Augmented Reality and Virtual Reality (ARVR) Market Research Report - Global Forecast till 2030

拡張現実と仮想現実(ARおよびVR)市場:テクノロジー別(拡張現実(マーカーベースの拡張現実とマーカーレス拡張現実)および仮想現実(非没入型システム、半没入型投影システム、完全没入型システム))、コンポーネント別(ハードウェア(センサー、プロセッサ、コントローラ、カメラなど)およびソフトウェア(ソフトウェア開発キットおよびプラットフォーム))、デバイスタイプ別(拡張現実デバイス(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、ハンドヘルドデバイス)およびバーチャルリアリティデバイス(ヘッドマウントディスプレイ、ジェスチャトラッキングデバイス、ディスプレイウォールおよびプロジェクター)、および垂直別(家電、メディア&エンターテインメント、ヘルスケア、小売、航空宇宙および防衛、自動車、BFSI、ITおよび通信、製造、教育、旅行および観光、不動産)-2030年までの予測

ID: MRFR/ICT/5419-CR | July 2019 | Region: Global | 94 Pages         

1 Executive Summary

2 Scope of the Report

2.1 Market Definition

2.2 Scope of the Study

2.2.1 Research Objectives

2.2.2 Assumptions & Limitations

2.3 Markets Structure

3 Market Research Methodology

3.1 Research Process

3.2 Secondary Research

3.3 Primary Research

3.4 Forecast Model

4 Market Landscape

Porter’s Five Forces Analysis

4.1.1 Threat of New Entrants

4.1.2 Bargaining power of buyers

4.1.3 Threat of substitutes

4.1.4 Intensity of Rivalry

4.1.5 Bargaining Power of Suppliers

4.2 Value Chain/Supply Chain of the Global Augmented Reality and Virtual Reality Market

5 Market Overview of the Global Augmented Reality and Virtual Reality Market

5.1 Introduction

5.2 Growth Drivers

5.3 Impact Analysis

5.4 Market Challenges

6 Market Trends

6.1 Introduction

6.2 Growth Trends

6.3 Impact analysis

7 Global Augmented Reality and Virtual Reality Market, by Technology

7.1 Introduction

7.2 Augmented Reality

7.2.1 Market Estimates & Forecast, 2020–2027

7.2.2 Market Estimates & Forecast, by Region, 2020–2027

7.2.3 Marker-based Augmented Reality

7.2.3.1 Market Estimates & Forecast, 2020–2027

7.2.3.2 Market Estimates & Forecast, by Region, 2020–2027

7.2.4 Marker-less Augmented Reality

7.2.4.1 Market Estimates & Forecast, 2020–2027

7.2.4.2 Market Estimates & Forecast, by Region, 2020–2027

7.3 Virtual Reality

7.3.1 Market Estimates & Forecast, 2020–2027

7.3.2 Market Estimates & Forecast, by Region, 2020–2027

7.3.3 Non-Immersive systems

7.3.3.1 Market Estimates & Forecast, 2020–2027

7.3.3.2 Market Estimates & Forecast, by Region, 2020–2027

7.3.4 Semi-Immersive Projection System

7.3.4.1 Market Estimates & Forecast, 2020–2027

7.3.4.2 Market Estimates & Forecast, by Region, 2020–2027

7.3.5 Fully-Immersive Systems

7.3.5.1 Market Estimates & Forecast, 2020–2027

7.3.5.2 Market Estimates & Forecast, by Region, 2020–2027

8 Global Augmented Reality and Virtual Reality Market, by Component

8.1 Introduction

8.2 Hardware

8.2.1 Market Estimates & Forecast, 2020–2027

8.2.2 Market Estimates & Forecast, by Region, 2020–2027

8.2.3 Sensors

8.2.3.1 Market Estimates & Forecast, 2020–2027

8.2.3.2 Market Estimates & Forecast, by Region, 2020–2027

8.2.4 Processors

8.2.4.1 Market Estimates & Forecast, 2020–2027

8.2.4.2 Market Estimates & Forecast, by Region, 2020–2027

8.2.5 Controllers

8.2.5.1 Market Estimates & Forecast, 2020–2027

8.2.5.2 Market Estimates & Forecast, by Region, 2020–2027

8.2.6 Cameras

8.2.6.1 Market Estimates & Forecast, 2020–2027

8.2.6.2 Market Estimates & Forecast, by Region, 2020–2027

8.2.7 Others

8.2.7.1 Market Estimates & Forecast, 2020–2027

8.2.7.2 Market Estimates & Forecast, by Region, 2020–2027

8.3 Software

8.3.1 Market Estimates & Forecast, 2020–2027

8.3.2 Market Estimates & Forecast, by Region, 2020–2027

8.3.3 Software Development Kits

8.3.3.1 Market Estimates & Forecast, 2020–2027

8.3.3.2 Market Estimates & Forecast, by Region, 2020–2027

8.3.4 Platforms

8.3.4.1 Market Estimates & Forecast, 2020–2027

8.3.4.2 Market Estimates & Forecast, by Region, 2020–2027

