시장보고서
상품코드
1536659

세계의 증강현실(AR) 및 가상현실(VR) 시장 : 기술별, 제공 제품별, 디바이스 유형별, 용도별, 지역별 - 예측(-2029년)

Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDs, HUDs, Gesture Tracking Devices), Application and Region - Global Forecast to 2029

발행일: | 리서치사: MarketsandMarkets | 페이지 정보: 영문 308 Pages | 배송안내 : 즉시배송

    
    
    




※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

증강현실(AR) 및 가상현실(VR) 시장 규모는 2024년에 221억 2,000만 달러로 추정되고, 2024년부터 2029년까지 CAGR은 34.2%로 전망되며, 2029년에는 963억 2,000만 달러에 달할 것으로 예측됩니다.

증강현실(AR) 및 가상현실(VR) 시장의 성장을 가속하는 주요 요인으로는 AR 개발자 생태계의 급증, 예산에 맞는 VR 장비의 존재 등이 있습니다. 또한, AR 및 VR 기술의 광범위한 채용, 연구 개발을 위한 지속적인 정부의 이니셔티브 및 투자는 증강현실(AR) 및 가상현실(VR) 시장 시장 진출 기업에 여러 성장 기회를 제공할 것으로 기대됩니다.

조사 범위
조사 대상년도 2020-2029년
기준년 2023년
예측 기간 2024-2029년
검토 단위 금액(10억 달러)
부문별 기술별, 제공 제품별, 디바이스 유형별, 용도별, 지역별
대상 지역 북미, 유럽, 아시아태평양 및 기타 지역

반 몰입형 및 완전 몰입형 기술의 가상현실 시장은 예측 기간 동안 높은 CAGR을 나타낼 것으로 예측됩니다. 이는 시뮬레이션 트레이닝이나 가상 워크스루에서 반몰입형 기술의 채용이 증가하고 있으며, 사용자가 물리적인 주변 환경을 인식할 수 없을 정도로 완전히 디지털 환경에 몰입할 수 있는 고급 참여를 실현하는 완전 몰입형 기술 수요가 증가하고 있는 것이 요인이며, 하이엔드 게임, 의료 시뮬레이션, 가상 투어, 건축 설계에 있어서 매우 선호되고 있습니다.

증강현실(AR) 및 가상현실(VR) 소프트웨어는 예측 기간 동안 최대 시장 규모를 가질 것으로 예상됩니다. 이는 대규모 구현으로 전환하는 신흥 프로젝트로 인해 발생합니다. IKEA와 Walmart와 같은 대기업은 고객의 쇼핑 경험을 향상시키기 위한 AR 프로토타입을 발표했으며, 이는 이 분야에서 지속적인 실험을 반영합니다. 한편, VR 소프트웨어는 대량 소비주의에 의해 가속화된 소프트웨어 개발 키트의 제조에 중요한 역할을 합니다. 예를 들어 VR 기술을 고도로 지원하는 SDK에는 REALITY SDK, Virtual Reality Tool Kit(VRTK), PlayStation Virtual Reality(PSVR) 개발 키트, Oculus SDK, Google Virtual Reality SDK 등이 있습니다. 또한 VR 소프트웨어는 클라우드 기반 서비스를 제공하며 촬영한 이미지를 데이터베이스와 비교하고 관련 정보를 모바일 장치로 다시 전송하고 탐지, 크기 조정, 3D 이미지 생성 등의 이미지 처리를 수행합니다.

본 보고서에서는 세계의 증강현실(AR) 및 가상현실(VR) 시장에 대해 조사했으며, 기술별, 제공 제품별, 디바이스 유형별, 용도별, 지역별 동향 및 시장 진출기업 프로파일 등을 정리했습니다.

목차

제1장 서론

제2장 조사 방법

제3장 주요 요약

제4장 중요 인사이트

제5장 시장 개요

  • 서문
  • 시장 역학 : 증강현실 시장
  • 시장 역학 : 가상현실 시장
  • 밸류체인 분석
  • 생태계 분석
  • 투자 및 자금조달 시나리오
  • 고객사업에 영향을 주는 동향 및 혼란
  • 기술 분석
  • 가격 분석
  • Porter's Five Forces 분석
  • 주요 이해관계자와 구매 기준
  • AI 및 생성형 AI가 증강현실(AR) 및 가상현실(VR) 시장에 미치는 영향
  • 사례 연구 분석
  • 무역 분석
  • 특허 분석
  • 규제 상황
  • 주된 회의 및 이벤트(2024-2025년)

