the market's expansion.
Growth in the Use of Smartphones
Users can now view virtual graphics embedded in real situations because of growing smartphone penetration and technological improvements. Customers may also interact with these images and objects by just utilizing the camera on their smartphone devices, which is another important reason driving the AR and VR market's expansion. Moreover, mobile devices are anticipated to increase demand for these technologies as augmented reality (AR) and virtual reality (VR) are becoming important components of contemporary smartphones. Additionally, smartphone manufacturers are currently working to create the new generation of ground-breaking computing devices, which is anticipated to create new market expansion chances. Additionally, owing to location-based AR apps, AR can now be delivered solely through smartphones. Even though AR adoption is still in its early stages, there are many prospects for its widespread use because smartphone use is expanding quickly in developing nations like India. For instance, it is anticipated that by 2020, there will be over 400 million users, up from the current 300 million users, which would present an opportunity for the AR and VR business to flourish. Additionally, Samsung has already filed for patents on the display technologies that should allow holograms or holographic icons to be shown in three dimensions on smartphones and TVs.
Market Segmentation
Global Augmented Reality & Virtual Reality market is segmented by product type, by organization size, by offering, by application, by end user, by region and competitional landscape. Based on product type, the market is segmented into head-mounted display, head-up display, smart glass, handheld device applications. Based on organization size, the market is segmented into SMEs, large enterprises. Based on offering, the market is segmented into hardware & software. Based on application, the market is segmented into consumer, enterprise. Based on end user, the market is segmented into entertainment, manufacturing, healthcare, defense, consumer electronics, automotive, & others.
Market players
Major market players in the global augmented reality & virtual reality market are Alphabet Inc., DAQRI LLC, Facebook Inc., HP Inc., HTC Corporation, Magic Leap Inc., Microsoft Corporation, Samsung Electronics Co. Ltd., Sony Corporation, Toshiba Corporation.
Report Scope:
In this report, the Global Augmented Reality & Virtual Reality market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:
• Augmented Reality & Virtual Reality Market, By Product Type:
o Head-Mounted Display
o Head-Up Display
o Smart Glass
o Handheld Device Applications
• Augmented Reality & Virtual Reality Market, By Organization Size:
o SMEs
o Large Enterprises
• Augmented Reality & Virtual Reality Market, By Offering:
o Hardware
o Software
• Augmented Reality & Virtual Reality Market, By Application:
o Consumer
o Enterprise
• Augmented Reality & Virtual Reality Market, By End User:
o Entertainment
o Manufacturing
o Healthcare
o Defense
o Consumer Electronics
o Automotive
o Others
• Augmented Reality & Virtual Reality Market, By Region:
o North America
 United States
 Canada
 Mexico
o Asia-Pacific
 China
 India
 Japan
 South Korea
 Australia
 Singapore
 Malaysia
o Europe
 Germany
 United Kingdom
 France
 Russia
 Spain
 Belgium
 Italy
o South America
 Brazil
 Argentina
 Colombia
 Peru
 Chile
o Middle East
 Saudi Arabia
 South Africa
 UAE
 Israel
 Turkey

Competitive Landscape
Company Profiles: Detailed analysis of the major companies present in the Global Augmented Reality & Virtual Reality market.
Available Customizations:
Tech Sci Research offers customizations according to a company's specific needs. The following customization options are available for the report:
Company Information
• Detailed analysis and profiling of additional market players (up to five).