9 Global Augmented Reality and Virtual Reality Market, by Device Type

9.1 Introduction

9.2 Augmented Reality Devices

9.2.1 Market Estimates & Forecast, 2020–2027

9.2.2 Market Estimates & Forecast, by Region, 2020–2027

9.2.3 Head-Mounted Display

9.2.3.1 Market Estimates & Forecast, 2020–2027

9.2.3.2 Market Estimates & Forecast, by Region, 2020–2027

9.2.4 Head-Up Display

9.2.4.1 Market Estimates & Forecast, 2020–2027

9.2.4.2 Market Estimates & Forecast, by Region, 2020–2027

9.2.5 Handheld Devices

9.2.5.1 Market Estimates & Forecast, 2020–2027

9.2.5.2 Market Estimates & Forecast, by Region, 2020–2027

9.3 Virtual Reality Devices

9.3.1 Market Estimates & Forecast, 2020–2027

9.3.2 Market Estimates & Forecast, by Region, 2020–2027

9.3.3 Head-mounted Display

9.3.3.1 Market Estimates & Forecast, 2020–2027

9.3.3.2 Market Estimates & Forecast, by Region, 2020–2027

9.3.4 Gesture Tracking Devices

9.3.4.1 Market Estimates & Forecast, 2020–2027

9.3.4.2 Market Estimates & Forecast, by Region, 2020–2027

9.3.4 Display Wall and Projectors

9.3.4.1 Market Estimates & Forecast, 2020–2027

9.3.4.2 Market Estimates & Forecast, by Region, 2020–2027

10 Global Augmented Reality and Virtual Reality Market, by Vertical

10.1 Introduction

10.2 Consumer Electronics

10.2.1 Market Estimates & Forecast, 2020–2027

10.2.2 Market Estimates & Forecast, by Region, 2020–2027

10.3 Media & Entertainment

10.3.1 Market Estimates & Forecast, 2020–2027

10.3.2 Market Estimates & Forecast, by Region, 2020–2027

10.4 Healthcare

10.4.1 Market Estimates & Forecast, 2020–2027

10.4.2 Market Estimates & Forecast, by Region, 2020–2027

10.5 Retail

10.5.1 Market Estimates & Forecast, 2020–2027

10.5.2 Market Estimates & Forecast, by Region, 2020–2027

10.6 Aerospace & Defense

10.6.1 Market Estimates & Forecast, 2020–2027

10.6.2 Market Estimates & Forecast, by Region, 2020–2027

10.7 Automotive

10.7.1 Market Estimates & Forecast, 2020–2027

10.7.2 Market Estimates & Forecast, by Region, 2020–2027

10.8 BFSI

10.8.1 Market Estimates & Forecast, 2020–2027

10.8.2 Market Estimates & Forecast, by Region, 2020–2027

10.9 IT & Telecommunication

10.9.1 Market Estimates & Forecast, 2020–2027

10.9.2 Market Estimates & Forecast, by Region, 2020–2027

10.10 Manufacturing

10.10.1 Market Estimates & Forecast, 2020–2027

10.10.2 Market Estimates & Forecast, by Region, 2020–2027

10.11 Education

10.11.1 Market Estimates & Forecast, 2020–2027

10.11.2 Market Estimates & Forecast, by Region, 2020–2027

10.12 Travel & Tourism

10.12.1 Market Estimates & Forecast, 2020–2027

10.12.2 Market Estimates & Forecast, by Region, 2020–2027

10.13 Real Estate

10.13.1 Market Estimates & Forecast, 2020–2027

10.13.2 Market Estimates & Forecast, by Region, 2020–2027

11 Global Augmented Reality and Virtual Reality Market, by Region

11.1 Introduction

11.2 North America

11.2.1 Market Estimates & Forecast, by Country, 2020–2027

11.2.2 Market Estimates & Forecast, by Technology, 2020–2027

11.2.3 Market Estimates & Forecast, by Component, 2020–2027

11.2.4 Market Estimates & Forecast, by Device Type, 2020–2027

11.2.5 Market Estimates & Forecast, by Vertical, 2020–2027

11.2.6 US

11.2.6.1 Market Estimates & Forecast, by Technology, 2020–2027

11.2.6.2 Market Estimates & Forecast, by Component, 2020–2027

11.2.6.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.2.6.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.2.7 Canada

11.2.7.1 Market Estimates & Forecast, by Technology, 2020–2027

11.2.7.2 Market Estimates & Forecast, by Component, 2020–2027

11.2.7.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.2.7.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.2.8 Mexico