제6장 증강현실(AR) 및 가상현실(VR) 기술을 개발하는 기업

  • 서문
  • 중소기업
  • 중규모 기업
  • 대규모 기업

제7장 증강현실(AR) 및 가상현실(VR) 시장 : 기술별

  • 서문
  • 증강현실
  • 가상현실

제8장 증강현실(AR) 및 가상현실(VR) 시장 : 제공 제품별

  • 서문
  • 하드웨어
  • 소프트웨어

제9장 증강현실(AR) 및 가상현실(VR) 시장 : 디바이스 유형별

  • 서문
  • 증강현실 디바이스
  • 가상현실 디바이스

제10장 증강현실(AR) 및 가상현실(VR) 시장 : 용도별

  • 서문
  • 증강현실
  • 가상현실

제11장 증강현실(AR) 및 가상현실(VR) 시장 : 지역별

  • 서문
  • 북미
  • 유럽
  • 아시아태평양
  • 기타 지역

제12장 경쟁 구도

  • 서문
  • 주요 전략 및 유력 기업(2019-2024년)
  • 시장 점유율 분석(2023년)
  • 기업가치평가 및 재무지표
  • 브랜드 및 제품 비교
  • 수익 분석(2020-2023년)
  • 기업평가 매트릭스 : 주요 진입기업(2023년)
  • 기업평가 매트릭스 : 스타트업 및 중소기업(2023년)
  • 경쟁 시나리오

제13장 기업 프로파일

  • 주요 진출기업
    • META
    • SONY CORPORATION
    • APPLE INC.
    • BYTEDANCE
    • DPVR
    • HTC CORPORATION
    • GOOGLE
    • MICROSOFT
    • SAMSUNG
    • PTC
    • SEIKO EPSON CORPORATION
    • LENOVO
  • 기타 기업
    • EON REALITY
    • MAXST CO., LTD.
    • MAGIC LEAP, INC.
    • BLIPPAR GROUP LIMITED
    • ATHEER, INC.
    • VUZIX
    • NINTENDO
    • ULTRALEAP
    • PENUMBRA, INC.
    • PSICO SMART APPS SL
    • XIAOMI
    • PANASONIC CORPORATION
    • SCOPE AR
    • CONTINENTAL AG
    • VIRTUALLY LIVE
    • INTEL CORPORATION
    • CRAFTARS
    • BIDON GAMES STUDIO
    • APPENTUS TECHNOLOGIES
    • 3D CLOUD
    • WAYRAY AG

제14장 부록

AJY 24.09.03

The Augmented and Virtual Reality Market was valued at USD 22.12 billion in 2024 and is expected to reach USD $96.32 billion by 2029, at a CAGR of 34.2% during the 2024-2029 period. The major factors driving the growth of augmented and virtual reality market includes the surging AR developer ecosystem, and presence of budget-friendly VR devices. Moreover, the ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies is expected to provide several growth opportunities for market players in the augmented and virtual reality market.

Scope of the Report
Years Considered for the Study2020-2029
Base Year2023
Forecast Period2024-2029
Units ConsideredValue (USD Billion)
SegmentsBy Enterprise, Technology, Offering, Application and Region
Regions coveredNorth America, Europe, APAC, RoW

Semi & Fully immersive technology is expected to register higher CAGR in the virtual reality market during the forecast period

The virtual reality market for semi & fully immersive technology is expected to register higher CAGR during the forecast period which is attributed to the increasing adoption of semi immersive technology in simulation training and virtual walkthroughs, and the increasing demand for fully immersive technology as they deliver high level of engagement which completely transports users into a digital environment to an extent that they lose awareness of their physical surroundings, which is highly preferrable in high-end gaming, medical simulations, virtual tours and architectural designs.

Software segment is expected to have the largest market size during the forecast period

The augmented and virtual reality software is expected to have the largest market size during the forecast period. This is attributed to the emerging projects that are transitioning into large-scale implementations. Major companies like IKEA and Walmart have launched their AR prototypes that aims at enhancing customer shopping experiences which reflects the ongoing experimentation in this sector. On the other hand, VR software plays a crucial role in manufacturing software development kits which is accelerated by mass consumerism. For instance, SDKs that highly support VR technology are REALITY SDK, Virtual Reality Tool Kit (VRTK), PlayStation Virtual Reality (PSVR) dev kit, Oculus SDK, and Google Virtual Reality SDK. Furthermore, VR software also provides cloud-based services that are used to compare captured images with a database, delivering relevant information back to the mobile device, which then handles image processing, including detection, resizing, and generating 3D images.