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Table of Contents

1. Product Overview
2. Research Methodology
3. Impact of COVID-19 on Global Augmented Reality & Virtual Reality Market
4. Executive Summary
5. Voice of Customers
6. Global Augmented Reality & Virtual Reality Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Product Type (Head-Mounted Display, Head-Up Display, Smart Glass, Handheld Device Applications)
6.2.2. By Organization Size (SMEs, Large Enterprises)
6.2.3. By Offering (Hardware & Software)
6.2.4. By Application (Consumer, Enterprise)
6.2.5. By End User (Entertainment, Manufacturing, Healthcare, Defense, Consumer Electronics, Automotive, & Others)
6.2.6. By Region
6.3. By Company (2022)
6.4. Market Map
7. North America Augmented Reality & Virtual Reality Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Product Type
7.2.2. By Organization Size
7.2.3. By Offering
7.2.4. By Application
7.2.5. By End User
7.2.6. By Country
7.3. North America: Country Analysis
7.3.1. United States Augmented Reality & Virtual Reality Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By Product Type
7.3.1.2.2. By Organization Size
7.3.1.2.3. By Offering
7.3.1.2.4. By Application
7.3.1.2.5. By End User
7.3.2. Canada Augmented Reality & Virtual Reality Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By Product Type
7.3.2.2.2. By Organization Size
7.3.2.2.3. By Offering
7.3.2.2.4. By Application
7.3.2.2.5. By End User
7.3.3. Mexico Augmented Reality & Virtual Reality Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By Product Type
7.3.3.2.2. By Organization Size
7.3.3.2.3. By Offering
7.3.3.2.4. By Application
7.3.3.2.5. By End User
8. Asia-Pacific Augmented Reality & Virtual Reality Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Product Type
8.2.2. By Organization Size
8.2.3. By Offering
8.2.4. By Application
8.2.5. By End User
8.2.6. By Country
8.3. Asia-Pacific: Country Analysis
8.3.1. China Augmented Reality & Virtual Reality Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By Product Type
8.3.1.2.2. By Organization Size
8.3.1.2.3. By Offering
8.3.1.2.4. By Application
8.3.1.2.5. By End User
8.3.2. India Augmented Reality & Virtual Reality Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By Product Type
8.3.2.2.2. By Organization Size
8.3.2.2.3. By Offering
8.3.2.2.4. By Application
8.3.2.2.5. By End User
8.3.3. Japan Augmented Reality & Virtual Reality Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By Product Type
8.3.3.2.2. By Organization Size
8.3.3.2.3. By Offering
8.3.3.2.4. By Application
8.3.3.2.5. By End User
8.3.4. South Korea Augmented Reality & Virtual Reality Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By Product Type
8.3.4.2.2. By Organization Size
8.3.4.2.3. By Offering
8.3.4.2.4. By Application
8.3.4.2.5. By End User
8.3.5. Australia Augmented Reality & Virtual Reality Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By Product Type
8.3.5.2.2. By Organization Size
8.3.5.2.3. By Offering
8.3.5.2.4. By Application
8.3.5.2.5. By End User
8.3.6. Singapore Augmented Reality & Virtual Reality Market Outlook
8.3.6.1. Market Size & Forecast
8.3.6.1.1. By Value
8.3.6.2. Market Share & Forecast
8.3.6.2.1. By Product Type
8.3.6.2.2. By Organization Size
8.3.6.2.3. By Offering
8.3.6.2.4. By Application
8.3.6.2.5. By End User
8.3.7. Malaysia Augmented Reality & Virtual Reality Market Outlook
8.3.7.1. Market Size & Forecast
8.3.7.1.1. By Value
8.3.7.2. Market Share & Forecast
8.3.7.2.1. By Product Type
8.3.7.2.2. By Organization Size
8.3.7.2.3. By Offering
8.3.7.2.4. By Application
8.3.7.2.5. By End User
9. Europe Augmented Reality & Virtual Reality Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Product Type
9.2.2. By Organization Size
9.2.3. By Offering
9.2.4. By Application
9.2.5. By End User
9.2.6. By Country
9.3. Europe: Country Analysis
9.3.1. Germany Augmented Reality & Virtual Reality Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By Product Type
9.3.1.2.2. By Organization Size