11.2.8.1 Market Estimates & Forecast, by Technology, 2020–2027

11.2.8.2 Market Estimates & Forecast, by Component, 2020–2027

11.2.8.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.2.8.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.3 Europe

11.3.1 Market Estimates & Forecast, by Country, 2020–2027

11.3.2 Market Estimates & Forecast, by Technology, 2020–2027

11.3.3 Market Estimates & Forecast, by Component, 2020–2027

11.3.4 Market Estimates & Forecast, by Device Type, 2020–2027

11.3.5 Market Estimates & Forecast, by Vertical, 2020–2027

11.3.6 UK

11.3.6.1 Market Estimates & Forecast, by Technology, 2020–2027

11.3.6.2 Market Estimates & Forecast, by Component, 2020–2027

11.3.6.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.3.6.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.3.7 Germany

11.3.7.1 Market Estimates & Forecast, by Technology, 2020–2027

11.3.7.2 Market Estimates & Forecast, by Component, 2020–2027

11.3.7.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.3.7.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.3.8 France

11.3.8.1 Market Estimates & Forecast, by Technology, 2020–2027

11.3.8.2 Market Estimates & Forecast, by Component, 2020–2027

11.3.8.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.3.8.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.3.9 Spain

11.3.9.1 Market Estimates & Forecast, by Technology, 2020–2027

11.3.9.2 Market Estimates & Forecast, by Component, 2020–2027

11.3.9.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.3.9.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.3.10 Italy

11.3.10.1 Market Estimates & Forecast, by Technology, 2020–2027

11.3.10.2 Market Estimates & Forecast, by Component, 2020–2027

11.3.10.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.3.10.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.3.11 Rest of Europe

11.3.11.1 Market Estimates & Forecast, by Technology, 2020–2027

11.3.11.2 Market Estimates & Forecast, by Component, 2020–2027

11.3.11.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.3.11.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.4 Asia-Pacific

11.4.1 Market Estimates & Forecast, by Country, 2020–2027

11.4.2 Market Estimates & Forecast, by Technology, 2020–2027

11.4.3 Market Estimates & Forecast, by Component, 2020–2027

11.4.4 Market Estimates & Forecast, by Device Type, 2020–2027

11.4.5 Market Estimates & Forecast, by Vertical, 2020–2027

11.4.6 China

11.4.6.1 Market Estimates & Forecast, by Technology, 2020–2027

11.4.6.2 Market Estimates & Forecast, by Component, 2020–2027

11.4.6.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.4.6.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.4.7 Japan

11.4.7.1 Market Estimates & Forecast, by Technology, 2020–2027

11.4.7.2 Market Estimates & Forecast, by Component, 2020–2027

11.4.7.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.4.7.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.4.8 India

11.4.8.1 Market Estimates & Forecast, by Technology, 2020–2027

11.4.8.2 Market Estimates & Forecast, by Component, 2020–2027

11.4.8.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.4.8.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.4.9 Singapore

11.4.9.1 Market Estimates & Forecast, by Technology, 2020–2027

11.4.9.2 Market Estimates & Forecast, by Component, 2020–2027

11.4.9.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.4.9.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.4.10 Australia

11.4.10.1 Market Estimates & Forecast, by Technology, 2020–2027

11.4.10.2 Market Estimates & Forecast, by Component, 2020–2027

11.4.10.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.4.10.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.4.11 Rest of Asia-Pacific

11.4.11.1 Market Estimates & Forecast, by Technology, 2020–2027

11.4.11.2 Market Estimates & Forecast, by Component, 2020–2027

11.4.11.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.4.11.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.5 Rest of the World

11.5.1 Market Estimates & Forecast, by Country, 2020–2027

11.5.2 Market Estimates & Forecast, by Technology, 2020–2027

11.5.3 Market Estimates & Forecast, by Component, 2020–2027

11.5.4 Market Estimates & Forecast, by Device Type, 2020–2027

11.5.5 Market Estimates & Forecast, by Vertical, 2020–2027

11.5.6 The Middle East & Africa

11.5.6.1 Market Estimates & Forecast, by Technology, 2020–2027

11.5.6.2 Market Estimates & Forecast, by Component, 2020–2027

11.5.6.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.5.6.4 Market Estimates & Forecast, by Vertical, 2020–2027