The break-up of profile of primary participants in the augmented and virtual reality market-

  • By Company Type: Tier 1 - 15%, Tier 2 - 50%, Tier 3 - 20%
  • By Designation Type: C Level - 45%, Director Level - 35%, Others - 20%
  • By Region Type: North America - 45%, Europe - 35%, Asia Pacific - 12%, Rest of the World (RoW) - 8%

The major players of the augmented and virtual reality market are Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China) among others.

Research Coverage

The report segments the augmented and virtual reality market and forecasts its size based on technology, offering, device type, application, and region. The report also provides a comprehensive review of drivers, restraints, opportunities, and challenges influencing market growth. The report also covers qualitative aspects in addition to the quantitative aspects of the market.

Reasons to buy the report:

The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall augmented and virtual reality market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:

  • Analysis of key drivers (surging AR developer ecosystem, and presence of budget-friendly VR devices), restraints (high costs of AR technology, and presence of technological limitations), opportunities (ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies), and challenges (display latency issues in AR and VR, high energy consumption in VR and limited field of vision in AR) influencing the growth of the augmented and virtual reality market.
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches, product development, partnerships, collaborations, contracts, joint investments, strategic supplier relationships, and expansions in the augmented and virtual reality market.
  • Market Development: Comprehensive information about lucrative markets - the report analyses the augmented and virtual reality market across varied regions.
  • Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the augmented and virtual reality market
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and product offerings of leading players like Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China).

