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拡張現実と仮想現実市場:AR技術別、VR技術別、コンポーネント別、地域別、2026~2032年

Augmented And Virtual Reality Market By AR Technology, By VR Technology, By Component, & Region For 2026-2032


出版日
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英文 202 Pages
納期
2~3営業日
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価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.87円
拡張現実と仮想現実市場:AR技術別、VR技術別、コンポーネント別、地域別、2026~2032年
出版日: 2025年05月13日
発行: Verified Market Research
ページ情報: 英文 202 Pages
納期: 2~3営業日
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概要

拡張現実と仮想現実市場の評価-2026~2032年

拡張現実と仮想現実技術に対する需要の高まりは、さまざまな産業における革命的な可能性から生じています。拡張現実と仮想現実は、ヘルスケア、教育、製造などの産業において、人々の学習方法、トレーニング方法、デジタル教材との関わり方を変革しています。例えばヘルスケアでは、これらの技術は外科手術のシミュレーション、患者の診断、治療に利用され、専門医が安全な仮想環境で困難な処置を行えるようにすることで、市場は2024年に237億3,000万米ドルの収益を突破し、2032年には約2,148億2,000万米ドルの評価額に達します。

エンターテインメントとゲームセグメントは、顧客がより没入的で魅力的な体験を望んでいることから、拡張現実と仮想現実の需要増加を牽引しています。VRヘッドセットやAR用途は、従来型メディアでは得られなかった臨場感や没入感を提供することで、人々がゲームや映画、仮想世界に接する方法を変えつつあります。さらに、リモートワークやバーチャルコラボレーションの台頭は、2026~2032年のCAGR 31.70%での市場成長を可能にすることで、ビジネス界におけるARとVR技術の採用を促進しています。

拡張現実と仮想現実市場:定義/概要

拡張現実と仮想現実は、人々のデジタル環境との関わり方を変えた没入型技術です。拡張現実(AR)とは、スマートフォン、タブレット、ARメガネなどのデバイスを使用して、画像、音声、テキストなどのデジタルコンテンツを実際の環境に適用することです。ARは、ユーザーを完全にバーチャル環境に没入させるのではなく、現実世界の体験とデジタル情報を組み合わせることで、インタラクティブなレイヤーを開発します。

拡張現実と仮想現実は様々な産業で広く利用されており、企業や消費者のデジタルコンテンツへの関わり方を変えています。拡張現実と仮想現実はヘルスケアにおいて、医師のトレーニング、手術のシミュレーション、患者のケアに活用されています。教育セグメントでは、ARは物理的な場所にデジタル情報を重ねることで学習体験を向上させ、VRは没入型の仮想教室を提供することで、生徒が歴史や科学のような複雑な科目をより魅力的な方法で探求できるようにします。

拡張現実と仮想現実は、遠隔地でのコミュニケーションや仕事環境を変革する上で重要な役割を果たす可能性が高いです。ハイブリッドワークやリモートワークモデルを採用する企業が増えるにつれ、拡張現実と仮想現実は、バーチャルミーティングや共同作業スペースを、標準的なビデオ会議よりもリアルでインタラクティブなものにします。

小売業やeコマースにおける拡張現実と仮想現実需要の高まりは、拡張現実と仮想現実市場を牽引するか?

小売業やeコマースにおける拡張現実(AR)需要の高まりは、拡張現実と仮想現実市場の主要促進要因です。この動向は、競争が激化するデジタル経済において、より良い消費者体験、より良い商品プレゼンテーション、新たなマーケティング手法に対する需要の高まりが原動力となっています。米国国勢調査局によると、米国のeコマース売上高は2021年に8,708億米ドルを超え、2020年比14.2%増、2019年比50.5%増となります。このオンライン購買の驚異的な開発は、AR技術にとって理想的な環境を提供しています。

さらに、ARは消費者の行動にかなりの影響を与えています。中小企業庁によると、AR技術を利用する企業は、オンライン購入者のコンバージョン率を最大40%高めることができるといいます。2015~2020年にかけて、米国特許商標庁はAR関連の特許出願を211%増加させ、このセグメントの大幅な技術向上を実証しました。さらに、全米科学財団は、2021~2025年の間に、AR/VRの研究活動のために1億米ドル以上の資金を提供しており、小売AR用途のイノベーションを刺激することが期待されています。

ARの過剰使用に関連した健康問題は、拡張現実と仮想現実市場の妨げになるか?

過剰な拡張現実と仮想現実消費に関連する健康問題は、長期的には市場の成長を阻害する可能性があります。ユーザーは、眼精疲労、頭痛、吐き気、見当識障害など、さまざまな身体的・心理的懸念を報告しており、これらの技術は没入型であることから「乗り物酔い」と呼ばれることもあります。長時間の使用は、ますます深刻な症状を引き起こす可能性があり、潜在的な顧客や企業の間で、利用者の安全性と幸福についての心配が生じます。

規制機関や健康団体は、ユーザーの健康を守るため、AR/VR技術の使用に厳しい規則を課す可能性があり、これが市場の成長に影響を与える可能性があります。企業は、AR/VRガジェットの設計や人間工学に関する精査に直面する可能性があり、健康上の懸念に効果的に対処するための研究開発への投資が必要となります。