11.5.7 South America

11.5.7.1 Market Estimates & Forecast, by Technology, 2020–2027

11.5.7.2 Market Estimates & Forecast, by Component, 2020–2027

11.5.7.3 Market Estimates & Forecast, by Device Type, 2020–2027

11.5.7.4 Market Estimates & Forecast, by Vertical, 2020–2027

12 . Company Profiles

12.1 Google LLC

12.1.1 Company Overview

12.1.2 Product/Business Segment Overview

12.1.3 Financial Updates

12.1.4 Key Developments

12.1.5 SWOT Analysis

12.1.6 Key Strategies

12.2 Blippar

12.2.1 Company Overview

12.2.2 Product/Business Segment Overview

12.2.3 Financial Updates

12.2.4 Key Developments

12.2.5 SWOT Analysis

12.2.6 Key Strategies

12.3 EON Reality Inc.

12.3.1 Company Overview

12.3.2 Product/Business Segment Overview

12.3.3 Financial Updates

12.3.4 Key Developments

12.3.5 SWOT Analysis

12.3.6 Key Strategies

12.4 Augmented Pixels Inc.

12.4.1 Company Overview

12.4.2 Product/Business Segment Overview

12.4.3 Financial Updates

12.4.4 Key Developments

12.4.5 SWOT Analysis

12.4.6 Key Strategies

12.5 Hewlett-Packard Company

12.5.1 Company Overview

12.5.2 Product/Business Segment Overview

12.5.3 Financial Updates

12.5.4 Key Developments

12.5.5 SWOT Analysis

12.5.6 Key Strategies

12.6 DAQRI LLC

12.6.1 Company Overview

12.6.2 Product/Business Segment Overview

12.6.3 Financial Updates

12.6.4 Key Developments

12.6.5 SWOT Analysis

12.6.6 Key Strategies

12.7 Wikitude GmbH

12.7.1 Company Overview

12.7.2 Product/Business Segment Overview

12.7.3 Financial Updates

12.7.4 Key Developments

12.7.5 SWOT Analysis

12.7.6 Key Strategies

12.8 Terminal Eleven (SkyView)

12.8.1 Company Overview

12.8.2 Product/Business Segment Overview

12.8.3 Financial Updates

12.8.4 Key Developments

12.8.5 SWOT Analysis

12.8.6 Key Strategies

12.9 Sony Corporation

12.9.1 Company Overview

12.9.2 Product/Business Segment Overview

12.9.3 Financial Updates

12.9.4 Key Developments

12.9.5 SWOT Analysis

12.9.6 Key Strategies

12.10 Zapper Limited

12.10.1 Company Overview

12.10.2 Product/Business Segment Overview

12.10.3 Financial Updates

12.10.4 Key Developments

12.10.5 SWOT Analysis

12.10.6 Key Strategies

12.11 awe.org Pty Ltd (buildar.com)

12.11.1 Company Overview

12.11.2 Product/Business Segment Overview

12.11.3 Financial Updates

12.11.4 Key Developments

12.11.5 SWOT Analysis

12.11.6 Key Strategies

12.12 Virtalis Limited

12.12.1 Company Overview

12.12.2 Product/Business Segment Overview

12.12.3 Financial Updates

12.12.4 Key Developments

12.12.5 SWOT Analysis

12.12.6 Key Strategies

12.13 Facebook Inc.

12.13.1 Company Overview

12.13.2 Product/Business Segment Overview

12.13.3 Financial Updates

12.13.4 Key Developments

12.13.5 SWOT Analysis

12.13.6 Key Strategies

12.14 Samsung Group

12.14.1 Company Overview

12.14.2 Product/Business Segment Overview

12.14.3 Financial Updates

12.14.4 Key Developments

12.14.5 SWOT Analysis

12.14.6 Key Strategies

12.15 Microsoft Corporation

12.15.1 Company Overview

12.15.2 Product/Business Segment Overview

12.15.3 Financial Updates

12.15.4 Key Developments

12.15.5 SWOT Analysis

12.15.6 Key Strategies

12.16 HTC Corporation

12.16.1 Company Overview

12.16.2 Product/Business Segment Overview

12.16.3 Financial Updates

12.16.4 Key Developments

12.16.5 SWOT Analysis

12.16.6 Key Strategies

12.17 PTC Inc.

12.17.1 Company Overview

12.17.2 Product/Business Segment Overview

12.17.3 Financial Updates

12.17.4 Key Developments

12.17.5 SWOT Analysis

12.17.6 Key Strategies

12.18 Magic Leap Inc.

12.18.1 Company Overview

12.18.2 Product/Business Segment Overview

12.18.3 Financial Updates

12.18.4 Key Developments

12.18.5 SWOT Analysis

12.18.6 Key Strategies

12.19 Visteon Corporation

12.19.1 Company Overview

12.19.2 Product/Business Segment Overview

12.19.3 Financial Updates

12.19.4 Key Developments

12.19.5 SWOT Analysis

12.19.6 Key Strategies

13 Conclusion

14 LIST OF TABLES

Table1 Global Augmented Reality and Virtual Reality Market: by Country, 2020–2027

Table2 North America: Augmented Reality and Virtual Reality Market: by Country, 2020–2027