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKETS COVERED
    • 1.3.2 REGIONAL SCOPE
    • 1.3.3 INCLUSIONS AND EXCLUSIONS
    • 1.3.4 YEARS CONSIDERED
  • 1.4 CURRENCY CONSIDERED
  • 1.5 UNITS CONSIDERED
  • 1.6 LIMITATIONS
  • 1.7 STAKEHOLDERS
  • 1.8 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH APPROACH
    • 2.1.1 SECONDARY DATA
      • 2.1.1.1 List of key secondary sources
      • 2.1.1.2 Key data from secondary sources
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 List of primary interview participants
      • 2.1.2.2 Breakdown of primaries
      • 2.1.2.3 Key data from primary sources
      • 2.1.2.4 Key industry insights
    • 2.1.3 SECONDARY AND PRIMARY RESEARCH
  • 2.2 MARKET SIZE ESTIMATION METHODOLOGY
    • 2.2.1 BOTTOM-UP APPROACH
      • 2.2.1.1 Approach to arrive at market size using bottom-up analysis (demand side)
    • 2.2.2 TOP-DOWN APPROACH
      • 2.2.2.1 Approach to arrive at market size using top-down analysis (supply side)
  • 2.3 FORECAST
  • 2.4 MARKET BREAKDOWN AND DATA TRIANGULATION
  • 2.5 RESEARCH ASSUMPTIONS
  • 2.6 RISK ANALYSIS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN AUGMENTED REALITY MARKET
  • 4.2 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN VIRTUAL REALITY MARKET
  • 4.3 AUGMENTED REALITY MARKET, BY APPLICATION
  • 4.4 VIRTUAL REALITY MARKET, BY APPLICATION
  • 4.5 AUGMENTED REALITY MARKET, BY OFFERING
  • 4.6 VIRTUAL REALITY MARKET, BY OFFERING
  • 4.7 AUGMENTED REALITY MARKET, BY DEVICE TYPE
  • 4.8 VIRTUAL REALITY MARKET, BY DEVICE TYPE
  • 4.9 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY
  • 4.10 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY
  • 4.11 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS: AUGMENTED REALITY MARKET
    • 5.2.1 DRIVERS
      • 5.2.1.1 Rising integration of virtual game elements to foster real-world interactions
      • 5.2.1.2 Growing emphasis on providing immersive shopping experiences
      • 5.2.1.3 Increasing use of AR technology in industrial sectors
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 High implementation costs of AR technology
      • 5.2.2.2 Security and privacy concerns
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Surging deployment of AR devices to improve medical procedures
      • 5.2.3.2 Increasing spending on in-car technologies with surging demand for safer vehicles
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Display latency and limited field of view
      • 5.2.4.2 Flexibility and compatibility issues
  • 5.3 MARKET DYNAMICS: VIRTUAL REALITY MARKET
    • 5.3.1 DRIVERS
      • 5.3.1.1 Rising integration of advanced haptic feedback tools to improve VR experiences
      • 5.3.1.2 Growing focus on improving collaboration and communication
      • 5.3.1.3 Increasing availability of budget-friendly VR devices
    • 5.3.2 RESTRAINTS
      • 5.3.2.1 Weight distribution and ergonomic design flaws
    • 5.3.3 OPPORTUNITIES
      • 5.3.3.1 Rising popularity of remote medical consultations and telemedicine
      • 5.3.3.2 Surging investments in VR hardware components
    • 5.3.4 CHALLENGES
      • 5.3.4.1 High energy consumption
      • 5.3.4.2 Display resolution issues
  • 5.4 VALUE CHAIN ANALYSIS
  • 5.5 ECOSYSTEM ANALYSIS
  • 5.6 INVESTMENT AND FUNDING SCENARIO
  • 5.7 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.8 TECHNOLOGY ANALYSIS
    • 5.8.1 KEY TECHNOLOGIES
      • 5.8.1.1 AR smart glasses
      • 5.8.1.2 VR-based microdisplays
      • 5.8.1.3 Mobile AR
      • 5.8.1.4 Near-eye displays
    • 5.8.2 COMPLEMENTARY TECHNOLOGIES
      • 5.8.2.1 AR-powered displays
      • 5.8.2.2 AR/VR-based monitors
      • 5.8.2.3 Web-based AR
    • 5.8.3 ADJACENT TECHNOLOGIES
      • 5.8.3.1 Metaverse
  • 5.9 PRICING ANALYSIS
    • 5.9.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE
    • 5.9.2 AVERAGE SELLING PRICE TREND, BY DEVICE TYPE
    • 5.9.3 AVERAGE SELLING PRICE TREND, BY REGION
  • 5.10 PORTER'S FIVE FORCES ANALYSIS
    • 5.10.1 THREAT OF NEW ENTRANTS
    • 5.10.2 THREAT OF SUBSTITUTES
    • 5.10.3 BARGAINING POWER OF SUPPLIERS
    • 5.10.4 BARGAINING POWER OF BUYERS
    • 5.10.5 INTENSITY OF COMPETITIVE RIVALRY
  • 5.11 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.11.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • 5.11.2 BUYING CRITERIA
  • 5.12 IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET
  • 5.13 CASE STUDY ANALYSIS
    • 5.13.1 HTC CORPORATION SUPPORTS FLAIM TRAINER VR SIMULATION TO REDUCE COSTS OF TRAINING FIREFIGHTERS
    • 5.13.2 VOLKSWAGEN LEVERAGES AR AND VR TECHNOLOGIES TO ADDRESS CHALLENGES ASSOCIATED WITH IN-PERSON COLLABORATION
    • 5.13.3 HTC CORPORATION IMPLEMENTS IMMERSIVE VR SOLUTION TO ENABLE REMOTE COLLABORATION OF AUTOMOTIVE DESIGN TEAMS
    • 5.13.4 META COLLABORATES WITH BMW TO REVOLUTIONIZE IN-CAR EXPERIENCES IN SMART VEHICLES
  • 5.14 TRADE ANALYSIS
    • 5.14.1 IMPORT SCENARIO (HS CODE 9004)
    • 5.14.2 EXPORT SCENARIO (HS CODE 9004)
  • 5.15 PATENT ANALYSIS
  • 5.16 REGULATORY LANDSCAPE
    • 5.16.1 REGULATORY BODY, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • 5.16.2 REGULATIONS
  • 5.17 KEY CONFERENCES AND EVENTS, 2024-2025

