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市場調査レポート
商品コード
1628954
AR/VR/MRの市場規模、シェア、成長分析、コンポーネント別、デバイスタイプ別、展開モード別、組織規模別、最終用途別、地域別 - 産業予測、2025~2032年AR/VR/MR Market Size, Share, Growth Analysis, By Component (Hardware, Software), By Device Type (Augmented Reality (AR) Devices, Virtual Reality (VR) Devices), By Deployment Mode, By Organization Size, By End Use, By Region - Industry Forecast 2025-2032 |
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AR/VR/MRの市場規模、シェア、成長分析、コンポーネント別、デバイスタイプ別、展開モード別、組織規模別、最終用途別、地域別 - 産業予測、2025~2032年 |
出版日: 2025年01月07日
発行: SkyQuest
ページ情報: 英文 328 Pages
納期: 3~5営業日
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AR/VR/MRの世界市場規模は2023年に424億米ドルと評価され、2024年の589億8,000万米ドルから2032年には8,266億3,000万米ドルに成長し、予測期間(2025-2032年)のCAGRは39.1%で成長する見通しです。
拡張現実、仮想現実、複合現実技術を包括するAR/VR/MR市場は、高度なビジュアルソリューションとデジタルソリューションへの多額の投資によって大幅な成長が見込まれています。没入型体験への需要が、ヘルスケアやエンターテインメントを含む多様な分野での普及を後押ししています。ビデオゲームは主要な推進力として際立っており、ARやVRを通じて没入感を高めることを求めるゲーマーが増えています。さらに、リハビリテーション・プログラムへのVRの応用が長期的な市場拡大を支えています。しかし、ハードウェアの高コストやテーラーメイドのコンテンツの不足といった課題が、成長の可能性を阻害する可能性があります。全体として、技術が進化し、より身近になるにつれて、AR/VR/MRはさまざまな産業を変革し、イノベーションのエキサイティングな機会を提供すると期待されています。
Global AR/VR/MR Market size was valued at USD 42.4 billion in 2023 and is poised to grow from USD 58.98 billion in 2024 to USD 826.63 billion by 2032, growing at a CAGR of 39.1% during the forecast period (2025-2032).
The AR/VR/MR market, encompassing augmented, virtual, and mixed reality technologies, is poised for substantial growth driven by significant investments in advanced visual and digital solutions. Demand for immersive experiences is propelling widespread adoption across diverse sectors, including healthcare and entertainment. Video gaming stands out as a key driver, with gamers increasingly seeking enhanced immersion through AR and VR. Furthermore, the application of VR in rehabilitation programs supports long-term market expansion. However, challenges such as high hardware costs and a scarcity of tailored content may impede growth potential. Overall, as technology evolves and becomes more accessible, AR/VR/MR is expected to transform various industries, offering exciting opportunities for innovation.
Top-down and bottom-up approaches were used to estimate and validate the size of the Global Ar/Vr/Mr market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.
Global Ar/Vr/Mr Market Segmental Analysis
Global AR/VR/MR Market is segmented by Component, Device Type, Deployment Mode, Organization Size, End Use and region. Based on Component, the market is segmented into Hardware, Software and Services. Based on Device Type, the market is segmented into Augmented Reality (AR) Devices, Virtual Reality (VR) Devices and Mixed Reality (MR) Devices. Based on Deployment Mode, the market is segmented into On-premises and On-cloud. Based on Organization Size, the market is segmented into Large Organization and Small and Medium Organization. Based on End Use, the market is segmented into Media & Entertainment, Retail & e-Commerce, Training & Education, Travel & Hospitality, Real Estate, Manufacturing, Healthcare, Aerospace & Defense, Automotive, and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.
Driver of the Global Ar/Vr/Mr Market
The global AR/VR/MR market is significantly driven by the burgeoning adoption of these technologies in the gaming industry. Gaming has transformed into a predominant cultural phenomenon, extending beyond traditional consoles and PCs. The surge in the creation and popularity of virtual reality games is expected to enhance the growth of the AR/VR/MR market. As more players engage with immersive gaming experiences, the demand for advanced augmented, virtual, and mixed reality applications continues to rise, positioning the sector for rapid expansion and increased investments in innovative technologies that cater to this thriving entertainment landscape.
Restraints in the Global Ar/Vr/Mr Market
The global AR/VR/MR market faces significant restraints primarily due to the high costs associated with development. Both hardware and software for augmented reality, virtual reality, and mixed reality demand substantial capital investment, as these technologies are still evolving. As a result, this financial barrier poses challenges for companies looking to enter or expand within the market. The expensive nature of development not only restricts adoption rates but also limits the overall growth potential of the AR/VR/MR industry. Consequently, many organizations may hesitate to invest further, affecting innovation and advancement in this promising field.
Market Trends of the Global Ar/Vr/Mr Market
The global AR/VR/MR market is witnessing a significant trend towards the development of AR cloud infrastructure, which enables users to seamlessly share and collaborate within shared virtual environments. This growing emphasis on cloud connectivity is fostering heightened consumer engagement and fostering community-driven experiences, thereby creating robust opportunities for AR/VR/MR providers to innovate and expand their offerings. As businesses increasingly recognize the importance of immersive technologies for enhancing user experiences across various sectors, this trend is poised to drive market growth and transformation, making collaborative and shared virtual experiences a key focus for future developments in the industry.