Table3 Europe Augmented Reality and Virtual Reality Market: by Country, 2020–2027

Table4 Asia-Pacific Augmented Reality and Virtual Reality Market: by Country, 2020–2027

Table5 Middle East & Africa Augmented Reality and Virtual Reality Market: by Country, 2020–2027

Table6 South America Augmented Reality and Virtual Reality Market: by Country, 2020–2027

Table7 North America: Augmented Reality and Virtual Reality Market, by Country, 2020–2027

Table8 North America: Augmented Reality and Virtual Reality Market, by Technology, 2020–2027

Table9 North America: Augmented Reality and Virtual Reality Market, by Component, 2020–2027

Table10 North America: Augmented Reality and Virtual Reality Market, by Device Type, 2020–2027

Table11 North America: Augmented Reality and Virtual Reality Market, by Vertical, 2020–2027

Table12 Europe: Augmented Reality and Virtual Reality Market, by Country, 2020–2027

Table13 Europe: Augmented Reality and Virtual Reality Market, by Technology, 2020–2027

Table14 Europe: Augmented Reality and Virtual Reality Market, by Component, 2020–2027

Table15 Europe: Augmented Reality and Virtual Reality Market, by Device Type, 2020–2027

Table16 Europe: Augmented Reality and Virtual Reality Market, by Vertical, 2020–2027

Table17 Asia-Pacific: Augmented Reality and Virtual Reality Market, by Country, 2020–2027

Table18 Asia-Pacific: Augmented Reality and Virtual Reality Market, by Technology, 2020–2027

Table19 Asia-Pacific: Augmented Reality and Virtual Reality Market, by Component, 2020–2027

Table20 Asia-Pacific: Augmented Reality and Virtual Reality Market, by Device Type, 2020–2027

Table21 Asia-Pacific: Augmented Reality and Virtual Reality Market, by Vertical, 2020–2027

Table22 Middle East & Africa: Augmented Reality and Virtual Reality Market, by Country, 2020–2027

Table23 Middle East & Africa: Augmented Reality and Virtual Reality Market, by Technology, 2020–2027

Table24 Middle East & Africa: Augmented Reality and Virtual Reality Market, by Component, 2020–2027

Table25 Middle East & Africa: Augmented Reality and Virtual Reality Market, by Device Type, 2020–2027

Table26 Middle East & Africa: Augmented Reality and Virtual Reality Market, by Vertical, 2020–2027

Table27 South America: Augmented Reality and Virtual Reality Market, by Country, 2020–2027

Table28 South America: Augmented Reality and Virtual Reality Market, by Technology, 2020–2027

Table29 South America: Augmented Reality and Virtual Reality Market, by Component, 2020–2027

Table30 South America: Augmented Reality and Virtual Reality Market, by Device Type, 2020–2027

Table31 South America: Augmented Reality and Virtual Reality Market, by Vertical, 2020–2027

15 LIST OF FIGURES

FIGURE 1 Global Augmented Reality and Virtual Reality market segmentation

FIGURE 2 Forecast Methodology

FIGURE 3 Porter’s Five Forces Analysis of Global Augmented Reality and Virtual Reality Market

FIGURE 4 Value Chain of Global Augmented Reality and Virtual Reality Market

FIGURE 5 Share of the Augmented Reality and Virtual Reality Market in 2020 , by Country (in %)

FIGURE 6 Global Augmented Reality and Virtual Reality Market, 2020–2027,

FIGURE 7 Global Augmented Reality and Virtual Reality Market size, by Technology, 2020

FIGURE 8 Share of the Global Augmented Reality and Virtual Reality Market, by Technology, 2020–2027

FIGURE 9 Global Augmented Reality and Virtual Reality Market size, by Component, 2020

FIGURE 10 Share of the Global Augmented Reality and Virtual Reality Market, by Component, 2020–2027

FIGURE 11 Global Augmented Reality and Virtual Reality Market size, by Device Type, 2020

FIGURE 12 Share of the Global Augmented Reality and Virtual Reality Market, by Device Type, 2020–2027

FIGURE 13 Global Augmented Reality and Virtual Reality Market size, by Vertical, 2020

FIGURE 14 Share of the Global Augmented Reality and Virtual Reality Market, by Vertical, 2020–2027

拡張現実バーチャルリアリティ市場

拡張現実と仮想現実市場は、2030年までに2,174.18億米ドルに達すると予想されており、レビュー期間(2020〜2030年)に46.74%のCAGRを記録しています。

セグメンテーション

テクノロジー別 Augmented Reality (Marker Based Augmented Reality And Marker Less Augmented Reality) And Virtual Reality (Non Immersive Systems Semi Immersive Projection System And Fully Immersive Systems))
コンポーネント別 (Hardware (Sensors Processors Controllers Cameras And Others) And Software (Software Development Kits And Platforms))
デバイスタイプ別 (Augmented Reality Devices (Head Mounted Display Head Up Display And Handheld Devices)