9.3.1.2.3. By Offering
9.3.1.2.4. By Application
9.3.1.2.5. By End User
9.3.2. United Kingdom Augmented Reality & Virtual Reality Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By Product Type
9.3.2.2.2. By Organization Size
9.3.2.2.3. By Offering
9.3.2.2.4. By Application
9.3.2.2.5. By End User
9.3.3. France Augmented Reality & Virtual Reality Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By Product Type
9.3.3.2.2. By Organization Size
9.3.3.2.3. By Offering
9.3.3.2.4. By Application
9.3.3.2.5. By End User
9.3.4. Russia Augmented Reality & Virtual Reality Market Outlook
9.3.4.1. Market Size & Forecast
9.3.4.1.1. By Value
9.3.4.2. Market Share & Forecast
9.3.4.2.1. By Product Type
9.3.4.2.2. By Organization Size
9.3.4.2.3. By Offering
9.3.4.2.4. By Application
9.3.4.2.5. By End User
9.3.5. Spain Augmented Reality & Virtual Reality Market Outlook
9.3.5.1. Market Size & Forecast
9.3.5.1.1. By Value
9.3.5.2. Market Share & Forecast
9.3.5.2.1. By Product Type
9.3.5.2.2. By Organization Size
9.3.5.2.3. By Offering
9.3.5.2.4. By Application
9.3.5.2.5. By End User
9.3.6. Belgium Augmented Reality & Virtual Reality Market Outlook
9.3.6.1. Market Size & Forecast
9.3.6.1.1. By Value
9.3.6.2. Market Share & Forecast
9.3.6.2.1. By Product Type
9.3.6.2.2. By Organization Size
9.3.6.2.3. By Offering
9.3.6.2.4. By Application
9.3.6.2.5. By End User
9.3.7. Italy Augmented Reality & Virtual Reality Market Outlook
9.3.7.1. Market Size & Forecast
9.3.7.1.1. By Value
9.3.7.2. Market Share & Forecast
9.3.7.2.1. By Product Type
9.3.7.2.2. By Organization Size
9.3.7.2.3. By Offering
9.3.7.2.4. By Application
9.3.7.2.5. By End User
10. South America Augmented Reality & Virtual Reality Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Product Type
10.2.2. By Organization Size
10.2.3. By Offering
10.2.4. By Application
10.2.5. By End User
10.2.6. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Augmented Reality & Virtual Reality Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By Product Type
10.3.1.2.2. By Organization Size
10.3.1.2.3. By Offering
10.3.1.2.4. By Application
10.3.1.2.5. By End User
10.3.2. Argentina Augmented Reality & Virtual Reality Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By Product Type
10.3.2.2.2. By Organization Size
10.3.2.2.3. By Offering
10.3.2.2.4. By Application
10.3.2.2.5. By End User
10.3.3. Colombia Augmented Reality & Virtual Reality Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By Product Type
10.3.3.2.2. By Organization Size
10.3.3.2.3. By Offering
10.3.3.2.4. By Application
10.3.3.2.5. By End User
10.3.4. Peru Augmented Reality & Virtual Reality Market Outlook
10.3.4.1. Market Size & Forecast
10.3.4.1.1. By Value
10.3.4.2. Market Share & Forecast
10.3.4.2.1. By Product Type
10.3.4.2.2. By Organization Size
10.3.4.2.3. By Offering
10.3.4.2.4. By Application
10.3.4.2.5. By End User
10.3.5. Chile Augmented Reality & Virtual Reality Market Outlook
10.3.5.1. Market Size & Forecast
10.3.5.1.1. By Value
10.3.5.2. Market Share & Forecast
10.3.5.2.1. By Product Type
10.3.5.2.2. By Organization Size
10.3.5.2.3. By Offering
10.3.5.2.4. By Application
10.3.5.2.5. By End User
11. Middle East & Africa Augmented Reality & Virtual Reality Market Outlook
11.1. Market Size & Forecast
11.1.1. By Value
11.2. Market Share & Forecast
11.2.1. By Product Type
11.2.2. By Organization Size
11.2.3. By Offering
11.2.4. By Application
11.2.5. By End User
11.2.6. By Country
11.3. Middle East & Africa: Country Analysis
11.3.1. Saudi Arabia Augmented Reality & Virtual Reality Market Outlook
11.3.1.1. Market Size & Forecast
11.3.1.1.1. By Value
11.3.1.2. Market Share & Forecast
11.3.1.2.1. By Product Type
11.3.1.2.2. By Organization Size
11.3.1.2.3. By Offering
11.3.1.2.4. By Application
11.3.1.2.5. By End User
11.3.2. South Africa Augmented Reality & Virtual Reality Market Outlook
11.3.2.1. Market Size & Forecast
11.3.2.1.1. By Value
11.3.2.2. Market Share & Forecast
11.3.2.2.1. By Product Type