6 ENTERPRISES DEVELOPING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES

  • 6.1 INTRODUCTION
  • 6.2 SMALL-SIZED ENTERPRISES
  • 6.3 MEDIUM-SIZED ENTERPRISES
  • 6.4 LARGE ENTERPRISES

7 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY

  • 7.1 INTRODUCTION
  • 7.2 AUGMENTED REALITY
    • 7.2.1 MARKER-BASED
      • 7.2.1.1 Increasing need for cost-effective and reliable technology to drive market
      • 7.2.1.2 Passive marker
      • 7.2.1.3 Active marker
    • 7.2.2 MARKERLESS
      • 7.2.2.1 Mounting demand for smartphones and tablets to fuel segmental growth
      • 7.2.2.2 Model-based tracking
      • 7.2.2.3 Image processing-based tracking
    • 7.2.3 ANCHOR-BASED
      • 7.2.3.1 Growing need to effectively overlay virtual images for real-world detection to augment segmental growth
  • 7.3 VIRTUAL REALITY
    • 7.3.1 NON-IMMERSIVE
      • 7.3.1.1 Cost-effectiveness and ease of implementation to expedite segmental growth
    • 7.3.2 SEMI & FULLY IMMERSIVE
      • 7.3.2.1 Adoption in high-end gaming and medical simulations to fuel segmental growth

8 AUGMENTED AND VIRTUAL REALITY MARKET, BY OFFERING

  • 8.1 INTRODUCTION
  • 8.2 HARDWARE
    • 8.2.1 SENSORS
      • 8.2.1.1 Rising emphasis on seamless interaction between users and virtual environments to augment segmental growth
    • 8.2.2 SEMICONDUCTOR COMPONENTS
      • 8.2.2.1 Increasing adoption of controllers in smartphones and tablets to deliver immersive interactions to boost segmental growth
    • 8.2.3 DISPLAYS & PROJECTORS
      • 8.2.3.1 Rapid advancement in optical technology to contribute to segmental growth
    • 8.2.4 POSITION/ROOM TRACKERS
      • 8.2.4.1 Growing emphasis on obtaining accurate and stable object monitoring results to fuel segmental growth
    • 8.2.5 CAMERAS
      • 8.2.5.1 Rising need to measure depth and amplitude of objects in virtual spaces to accelerate segmental growth
    • 8.2.6 OTHER HARDWARE COMPONENTS
  • 8.3 SOFTWARE
    • 8.3.1 INCREASING FOCUS ON SEAMLESSLY INTEGRATING DIGITAL INFORMATION WITH REAL-WORLD ENVIRONMENTS TO FOSTER SEGMENTAL GROWTH
    • 8.3.2 BY FUNCTION
      • 8.3.2.1 Remote collaboration
      • 8.3.2.2 Workflow optimization
      • 8.3.2.3 Documentation
      • 8.3.2.4 Visualization
      • 8.3.2.5 3D modeling
      • 8.3.2.6 Navigation

9 AUGMENTED AND VIRTUAL REALITY MARKET, BY DEVICE TYPE

  • 9.1 INTRODUCTION
  • 9.2 AUGMENTED REALITY DEVICES
    • 9.2.1 HEAD-MOUNTED DISPLAYS
      • 9.2.1.1 Use in navigation and gaming to provide interactive experiences to foster segmental growth
      • 9.2.1.2 Smart glasses
      • 9.2.1.3 Smart helmets
    • 9.2.2 HEAD-UP DISPLAYS
      • 9.2.2.1 Integration into automobiles to provide safety alerts to contribute to segmental growth
  • 9.3 VIRTUAL REALITY DEVICES
    • 9.3.1 HEAD-MOUNTED DISPLAYS
      • 9.3.1.1 Demand for immersive entertainment and gaming experiences to boost segmental growth
    • 9.3.2 GESTURE-TRACKING DEVICES
      • 9.3.2.1 Utilization in rehabilitation and physical therapy to accelerate segmental growth
        • 9.3.2.1.1 Data gloves
        • 9.3.2.1.2 Other gesture-tracking devices
    • 9.3.3 PROJECTORS & DISPLAY WALLS
      • 9.3.3.1 Adoption to create large-scale visualizations to fuel segmental growth

