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Global Augmented Reality and Virtual Reality Display Market Size Study by Technology, Device, Display Technology, End-User, and Regional Forecasts 2022-2032

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¡Ø º» »óǰÀº ¿µ¹® ÀÚ·á·Î Çѱ۰ú ¿µ¹® ¸ñÂ÷¿¡ ºÒÀÏÄ¡ÇÏ´Â ³»¿ëÀÌ ÀÖÀ» °æ¿ì ¿µ¹®À» ¿ì¼±ÇÕ´Ï´Ù. Á¤È®ÇÑ °ËÅ並 À§ÇØ ¿µ¹® ¸ñÂ÷¸¦ Âü°íÇØÁֽñ⠹ٶø´Ï´Ù.

¼¼°è Áõ°­Çö½Ç(AR) ¹× °¡»óÇö½Ç(VR) µð½ºÇ÷¹ÀÌ ½ÃÀåÀº 2023³â ¾à 42¾ï ´Þ·¯·Î Æò°¡µÇ¾ú°í, 2024³âºÎÅÍ 2032³â±îÁö 17.99% ÀÌ»óÀÇ °ßÁ¶ÇÑ ¼ºÀå·üÀ» ³ªÅ¸³¾ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

AR°ú VR ±â¼úÀº °¢°¢ Çö½Ç ¼¼°è¿¡ µðÁöÅÐ Á¤º¸¸¦ ÁßøÇϰųª ¿ÏÀüÈ÷ ½Ã¹Ä·¹ÀÌ¼ÇµÈ È¯°æÀ» ¸¸µé¾î ¸ôÀÔÇü °æÇèÀ» Á¦°øÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ±â¼úÀ» µð½ºÇ÷¹ÀÌ ½Ã½ºÅÛ¿¡ ÅëÇÕÇÔÀ¸·Î½á °ÔÀÓ, ÀüÀÚ»ó°Å·¡, ÇコÄɾî, ±³À° µî ´Ù¾çÇÑ ºÐ¾ß¿¡ Çõ¸íÀ» ÀÏÀ¸Å°°í ÀÖ½À´Ï´Ù. ƯÈ÷ Äڷγª19 »çÅ·ΠÀÎÇØ ¿ø°Ý ±Ù¹«¿Í °¡»ó Çù¾÷¿¡ ´ëÇÑ ¼ö¿ä°¡ ±ÞÁõÇϸ鼭 ÷´Ü AR/VR µð½ºÇ÷¹ÀÌ ±â¼ú¿¡ ´ëÇÑ ¼ö¿ä°¡ ´õ¿í °¡¼ÓÈ­µÇ°í ÀÖ½À´Ï´Ù. ¼Ò¸Å ¹× ÀüÀÚ»ó°Å·¡ ºÐ¾ß¿¡¼­´Â ÀÌ·¯ÇÑ ±â¼úÀ» Ȱ¿ëÇÏ¿© °¡»ó üÇè½Ç ¹× Á¦Ç° µ¥¸ð¸¦ Á¦°øÇÏ¿© ¼ÒºñÀÚÀÇ ¼îÇÎ °æÇèÀ» Çâ»ó½Ã۰í ÀÖÀ¸¸ç, AR/VR ±â±â¿Í °ü·ÃµÈ ³ôÀº ºñ¿ë°ú º¹ÀâÇÑ Á¦Á¶ °øÁ¤¿¡µµ ºÒ±¸ÇÏ°í ½ÃÀå Âü¿©ÀÚµéÀº ºñ¿ë È¿À²ÀûÀÌ°í °íǰÁúÀÇ µð½ºÇ÷¹ÀÌ ±â¼úÀ» °³¹ßÇϱâ À§ÇØ ³ë·ÂÇϰí ÀÖ½À´Ï´Ù. ±â¼úÀ» °³¹ßÇϱâ À§ÇØ ³ë·ÂÇϰí ÀÖ½À´Ï´Ù. ±â¼úÀÌ ¹ßÀüÇÔ¿¡ µû¶ó µð½ºÇ÷¹ÀÌÀÇ ÇØ»óµµ, ½Ã¾ß°¢ ¹× »ç¿ëÀÚ ÆíÀǼºÀÌ Çâ»óµÇ¾î ½Ã¹Ä·¹ÀÌ¼Ç ±â¹Ý ±³À°, ¿ø°Ý ¼ö¼ú, ÀÇ·á ºÐ¾ßÀÇ ¿ø°Ý ¼ö¼ú ¹× Ä¡·á¿Í °°Àº °í±Þ ¿ëµµÀ¸·Î À̾îÁú °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