11.3.2.2.2. By Organization Size
11.3.2.2.3. By Offering
11.3.2.2.4. By Application
11.3.2.2.5. By End User
11.3.3. UAE Augmented Reality & Virtual Reality Market Outlook
11.3.3.1. Market Size & Forecast
11.3.3.1.1. By Value
11.3.3.2. Market Share & Forecast
11.3.3.2.1. By Product Type
11.3.3.2.2. By Organization Size
11.3.3.2.3. By Offering
11.3.3.2.4. By Application
11.3.3.2.5. By End User
11.3.4. Israel Augmented Reality & Virtual Reality Market Outlook
11.3.4.1. Market Size & Forecast
11.3.4.1.1. By Value
11.3.4.2. Market Share & Forecast
11.3.4.2.1. By Product Type
11.3.4.2.2. By Organization Size
11.3.4.2.3. By Offering
11.3.4.2.4. By Application
11.3.4.2.5. By End User
11.3.5. Turkey Augmented Reality & Virtual Reality Market Outlook
11.3.5.1. Market Size & Forecast
11.3.5.1.1. By Value
11.3.5.2. Market Share & Forecast
11.3.5.2.1. By Product Type
11.3.5.2.2. By Organization Size
11.3.5.2.3. By Offering
11.3.5.2.4. By Application
11.3.5.2.5. By End User
12. Market Dynamics
12.1. Drivers
12.1.1. Expansion of the Gaming Community
12.1.2. Growth in Use of Smart Phones
12.1.3. Rise in Internet Penetration
12.2. Challenges
12.2.1. Challenge to adopt the augmented and virtual reality technology in underdeveloped areas
12.2.2. Lack of good user experience design
13. Market Trends & Developments
13.1. Progressing adoption of AR VR by enterprises
13.2. Rise in Technological Development
13.3. Government Initiatives
13.4. Increased Adoption in SMEs
13.5. Cost-effective advantages of augmented and virtual reality-based solutions
14. Company Profiles
14.1. Alphabet Inc.
14.1.1. Business Overview
14.1.2. Key Revenue and Financials
14.1.3. Recent Developments
14.1.4. Key Personnel
14.1.5. Key Product/Services
14.2. DAQRI LLC
14.2.1. Business Overview
14.2.2. Key Revenue and Financials
14.2.3. Recent Developments
14.2.4. Key Personnel
14.2.5. Key Product/Services
14.3. Facebook Inc
14.3.1. Business Overview
14.3.2. Key Revenue and Financials
14.3.3. Recent Developments
14.3.4. Key Personnel
14.3.5. Key Product/Services
14.4. HP Inc.
14.4.1. Business Overview
14.4.2. Key Revenue and Financials
14.4.3. Recent Developments
14.4.4. Key Personnel
14.4.5. Key Product/Services
14.5. HTC Corporation
14.5.1. Business Overview
14.5.2. Key Revenue and Financials
14.5.3. Recent Developments
14.5.4. Key Personnel
14.5.5. Key Product/Services
14.6. Microsoft Corporation
14.6.1. Business Overview
14.6.2. Key Revenue and Financials
14.6.3. Recent Developments
14.6.4. Key Personnel
14.6.5. Key Product/Services
14.7. Samsung Electronics Co. Ltd.
14.7.1. Business Overview
14.7.2. Key Revenue and Financials
14.7.3. Recent Developments
14.7.4. Key Personnel
14.7.5. Key Product/Services
14.8. Sony Corporation
14.8.1. Business Overview
14.8.2. Key Revenue and Financials
14.8.3. Recent Developments
14.8.4. Key Personnel
14.8.5. Key Product/Services
14.9. Magic Leap Inc.
14.9.1. Business Overview
14.9.2. Key Revenue and Financials
14.9.3. Recent Developments
14.9.4. Key Personnel
14.9.5. Key Product/Services
14.10. Toshiba Corporation
14.10.1. Business Overview
14.10.2. Key Revenue and Financials
14.10.3. Recent Developments
14.10.4. Key Personnel
14.10.5. Key Product/Services
15. Strategic Recommendations
16. About Us & Disclaimer

 

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注文の手続きはどのようになっていますか?


1)お客様からの御問い合わせをいただきます。
2)見積書やサンプルの提示をいたします。
3)お客様指定、もしくは弊社の発注書をメール添付にて発送してください。
4)データリソース社からレポート発行元の調査会社へ納品手配します。
5) 調査会社からお客様へ納品されます。最近は、pdfにてのメール納品が大半です。


お支払方法の方法はどのようになっていますか?


納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
お客様よりデータリソース社へ(通常は円払い)の御振り込みをお願いします。
請求書は、納品日の日付で発行しますので、翌月最終営業日までの当社指定口座への振込みをお願いします。振込み手数料は御社負担にてお願いします。
お客様の御支払い条件が60日以上の場合は御相談ください。
尚、初めてのお取引先や個人の場合、前払いをお願いすることもあります。ご了承のほど、お願いします。


データリソース社はどのような会社ですか?


当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
世界各国の「市場・技術・法規制などの」実情を調査・収集される時には、データリソース社にご相談ください。
お客様の御要望にあったデータや情報を抽出する為のレポート紹介や調査のアドバイスも致します。



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