キープレーヤー

  • Blippar
  • Google LLC
  • EON Reality Inc.
  • Hewlett-Packard Company
  • Augmented Pixels Inc.
  • DAQRI LLC
  • Terminal Eleven (SkyView)
  • Wikitude GmbH
  • Sony Corporation
  • awe.org Pty Ltd (buildar.com)
  • Zapper Limited

運転手

  • Key factors positively impacting the AR/VR market growth include the growing demand for head-mounted displays (HMDs) in gaming & entertainment
  • adoption of augmented and virtual reality for marketing strategies
  • and increasing demand for AR/VR in the retail and e-commerce industry.
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拡張現実と仮想現実市場の概要:


拡張現実と仮想現実市場は、2030年までに2,174.18億米ドルに達すると予想されており、レビュー期間(2020〜2030年)に46.74%のCAGRを記録しています。


近年、ARおよびVRソリューションは、デジタルとフィジカルの世界を橋渡しし、幅広い人気と市場での注目を集めています。これらのテクノロジーにより、情報やコンテンツを世界と同じように視覚的に取得できます。


拡張現実と仮想現実市場は、接続されたデバイスが情報の検索やショッピングなどの日常的な活動を支援する方法を劇的に拡大し、仮想現実はユーザーが自宅の快適な場所で座っているさまざまな外の場所を体験できるようにします。VRゲーミングは、ユーザーに3D環境を作り出し、ユーザーがゲームの中で物理的な存在感を感じることを可能にします。


かつては単純なゲーミフィケーションに限定されていた拡張現実と仮想現実市場の使用は、現在、世界中の医療専門家によって治療的介入に採用されています。今日、VR/ARは、不安とストレス、パーキンソン病、リハビリテーション、多発性硬化症などのさまざまな状態の治療に使用されています。さらに、拡張現実と仮想現実市場の技術の進歩は、産業運営の競争力と効率を維持する上で因果的な役割を果たしています。


拡張現実と仮想現実市場のCOVID-19分析:


COVID 19はデジタル化を早め、世界中でテクノロジーの採用に待望の推進力を与えました。コロナウイルスによる封鎖により、人々は食料の配達から医療要件、教育まで、日常のニーズに対応する新しいソリューションを模索するようになりました。危機が新技術の開発の鍵となる場合があり、現在のコロナウイルスの発生は、拡張現実と仮想現実市場(AR/VR)の普及の出発点であることが証明されています。


これらのテクノロジーは、ヘルスケア、教育、観光、小売など、複数の分野で役立ちます。封鎖制限が緩和された後、パンデミックが引き起こした行動の変化は、永遠ではないにしても、かなり長い期間続くでしょう。人々は、拡張現実と仮想現実市場の技術と拡張現実を事実上近づけるために使用して、社会的に遠いままでいるでしょう。AR/VRプラットフォームは、社会的距離がもたらす課題に関係なく、ビジネスを運営し成長させることを可能にします。


さらに、より多くの人々が遠隔地やより良いインターネット接続を備えたスマートフォンから仕事をするようになり、大衆がオンラインで働くことを可能にしました。革新的な業界のプレーヤーは、拡張現実と仮想現実市場の増加するアプリケーション分野を積極的に探し始めています。その結果、拡張現実と仮想現実業界に大きな推進力を与え、大きな牽引力と投資を獲得することが期待されています。


拡張現実とバーチャルリアリティの市場動向:



  • ドライバ:


ARとVRの幅広い採用が市場の成長を促進:


AR/VR市場の成長にプラスの影響を与える主な要因には、ゲームおよびエンターテインメントにおけるヘッドマウントディスプレイ(HMD)の需要の高まり、マーケティング戦略のための拡張現実および仮想現実市場の採用、小売および電子商取引業界におけるAR/VRの需要の増加が含まれます。さらに、AR/VRソリューションを開発するための主要な市場プレーヤーによる投資と資金の増加に加えて、製造およびヘルスケアセクターにおける拡張現実および仮想現実デバイスの需要の高まりが、市場の成長を促進しています。



  • 機会:


重要な展望を提供するインダストリー4.0/ 5.0:


産業オートメーション(インダストリー4.0/5.0)は、自己監視デバイス、生産機械、機械間通信(M2M)の統合、およびモノのインターネット(IoT)間の通信を改善するために、拡張現実および仮想現実市場の使用を促進することが期待されています。製造業からのAR/VRの大きな需要は、将来、市場のプレーヤーに多くの機会を提供すると予想されます。