10 AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION

  • 10.1 INTRODUCTION
  • 10.2 AUGMENTED REALITY APPLICATIONS
    • 10.2.1 CONSUMER
      • 10.2.1.1 Emphasis on creating impressive visual effects in gaming and sports broadcasts to augment segmental growth
      • 10.2.1.2 Gaming
      • 10.2.1.3 Sports & entertainment
        • 10.2.1.3.1 Archaeological sites
        • 10.2.1.3.2 Theme parks
        • 10.2.1.3.3 Art galleries & exhibitions
    • 10.2.2 COMMERCIAL
      • 10.2.2.1 Rise in internet access and online sales to contribute to segmental growth
      • 10.2.2.2 Retail & e-commerce
        • 10.2.2.2.1 Jewelry
        • 10.2.2.2.2 Beauty & cosmetics
        • 10.2.2.2.3 Apparel fitting
        • 10.2.2.2.4 Grocery shopping
        • 10.2.2.2.5 Footwear
        • 10.2.2.2.6 Furniture & lighting design
      • 10.2.2.3 Travel & tourism
      • 10.2.2.4 E-learning
    • 10.2.3 ENTERPRISE
      • 10.2.3.1 Adoption to enhance training by reducing human errors and optimizing efficiency to expedite segmental growth
    • 10.2.4 HEALTHCARE
      • 10.2.4.1 Increased demand for advanced imaging equipment to boost segmental growth
      • 10.2.4.2 Surgery
      • 10.2.4.3 Fitness management
      • 10.2.4.4 Patient care management
      • 10.2.4.5 Pharmacy management
      • 10.2.4.6 Medical training & education
      • 10.2.4.7 Other healthcare applications
    • 10.2.5 AEROSPACE & DEFENSE
      • 10.2.5.1 Need for quick identification of aircraft defects and damage to augment segmental growth
    • 10.2.6 ENERGY
      • 10.2.6.1 Strong focus on ensuring compliance with safety regulations to foster segmental growth
    • 10.2.7 AUTOMOTIVE
      • 10.2.7.1 Adoption of advanced driver-assistance systems to enhance road safety to drive market
    • 10.2.8 OTHER AR APPLICATIONS
      • 10.2.8.1 Agriculture
      • 10.2.8.2 Construction
      • 10.2.8.3 Transportation & logistics
      • 10.2.8.4 Public safety
      • 10.2.8.5 Telecom/IT data centers
  • 10.3 VIRTUAL REALITY APPLICATIONS
    • 10.3.1 CONSUMER
      • 10.3.1.1 Increasing focus on enhancing user experiences by gaming & entertainment companies to boost segmental growth
      • 10.3.1.2 Gaming & entertainment
      • 10.3.1.3 Sports
    • 10.3.2 COMMERCIAL
      • 10.3.2.1 Rising emphasis on effective marketing and advertising to contribute to segmental growth
        • 10.3.2.1.1 Retail & e-commerce
        • 10.3.2.1.2 Education & training
        • 10.3.2.1.3 Travel & tourism
        • 10.3.2.1.4 Advertising
    • 10.3.3 ENTERPRISE
      • 10.3.3.1 Increasing requirement for advanced technologies to support training and simulation to accelerate segmental growth
    • 10.3.4 HEALTHCARE
      • 10.3.4.1 Growing emphasis on enhancing surgical planning, training, and skill developments to fuel segmental growth
        • 10.3.4.1.1 Surgery
        • 10.3.4.1.2 Patient care management
        • 10.3.4.1.3 Fitness management
        • 10.3.4.1.4 Pharmacy management
        • 10.3.4.1.5 Medical training & education
    • 10.3.5 AEROSPACE & DEFENSE
      • 10.3.5.1 Surging adoption of advanced technologies to enhance cockpit design and testing to augment segmental growth
    • 10.3.6 OTHER VR APPLICATIONS
      • 10.3.6.1 Automotive
      • 10.3.6.2 Real estate
      • 10.3.6.3 Geospatial mining