AR ±â¼úÀº ¹°¸®Àû ¼¼°è¿Í µðÁöÅÐ È®Àå ±â´ÉÀ» À¶ÇÕÇÏ¿© »ç¿ëÀÚ°¡ ÁÖº¯ ȯ°æÀ» ÀνÄÇϰí È®ÀåµÈ Á¤º¸¿Í »óÈ£ ÀÛ¿ëÇÒ ¼ö ÀÖµµ·Ï ÇÏ´Â ±â¼úÀÔ´Ï´Ù. Çìµå¾÷ µð½ºÇ÷¹ÀÌ(HUD), ÇÚµåÇïµå µð½ºÇ÷¹ÀÌ, °ø°£ µð½ºÇ÷¹ÀÌ µî ´Ù¾çÇÑ AR µð½ºÇ÷¹ÀÌ À¯ÇüÀº °íÀ¯ÇÑ ±â´É ¶§¹®¿¡ ´Ù¾çÇÑ »ê¾÷¿¡¼­ Ȱ¿ëµÇ°í ÀÖ½À´Ï´Ù. ¹Ý´ë·Î VR ±â¼úÀº »ç¿ëÀÚ¸¦ ¿ÏÀüÈ÷ µðÁöÅРȯ°æ¿¡ ¸ôÀÔ½ÃŰ´Â °ÍÀ¸·Î, 360µµ °æÇèÀ» Á¦°øÇϱâ À§ÇØ Çìµå ¸¶¿îÆ® µð½ºÇ÷¹ÀÌ(HMD)³ª µ¿±¼Çü ÀÚµ¿ °¡»ó ȯ°æ(CAVE)°ú °°Àº ÀåÄ¡°¡ ÇÊ¿äÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ¸ôÀÔÇü µð½ºÇ÷¹ÀÌ´Â ¿¬±¸ ¹× »ó¾÷Àû ȯ°æ¿¡¼­ ƯÈ÷ À¯¿ëÇÏ°Ô È°¿ëµÉ ¼ö ÀÖ½À´Ï´Ù.

Ȧ·Î±×·¥Àº µðÁöÅÐ ¸®¾ó¸®Æ¼ÀÇ ÃÖ°íºÀÀ¸·Î ¼Ò¸Å, ÇコÄÉ¾î ¹× ±âŸ »ê¾÷¿¡ Àû¿ëµÇ°í ÀÖ½À´Ï´Ù. Ȧ·Î±×·¥ Åõ¿µÀ» À§ÇÑ ½Ç°¨Çü AR/VR µð½ºÇ÷¹ÀÌ¿¡ ´ëÇÑ ¼ö¿ä Áõ°¡´Â Å« ºñÁî´Ï½º ±âȸ¸¦ ¾à¼ÓÇÕ´Ï´Ù. ƯÈ÷ ÀÚµ¿Â÷ ¹× ±¹¹æ ºÐ¾ßÀÇ HUD´Â ¿îÀüÀÚ°¡ ÁÖÀǸ¦ ºÐ»ê½ÃŰÁö ¾Ê°í Áß¿äÇÑ µ¥ÀÌÅÍ¿¡ Á¢±ÙÇÒ ¼ö ÀÖ°Ô ÇÔÀ¸·Î½á °íÇØ»óµµ AR/VR µð½ºÇ÷¹ÀÌ¿¡ ´ëÇÑ ¼ö¿ä¸¦ ÃËÁøÇϰí ÀÖÀ¸¸ç, AR/VR µð½ºÇ÷¹À̰¡ žÀçµÈ ÇÁ·ÎÁ§ÅÍ´Â ½ÃûÀÚ Áß½ÉÀÇ ¿ªµ¿ÀûÀÎ °æÇèÀ» Á¦°øÇÔÀ¸·Î½á ¿µÈ­, À̺¥Æ®, °ÔÀÓ, ¿£ÅÍÅ×ÀÎ¸ÕÆ®, ±³À°, ÀÇ·á µî ´Ù¾çÇÑ ºÐ¾ß¿¡ Àû¿ëµÇ°í ÀÖ½À´Ï´Ù. °ü°´ Áß½ÉÀÇ ¿ªµ¿ÀûÀÎ °æÇèÀ» Á¦°øÇÔÀ¸·Î½á ¿µÈ­, À̺¥Æ®, ±³À° ºÐ¾ß¸¦ Çõ½ÅÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ µð½ºÇ÷¹ÀÌ´Â ½Ã°¢Àû ǰÁúÀ» À¯ÁöÇϱâ À§ÇØ È¯°æ Á¶°Ç¿¡ ÀûÀÀÇØ¾ß ÇϹǷΠÇöÀç ÁøÇà ÁßÀÎ ¿¬±¸ °³¹ßÀÇ ÁßÁ¡ ºÐ¾ß°¡ µÇ°í ÀÖ½À´Ï´Ù.

