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市場調査レポート
商品コード
1687547
拡張現実の市場規模、シェア、成長分析:技術別、オファリング別、デバイス別、用途別、地域別 - 産業予測、2025年~2032年Augmented Reality Market Size, Share, and Growth Analysis, By Technology (Marker-Based AR Technology, Markerless AR Technology), By Offering (Hardware, Software), By Device, By Application, By Region - Industry Forecast 2025-2032 |
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拡張現実の市場規模、シェア、成長分析:技術別、オファリング別、デバイス別、用途別、地域別 - 産業予測、2025年~2032年 |
出版日: 2025年03月14日
発行: SkyQuest
ページ情報: 英文 157 Pages
納期: 3~5営業日
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拡張現実の市場規模は、2023年に434億米ドルとなり、予測期間(2025年~2032年)のCAGRは34.3%で、2024年の582億9,000万米ドルから2032年までには6,168億4,000万米ドルに成長すると予測されています。
拡張現実(AR)市場は、さまざまな分野での採用が増加していることに後押しされ、大きな成長を遂げています。ヘルスケアでは、ARが医療トレーニング、外科手術、患者ケアを強化し、市場拡大に寄与しています。小売業界やeコマース業界もARを採用して没入型のショッピング体験を提供し、顧客が現実世界の環境で商品を視覚化できるようにすることで、エンゲージメントと売上を高めています。AR技術は、画像、ビデオ、3Dモデルなどのデジタル要素を現実世界に統合し、業界を問わずユーザー体験と業務効率を向上させます。この統合は急速な成長をもたらし、企業と消費者に機会と課題の両方をもたらしています。AR産業の主な目的は、個人が日常環境でデジタルコンテンツとどのように接するかを変革することです。ゲーム業界では、ARはバーチャルリアリティの進歩とともに、デジタルと物理的な領域が融合する没入型体験を生み出しています。2024年現在、世界のモバイルARユーザーは約10億3,000万人で、2028年には11億9,000万人に増加すると予測されています。ARとバーチャルリアリティの応用は、教育、トレーニング、マーケティング、エンターテインメントにまで及び、ユーザーがコンテンツにより深く関わることを可能にし、革新的なツールや治療法の開発を促進しています。世界のAR市場は2024年に約836億5,000万米ドルと評価され、2025年から2030年にかけてCAGR37.9%で成長し、2030年までには約5,995億9,000万米ドルに達すると予測されています。この成長の原動力は、ARハードウェアとソフトウェアの技術進歩、AR導入に向けた政府の取り組みの増加、さまざまな分野でのAR技術の需要の高まりです。要約すると、AR市場は、複数の産業にわたる多様なアプリケーション、ユーザー体験と業務プロセスの強化により急速に拡大しており、今後数年間は継続的な成長が見込まれています。
Augmented Reality Market size was valued at USD 43.4 Billion in 2023 and is poised to grow from USD 58.29 Billion in 2024 to USD 616.84 Billion by 2032, growing at a CAGR of 34.3% during the forecast period (2025-2032).
The Augmented Reality (AR) market is experiencing significant growth, propelled by its increasing adoption across various sectors. In healthcare, AR enhances medical training, surgical procedures, and patient care, contributing to the market's expansion. The retail and e-commerce industries are also embracing AR to offer immersive shopping experiences, allowing customers to visualize products in real-world settings, thereby boosting engagement and sales. AR technology integrates digital elements-such as images, videos, or 3D models-into the real world, enhancing user experiences and operational efficiencies across industries. This integration has led to rapid growth, presenting both opportunities and challenges for enterprises and consumers. The primary objective of the AR industry is to transform how individuals interact with digital content in their everyday environments. In the gaming industry, AR, alongside advancements in virtual reality, is creating immersive experiences where digital and physical realms converge. As of 2024, there were approximately 1.03 billion mobile AR users globally, with projections indicating an increase to 1.19 billion by 2028. The application of AR and virtual reality extends to education, training, marketing, and entertainment, enabling users to engage more deeply with content and fostering the development of innovative tools and treatments. The global AR market was valued at approximately USD 83.65 billion in 2024 and is anticipated to grow at a compound annual growth rate (CAGR) of 37.9% from 2025 to 2030, reaching around USD 599.59 billion by 2030. This growth is driven by technological advancements in AR hardware and software, increasing government initiatives for AR implementation, and the rising demand for AR technology in various sectors. In summary, the AR market is expanding rapidly due to its diverse applications across multiple industries, enhancing user experiences and operational processes, and is poised for continued growth in the coming years.
Top-down and bottom-up approaches were used to estimate and validate the size of the Augmented Reality 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.
Augmented Reality Market Segments Analysis
Global Augmented Reality Market is segmented by Technology, Offering, Device, Application and region. Based on Technology, the market is segmented into Marker-Based AR Technology, Markerless AR Technology and Anchor-Based AR Technology. Based on Offering, the market is segmented into Hardware and Software. Based on Device, the market is segmented into HUDs and HMDs. Based on Application, the market is segmented into Consumer, Commercial, Enterprise (Manufacturing), Healthcare, Aerospace & Defense, Energy, 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 Augmented Reality Market
The Augmented Reality (AR) market has experienced substantial growth, driven by significant investments from leading technology companies. Notable firms such as Meta Platforms, Intel Corporation, Qualcomm Inc., Alphabet Inc., Comcast Ventures, and Samsung Group have been actively investing in AR technology. A considerable portion of these investments, approximately $4.1 billion, has been directed towards training and industrial maintenance applications. Additionally, private enterprises, venture capitalists, and governmental bodies are funding research institutes to further AR advancements. Industries including consumer electronics, aerospace and defense, healthcare, retail, and marketing are increasingly integrating AR solutions to enhance user experiences and operational efficiencies. For instance, Meta has developed its first pair of AR glasses, Orion, showcasing advanced technology such as Micro LED projectors and a 70-degree field of view, although high manufacturing costs currently limit their commercial availability. These collective efforts are propelling the AR market's expansion across diverse sectors.
Restraints in the Augmented Reality Market
The increasing integration of augmented reality (AR) in gaming has raised concerns about potential health impacts, particularly among younger users. Prolonged use of AR devices, especially headsets, can lead to physical discomforts such as eye strain, dry eyes, and visual fatigue. Additionally, immersive AR experiences may contribute to mental health issues, including anxiety, diminished attention span, and symptoms associated with gaming disorders. To mitigate these risks, it is advisable to limit continuous AR usage, incorporate regular breaks, and maintain awareness of one's physical and mental well-being during and after AR interactions.
Market Trends of the Augmented Reality Market
The increasing fickleness of consumers and their rapid switching between brands present significant challenges, necessitating innovative customer engagement strategies. Augmented Reality (AR) has emerged as a powerful tool in this context, enabling businesses to captivate and retain customers effectively. For example, brands like Gucci have maintained their leadership in innovation by integrating AR and Virtual Reality (VR) technologies, offering immersive experiences that enhance customer engagement and loyalty. Moreover, AR applications in retail, such as virtual try-ons and interactive product visualizations, have been shown to increase purchase intent and reduce return rates, thereby boosting sales and enhancing customer satisfaction. Additionally, AR-powered customer support systems allow real-time interaction with service agents during online shopping, further enriching the customer experience and fostering brand loyalty.