11 AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION

  • 11.1 INTRODUCTION
  • 11.2 NORTH AMERICA
    • 11.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    • 11.2.2 US
      • 11.2.2.1 Rising deployment of innovative technologies for marketing and promotional campaigns to drive market
    • 11.2.3 CANADA
      • 11.2.3.1 Burgeoning tourism and hospitality sectors to contribute to market growth
    • 11.2.4 MEXICO
      • 11.2.4.1 Increasing development of VR-powered training centers to combat crime to fuel market growth
  • 11.3 EUROPE
    • 11.3.1 MACROECONOMIC OUTLOOK FOR EUROPE
    • 11.3.2 GERMANY
      • 11.3.2.1 Increasing development of virtual car dealerships to boost market growth
    • 11.3.3 FRANCE
      • 11.3.3.1 Escalating adoption of digital displays to accelerate market growth
    • 11.3.4 UK
      • 11.3.4.1 Rapid digital transformation to contribute to market growth
    • 11.3.5 REST OF EUROPE
  • 11.4 ASIA PACIFIC
    • 11.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    • 11.4.2 CHINA
      • 11.4.2.1 Growing population and smartphone adoption to foster market growth
    • 11.4.3 INDIA
      • 11.4.3.1 Rise in online robotics education to augment market growth
    • 11.4.4 JAPAN
      • 11.4.4.1 Increasing deployment of advanced technologies in healthcare sector to drive market
    • 11.4.5 SOUTH KOREA
      • 11.4.5.1 Rising emphasis on streamlining grocery shopping experience to boost market growth
    • 11.4.6 REST OF ASIA PACIFIC
  • 11.5 ROW
    • 11.5.1 MACROECONOMIC OUTLOOK FOR ROW
    • 11.5.2 MIDDLE EAST & AFRICA
      • 11.5.2.1 Increasing focus on promoting cultural heritage and attracting tourists to accelerate market growth
      • 11.5.2.2 GCC countries
      • 11.5.2.3 Africa & Rest of Middle East
    • 11.5.3 SOUTH AMERICA
      • 11.5.3.1 Expansion of consumer sector to expedite market growth

12 COMPETITIVE LANDSCAPE

  • 12.1 INTRODUCTION
  • 12.2 KEY STRATEGIES/RIGHT TO WIN, 2019-2024
  • 12.3 MARKET SHARE ANALYSIS, 2023
  • 12.4 COMPANY VALUATION AND FINANCIAL METRICS
  • 12.5 BRAND/PRODUCT COMPARISON
  • 12.6 REVENUE ANALYSIS, 2020-2023
  • 12.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
    • 12.7.1 STARS
    • 12.7.2 EMERGING LEADERS
    • 12.7.3 PERVASIVE PLAYERS
    • 12.7.4 PARTICIPANTS
    • 12.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023
      • 12.7.5.1 Company footprint
      • 12.7.5.2 Technology footprint
      • 12.7.5.3 Offering footprint
      • 12.7.5.4 Device type footprint
      • 12.7.5.5 Application footprint
      • 12.7.5.6 Region footprint
  • 12.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
    • 12.8.1 PROGRESSIVE COMPANIES
    • 12.8.2 RESPONSIVE COMPANIES
    • 12.8.3 DYNAMIC COMPANIES
    • 12.8.4 STARTING BLOCKS
    • 12.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023
      • 12.8.5.1 Detailed list of key startups/SMEs
      • 12.8.5.2 Competitive benchmarking of key startups/SMEs
  • 12.9 COMPETITIVE SCENARIO
    • 12.9.1 PRODUCT LAUNCHES
    • 12.9.2 DEALS
    • 12.9.3 EXPANSIONS
    • 12.9.4 OTHERS