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    • Lenovo Group Limited

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LSH 24.08.06

Global Augmented Reality (AR) and Virtual Reality (VR) Display Market is valued approximately at USD 4.20 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 17.99% over the forecast period 2024-2032. AR and VR technologies provide immersive experiences by overlaying digital information onto the real world or creating completely simulated environments, respectively. The integration of these technologies with display systems has revolutionized multiple sectors, including gaming, e-commerce, healthcare, and education. The surge in remote work and virtual collaboration needs, especially highlighted during the COVID-19 pandemic, has further accelerated the demand for advanced AR/VR display technologies. Retail and e-commerce sectors are leveraging these technologies to offer virtual trial rooms and product demos, thereby enhancing the consumer shopping experience. Despite the high costs and complex manufacturing processes associated with AR/VR devices, market players are striving to develop cost-effective and high-quality display technologies. As technological advancements continue, enhancements in display resolution, field of view, and user comfort are expected, leading to more sophisticated applications such as simulation-based training, remote surgeries, and therapeutic treatments in healthcare.

AR technology merges the physical world with digital enhancements, allowing users to interact with augmented information while remaining aware of their surroundings. Various AR display types, including head-up displays (HUD), handheld displays, and spatial displays, are utilized across different industries for their unique capabilities. Conversely, VR technology immerses users in a fully digital environment, requiring devices such as head-mounted displays (HMDs) and cave automatic virtual environments (CAVE) to deliver 360-degree experiences. These immersive displays are particularly beneficial for applications in research and commercial settings.

Holograms represent the pinnacle of digital reality, with applications spanning retail, healthcare, and other industries. The increasing demand for realistic AR/VR displays for holographic projections promises substantial commercial opportunities. HUDs, especially in automotive and defense sectors, enable operators to access critical data without diverting their attention, thereby driving the demand for high-resolution AR/VR displays. Projectors equipped with AR/VR displays are transforming the film, events, and education sectors by offering dynamic, viewer-centric experiences. These displays must adapt to environmental conditions to maintain visual quality, which is a focus area for ongoing research and development.

The key regions considered for the global Augmented Reality (AR) and Virtual Reality (VR) Display Market study include Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is a dominating region in the Augmented Reality (AR) and Virtual Reality (VR) Display Market in terms of revenue due to significant investments in research and development. The region holds a major share of the global market, with applications in gaming, healthcare, and military sectors. Whereas, the market in Asia Pacific is anticipated to grow at the fastest rate over the forecast period owing to the driven by substantial contributions from local electronic companies and increasingly investing in AR/VR technologies. Also, several companies focusing on high-resolution displays to meet the demands of the AR/VR market.

Major market players included in this report are:

  • Barco N.V.
  • BOE Technology Group Co., Ltd.
  • eMagin Corporation
  • Google LLC
  • Holoeye Photonics AG
  • Innolux Corporation
  • Jasper Display Corp.
  • Kopin Corporation
  • Kura Technologies
  • Lenovo Group Limited

The detailed segments and sub-segments of the market are explained below:

By Technology:

  • AR
  • VR

By Device:

  • HMD
  • Hologram
  • HUD
  • Projectors

By Display Technology:

  • DLP
  • LCD
  • LCOS
  • Micro-LED
  • OLED

By End-User:

  • Aerospace & Defense
  • Automotive
  • Commercial
  • Consumer
  • Education
  • Energy
  • Enterprise
  • Healthcare
  • Application
  • Advertising & Marketing
  • Gaming
  • Maintenance
  • Manufacturing
  • Simulation & Training
  • Sports & Entertainment