さらに、自動化によるヘルスケアや自動車などのいくつかの業界からの強い需要が市場の成長を推進すると予想されます。さらに、COVID19主導の自己隔離と社会的距離の対策中に共有スペースを作成する必要があるため、仕事や遊びのためのコラボレーションにAR/VRツールが必要になります。


近年、拡張現実と仮想現実は興奮して目立つようになりました。コーポレートコミュニケーションとゲームの歴史的な成果におけるこれらの機能の利用の増加は、Augmented Reを促進するでしょう品質とバーチャルリアリティ市場。



  • 拘束とチャレンジ:


高コストとセキュリティの課題:


AR/VRの開発とSoC統合に必要な多額の投資は、拡張現実と仮想現実市場の成長を抑制する主要な要因です。また、セキュリティコンプライアンスに関連する問題と、セキュリティ標準の欠如によるサイバー攻撃の増大は、市場のダイナミクスに挑戦する主要な要因です。さらに、データ操作、なりすまし、スニッフィング、サイバー攻撃、中間者攻撃につながる技術的専門知識の欠如は、市場の成長にある程度まで課題をもたらすと予測される主要な要因です。


拡張現実と仮想現実市場セグメントの概要:


AR/VR市場は、テクノロジー、コンポーネント、デバイスタイプ、業種、地域に分けられます。テクノロジーセグメントは、拡張現実と仮想現実市場にさらに分岐しています。拡張現実セグメントは、マーカーベースの拡張現実と仮想現実市場、およびマーカーレス拡張現実にサブセグメント化されています。


バーチャルリアリティセグメントは、非没入型システム、半没入型投影システム、および完全没入型システムにサブセグメント化されています。コンポーネントセグメントは、ハードウェア、ソフトウェア、およびソリューションに分かれています。ハードウェアセグメントは、センサー、プロセッサ、コントローラー、カメラなどに分かれています。ソフトウェアセグメントは、ソフトウェア開発キットおよびプラットフォームに分類されます。


デバイスタイプセグメントは、拡張現実デバイスとバーチャルリアリティデバイスに分かれています。さらに、拡張現実デバイスセグメントは、ハンドヘルドデバイス、ヘッドマウントディスプレイ、およびヘッドアップディスプレイに分類されます。バーチャルリアリティデバイスセグメントは、ジェスチャー追跡デバイス、ヘッドマウントディスプレイ、ディスプレイウォール&プロジェクターにさらに細分化されています。


垂直セグメントは、家電、ヘルスケア、小売、メディアとエンターテインメント、航空宇宙と防衛、ITと電気通信、旅行と観光、自動車、BFSI、製造、教育、不動産にサブセグメント化されています。


拡張現実と仮想現実市場の地域分析:


北米が主導的地位を維持:


北米は、世界の拡張現実および仮想現実市場をリードしており、評価期間を通じて市場での地位を維持し続けるでしょう。グーグル、マイクロソフト、フェイスブック社などの多数の主要企業の存在や、成長する産業部門などの要因が、AR/VR市場の成長を牽引しています。


さらに、テクノロジーの進歩とコネクテッドデバイスの急増により、2025年の拡張現実市場規模が拡大しています。米国は、この地域で最大の拡張現実およびバーチャルリアリティ市場であり、2025年までに307,91億米ドルの評価額に達し、予測期間中のCAGRは78.3%に達すると予測されています。


ヨーロッパが2番目に高い市場シェアを保持:


ヨーロッパは、世界の仮想現実および拡張現実市場で2番目に大きなシェアを占めています。市場評価額は、2018年の1,7004億米ドルから2025年までに1,685億米ドルに達すると予測されています。市場の成長を後押ししている要因は、メディア&エンターテインメント、教育、ヘルスケア業界でのAR/VRテクノロジーの採用の増加と、プレイステーションやモバイルゲームアプリケーションの増加です。


さらに、製造業およびヘルスケア業界からの需要の高まりとかなりのヘルスケア支出が市場の成長を後押ししています。英国、オーストリア、ドイツ、スペイン、イタリア、オランダ、スウェーデン、ノルウェー、フランスは、この地域の市場における主要な成長要因です。


アジア太平洋地域、世界市場でかなりのシェアを獲得


APACの拡張現実および仮想現実市場は、3Dモデリング、3Dアニメーション、および仮想化アプリケーションのさまざまな業種における拡張現実および仮想現実市場のソリューションの採用によって推進されています。さらに、AR/VR技術に対する需要の高まりと、ヘルスケア、小売、およびeコマースセクターの中小企業に革新的なソリューションを提供するために主要企業が行った多額の投資が、市場の成長を後押ししています。


中国はこの地域で最大のARおよびVR市場であり、インフラおよび産業部門で幅広い採用が見られます。中国のAR/VR市場は、予測期間中に65%のCAGRで上昇すると推定されています。


拡張現実と仮想現実市場の競争状況:


プレーヤーは技術開発と拡張に注力:


拡張現実とバーチャルリアリティの市場は、確立された業界プレーヤーの強い存在を考慮すると、非常に競争が激しいようです。著名な企業は、拡大、研究開発投資、および



Report Scope:
Report Attribute/Metric Details
  Market Size   USD 2,174.18 Billion (2030)
  CAGR   46.74% (2020-2030)
  Base Year   2019
  Forecast Period   2020-2030
  Historical Data   2018
  Forecast Units   Value (USD Billion)
  Report Coverage   Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
  Segments Covered   By Technology, By Component
  Geographies Covered   North America, Europe, Asia-Pacific, and Rest of the World (RoW)
  Key Vendors   Blippar, Google LLC, EON Reality Inc., Hewlett-Packard Company, Augmented Pixels Inc., DAQRI LLC, Terminal Eleven (SkyView), Wikitude GmbH, Sony Corporation, awe.org Pty Ltd (buildar.com), Zapper Limited, Virtalis Limited, Samsung Group, Facebook Inc., Microsoft Corporation, Magic Leap Inc., HTC Corporation, PTC Inc., and Visteon Corporation
  Key Market Opportunities   The cash infusion would be used to drive strategic value creation opportunities such as international expansion and new product development.
  Key Market Drivers   Key factors positively impacting the AR/VR market growth include the growing demand for head-mounted displays (HMDs) in gaming & entertainment, adoption of augmented and virtual reality for marketing strategies, and increasing demand for AR/VR in the retail and e-commerce industry.


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Frequently Asked Questions (FAQ) :

More and more people would work from remote locations and smartphones with better internet connectivity, making it possible for the masses to work online.

1.1 Competitive Landscape
The global augmented reality and virtual reality (ARVR) market consists of various global, regional, and local manufacturers that are continuously evolving to enhance their market position. Intense competition and rapid advances in augmented reality and virtual reality technology to develop the level of gaming is the key factor that aid the market growth. Growing demand of HMD in gaming and entertainment is another factor for the market growth. With advancement in ARVR technology there has been increase in the marketing of the products, as ARVR is increasing the reach among the consumers by providing virtual and augmented environment. The companies compete based on cost, efficiency, of the ARVR systems and platform to sustain in the market. It becomes important for the companies to provide a cost-efficient and advanced ARVR systems, headset, platform and other accessories maintain their market position and gain a competitive advantage.

Vendors in the augmented reality and virtual reality (ARVR) market are focusing towards improving their services and expanding geographically. Sony Corporation, Microsoft Corporation, Facebook Inc., Google LLC., Blippar.com, EON Reality Inc, Augmented Pixels Inc, HP Inc, DAQRI LLC, Wikitude GmbH, Terminal Eleven (SkyView), Zapper Limited, awe.org Pty Ltd(buildar.com), Virtalis Limited, and HTC Corporationk are the major companies in the market competing in terms of providing solutions and advanced technology the primary focus of the companies is to provide marketing strategy to organizations, enterprises, industries, government and public for business, entertainment, education & training and other. Although global players are dominating the market, some other small regional and local players with small market shares also have a prominent presence in this market. The major players may strengthen their presence worldwide through the mergers and acquisition of local and regional players for expanding their solutions in those regions during the forecast period. The improvement of the global economic scenario combined with technological advancement in the emerging economies like India, South Africa, China, Brazil, Argentina, and other under-developed countries, is likely to fuel the market growth thereby, making it an ideal time to expand augmented reality and virtual reality (ARVR) market geographically and increase the global market share.

Microsoft Corporation is one of the leading players in the augmented reality and virtual reality (ARVR) market. The company has been operating since 1975 with a strong industrial expertise. Microsoft Corporation provides HoloLens. Also, the company, is indulging in providing platforms for various gaming application with VR.

Facebook Inc., with its subsidiary Oculus is providing VR headsets and tool kits globally. The company has been in the market since 2004 and holds a major share in the market due to its social media platform named as Facebook.com. The company’s VR works on Samsung platform named as Gear VR.

HTC Corporation is a Taiwan based company that majorly works in mobile and accessories. The company also works in virtual reality market. The company provides, Vive Pro HDM, Vive Pro HDM Starter Kit, Vive VR system as its product. The company has been in the strategic partnership with McLaren, to produce VR products and VR/AR content to increase the global reach and production.
Samsung Group is a key player in ARVR market as the company provides VR headset SM-R323NBKAINU, SM-R322NZWAINU and platform Gear VR, the company operates in IT & mobile communications, consumer electronics and device solutions. The company is also focusing in strategic partnership with the competitors for increasing the market share in ARVR market. Recently, the company had a partnership with Microsoft Corporation to compete with Apple Inc. in VR/AR market.

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