13 COMPANY PROFILES

  • 13.1 KEY PLAYERS
    • 13.1.1 META
      • 13.1.1.1 Business overview
      • 13.1.1.2 Products/Solutions/Services offered
      • 13.1.1.3 Recent developments
        • 13.1.1.3.1 Product launches
        • 13.1.1.3.2 Deals
      • 13.1.1.4 MnM view
        • 13.1.1.4.1 Key strengths/Right to win
        • 13.1.1.4.2 Strategic choices
        • 13.1.1.4.3 Weaknesses/Competitive threats
    • 13.1.2 SONY CORPORATION
      • 13.1.2.1 Business overview
      • 13.1.2.2 Products/Solutions/Services offered
      • 13.1.2.3 Recent developments
        • 13.1.2.3.1 Product launches
        • 13.1.2.3.2 Deals
        • 13.1.2.3.3 Expansions
      • 13.1.2.4 MnM view
        • 13.1.2.4.1 Key strengths/Right to win
        • 13.1.2.4.2 Strategic choices
        • 13.1.2.4.3 Weaknesses/Competitive threats
    • 13.1.3 APPLE INC.
      • 13.1.3.1 Business overview
      • 13.1.3.2 Products/Solutions/Services offered
      • 13.1.3.3 Recent developments
        • 13.1.3.3.1 Product launches
      • 13.1.3.4 MnM view
        • 13.1.3.4.1 Key strengths/Right to win
        • 13.1.3.4.2 Strategic choices
        • 13.1.3.4.3 Weaknesses/Competitive threats
    • 13.1.4 BYTEDANCE
      • 13.1.4.1 Business overview
      • 13.1.4.2 Products/Solutions/Services offered
      • 13.1.4.3 Recent developments
        • 13.1.4.3.1 Product launches
        • 13.1.4.3.2 Deals
      • 13.1.4.4 MnM view
        • 13.1.4.4.1 Key strengths/Right to win
        • 13.1.4.4.2 Strategic choices
        • 13.1.4.4.3 Weaknesses/Competitive threats
    • 13.1.5 DPVR
      • 13.1.5.1 Business overview
      • 13.1.5.2 Products/Solutions/Services offered
      • 13.1.5.3 Recent developments
        • 13.1.5.3.1 Product launches
        • 13.1.5.3.2 Deals
      • 13.1.5.4 MnM view
        • 13.1.5.4.1 Key strengths/Right to win
        • 13.1.5.4.2 Strategic choices
        • 13.1.5.4.3 Weaknesses/Competitive threats
    • 13.1.6 HTC CORPORATION
      • 13.1.6.1 Business overview
      • 13.1.6.2 Products/Solutions/Services offered
      • 13.1.6.3 Recent developments
        • 13.1.6.3.1 Product launches
        • 13.1.6.3.2 Deals
      • 13.1.6.4 MnM view
        • 13.1.6.4.1 Key strengths/Right to win
        • 13.1.6.4.2 Strategic choices
        • 13.1.6.4.3 Weaknesses/Competitive threats
    • 13.1.7 GOOGLE
      • 13.1.7.1 Business overview
      • 13.1.7.2 Products/Solutions/Services offered
      • 13.1.7.3 Recent developments
        • 13.1.7.3.1 Product launches
        • 13.1.7.3.2 Deals
    • 13.1.8 MICROSOFT
      • 13.1.8.1 Business overview
      • 13.1.8.2 Products/Solutions/Services offered
      • 13.1.8.3 Recent developments
        • 13.1.8.3.1 Product launches
        • 13.1.8.3.2 Deals
        • 13.1.8.3.3 Others
    • 13.1.9 SAMSUNG
      • 13.1.9.1 Business overview
      • 13.1.9.2 Products/Solutions/Services offered
      • 13.1.9.3 Recent developments
        • 13.1.9.3.1 Product launches
        • 13.1.9.3.2 Deals
    • 13.1.10 PTC
      • 13.1.10.1 Business overview
      • 13.1.10.2 Products/Solutions/Services offered
      • 13.1.10.3 Recent developments
        • 13.1.10.3.1 Deals
    • 13.1.11 SEIKO EPSON CORPORATION
      • 13.1.11.1 Business overview
      • 13.1.11.2 Products/Solutions/Services offered
      • 13.1.11.3 Recent developments
        • 13.1.11.3.1 Product launches
    • 13.1.12 LENOVO
      • 13.1.12.1 Business overview
      • 13.1.12.2 Products/Solutions/Services offered
      • 13.1.12.3 Recent developments
        • 13.1.12.3.1 Product launches
        • 13.1.12.3.2 Deals
  • 13.2 OTHER PLAYERS
    • 13.2.1 EON REALITY
    • 13.2.2 MAXST CO., LTD.
    • 13.2.3 MAGIC LEAP, INC.
    • 13.2.4 BLIPPAR GROUP LIMITED
    • 13.2.5 ATHEER, INC.
    • 13.2.6 VUZIX
    • 13.2.7 NINTENDO
    • 13.2.8 ULTRALEAP
    • 13.2.9 PENUMBRA, INC.
    • 13.2.10 PSICO SMART APPS S.L.
    • 13.2.11 XIAOMI
    • 13.2.12 PANASONIC CORPORATION
    • 13.2.13 SCOPE AR
    • 13.2.14 CONTINENTAL AG
    • 13.2.15 VIRTUALLY LIVE
    • 13.2.16 INTEL CORPORATION
    • 13.2.17 CRAFTARS
    • 13.2.18 BIDON GAMES STUDIO
    • 13.2.19 APPENTUS TECHNOLOGIES
    • 13.2.20 3D CLOUD
    • 13.2.21 WAYRAY AG

14 APPENDIX

  • 14.1 INSIGHTS FROM INDUSTRY EXPERTS
  • 14.2 DISCUSSION GUIDE
  • 14.3 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 14.4 CUSTOMIZATION OPTIONS
  • 14.5 RELATED REPORTS
  • 14.6 AUTHOR DETAILS
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