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • RoLA
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Executive Summary

  • 1.1. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Technology
    • 1.3.2. By Device
    • 1.3.3. By Display Technology
    • 1.3.4. By End-User
    • 1.3.5. By Application
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increased adoption in entertainment and education sectors
    • 3.1.2. Growing number of AR & VR software companies
  • 3.2. Market Challenges
    • 3.2.1. High costs and privacy concerns
    • 3.2.2. Need for skilled operators
  • 3.3. Market Opportunities
    • 3.3.1. Innovations in latency reduction and cross-platform compatibility
    • 3.3.2. Expanding industrial applications

Chapter 4. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Technology 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Technology Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. AR
    • 5.2.2. VR

Chapter 6. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Device 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Device Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. HMD
    • 6.2.2. Hologram
    • 6.2.3. HUD
    • 6.2.4. Projectors

Chapter 7. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Display Technology 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Display Technology Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. DLP
    • 7.2.2. LCD
    • 7.2.3. LCOS
    • 7.2.4. Micro-LED
    • 7.2.5. OLED

Chapter 8. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by End-User 2022-2032

  • 8.1. Segment Dashboard
  • 8.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: End-User Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 8.2.1. Aerospace & Defense
    • 8.2.2. Automotive
    • 8.2.3. Commercial
    • 8.2.4. Consumer
    • 8.2.5. Education
    • 8.2.6. Energy
    • 8.2.7. Enterprise
    • 8.2.8. Healthcare

Chapter 9. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Application 2022-2032

  • 9.1. Segment Dashboard
  • 9.2. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market: Application Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 9.2.1. Advertising & Marketing
    • 9.2.2. Gaming
    • 9.2.3. Maintenance
    • 9.2.4. Manufacturing
    • 9.2.5. Simulation & Training
    • 9.2.6. Sports & Entertainment

Chapter 10. Global Augmented Reality (AR) and Virtual Reality (VR) Display Market Size & Forecasts by Region 2022-2032

  • 10.1. North America Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.1.1. U.S. Augmented Reality (AR) and Virtual Reality (VR) Display Market
      • 10.1.1.1. Technology breakdown size & forecasts, 2022-2032
      • 10.1.1.2. Device breakdown size & forecasts, 2022-2032
      • 10.1.1.3. Display Technology breakdown size & forecasts, 2022-2032
      • 10.1.1.4. End-User breakdown size & forecasts, 2022-2032
      • 10.1.1.5. Application breakdown size & forecasts, 2022-2032
    • 10.1.2. Canada Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.2. Europe Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.1. U.K. Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.2. Germany Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.3. France Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.4. Spain Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.5. Italy Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.2.6. Rest of Europe Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.3. Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.1. China Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.2. India Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.3. Japan Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.4. Australia Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.5. South Korea Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.3.6. Rest of Asia Pacific Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.4. Latin America Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.4.1. Brazil Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.4.2. Mexico Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.4.3. Rest of Latin America Augmented Reality (AR) and Virtual Reality (VR) Display Market
  • 10.5. Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.5.1. Saudi Arabia Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.5.2. South Africa Augmented Reality (AR) and Virtual Reality (VR) Display Market
    • 10.5.3. Rest of Middle East & Africa Augmented Reality (AR) and Virtual Reality (VR) Display Market

Chapter 11. Competitive Intelligence

  • 11.1. Key Company SWOT Analysis
  • 11.2. Top Market Strategies
  • 11.3. Company Profiles
    • 11.3.1. Barco N.V.
      • 11.3.1.1. Key Information
      • 11.3.1.2. Overview
      • 11.3.1.3. Financial (Subject to Data Availability)
      • 11.3.1.4. Product Summary
      • 11.3.1.5. Market Strategies
    • 11.3.2. BOE Technology Group Co., Ltd.
    • 11.3.3. eMagin Corporation
    • 11.3.4. Google LLC
    • 11.3.5. Holoeye Photonics AG
    • 11.3.6. Innolux Corporation
    • 11.3.7. Jasper Display Corp.
    • 11.3.8. Kopin Corporation
    • 11.3.9. Kura Technologies
    • 11.3.10. Lenovo Group Limited

Chapter 12. Research Process

  • 12.1. Research Process
    • 12.1.1. Data Mining
    • 12.1.2. Analysis
    • 12.1.3. Market Estimation
    • 12.1.4. Validation
    • 12.1.5. Publishing
  • 12.2. Research Attributes
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