目次

第1章 世界の拡張現実と仮想現実市場の導入

  • 市場概要
  • 調査範囲
  • 前提条件

第2章 エグゼクティブサマリー

第3章 VERIFIED MARKET RESEARCHの調査手法

  • データマイニング
  • バリデーション
  • 一次資料
  • データソース一覧

第4章 世界の拡張現実と仮想現実市場展望

  • 概要
  • 市場力学
    • 促進要因
    • 抑制要因
    • 機会
  • ポーターのファイブフォースモデル
  • バリューチェーン分析

第5章 拡張現実と仮想現実の世界市場、AR技術別

  • 概要
  • マーカーベース拡張現実
  • マーカーレス拡張現実

第6章 拡張現実と仮想現実の世界市場:VR技術別

  • 概要
  • 非没入型
  • 半・完全没入型

第7章 拡張現実と仮想現実の世界市場:コンポーネント別

  • ハードウェア
  • ソフトウェア
  • サービス

第8章 拡張現実と仮想現実の世界市場:地域別

  • 概要
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • フランス
    • その他の欧州
  • アジア太平洋
    • 中国
    • 日本
    • インド
    • その他のアジア太平洋
  • その他
    • ラテンアメリカ
    • 中東・アフリカ

第9章 世界の拡張現実と仮想現実市場の競合情勢

  • 概要
  • 各社の市場ランキング
  • 主要開発戦略

第10章 企業プロファイル

  • Microsoft
  • Google LLC
  • Apple, Inc.
  • Sony Corporation
  • Blippar Limited
  • Infinity Augmented Reality Limited
  • Niantic, Inc.
  • Zappar Limited.
  • Magic Leap, Incorporated
  • Wikitude GmbH

第11章 付録

  • 関連調査
目次
Product Code: 69473

Augmented And Virtual Reality (AR/VR) Market Valuation - 2026-2032

The growing demand for augmented reality (AR) and virtual reality (VR) technology arises from their revolutionary potential across a variety of industries. AR and VR are transforming how people learn, train, and engage with digital material in industries such as healthcare, education, and manufacturing. In healthcare, for example, these technologies are utilized for surgical simulations, patient diagnostics, and therapy allowing specialists to perform difficult procedures in a safe virtual environment by enabling the market to surpass a revenue of USD 23.73 Billion valued in 2024 and reach a valuation of around USD 214.82 Billion by 2032.

The entertainment and gaming sectors are driving the increasing demand for AR and VR as customers want more immersive and engaging experiences. VR headsets and AR applications are changing the way people interact with games, movies, and virtual worlds by delivering a sense of presence and immersion that was previously unavailable through traditional media. Furthermore, the rise of remote work and virtual collaboration has expedited the adoption of AR and VR technologies in the business world by enabling the market to grow at a CAGR of 31.70% from 2026 to 2032.

Augmented And Virtual Reality (AR/VR) Market: Definition/ Overview

AR and VR are immersive technologies that have changed the way people interact with digital environments. Augmented Reality (AR) is the application of digital content such as images, sounds, or text to the actual environment using devices such as smartphones, tablets, or AR glasses. AR develops an interactive layer by combining real-world experiences with digital information rather than entirely immersing the user in a virtual environment.

They are finding widespread uses in a variety of industries changing how businesses and consumers engage with digital content. AR and VR are utilized in healthcare to train doctors, simulate surgeries, and provide patient care. In education, AR improves learning experiences by overlaying digital information on physical locations, while VR offers immersive virtual classrooms allowing students to explore complicated subjects like history or science in more engaging ways.

AR and VR are likely to play critical roles in transforming distant communication and work settings. As more businesses adopt hybrid and remote work models, AR and VR will make virtual meetings and collaborative workspaces feel more realistic and interactive than standard video conferencing.

Will Rising Demand for Augmented Reality in Retail and E-Commerce Drive the Augmented And Virtual Reality (AR/VR) Market?

The growing demand for augmented reality (AR) in retail and e-commerce is a key driver of the Augmented And Virtual Reality (AR/VR) Market. This trend is being driven by the increased demand for better consumer experiences, better product presentation, and new marketing methods in an increasingly competitive digital economy. According to the US Census Bureau, e-commerce sales in the United States will exceed USD 870.8 Billion in 2021, up 14.2% from 2020 and 50.5% from 2019. This tremendous development in online buying has provided an ideal environment for AR technologies.

Furthermore, AR has a considerable impact on consumer behavior. According to the Small Business Administration, businesses that use AR technologies can enhance conversion rates for online buyers by up to 40%. Between 2015 and 2020, the US Patent and Trademark Office received a 211% rise in AR-related patent applications demonstrating substantial technological improvement in the sector. Furthermore, the National Science Foundation has given more than $100 million in financing for AR/VR research efforts between 2021 and 2025 which is expected to stimulate innovation in retail AR applications.

Will Health Problems Linked to Excessive AR Usage Hamper the Augmented And Virtual Reality (AR/VR) Market?

Health issues associated with excessive augmented reality (AR) and virtual reality (VR) consumption may impede the market's growth in the long run. Users have reported a variety of physical and psychological concerns including eye strain, headaches, nausea, and disorientation, which are sometimes referred to as "motion sickness" due to the immersive nature of these technologies. Prolonged usage can result in increasingly severe symptoms, generating worries among potential customers and businesses about the safety and well-being of users.

Regulatory bodies and health groups may impose tougher rules on the use of AR/VR technologies to protect users' health which could have an impact on market growth. Companies may face more scrutiny over the design and ergonomics of AR/VR gadgets necessitating an investment in R&D to effectively address health concerns.

Category-Wise Acumens

Will Versatility and User-Friendly Experiences Drive Growth in the AR Technology Segment?

Marker-less augmented reality is the dominant technology as its versatility and user-friendliness is increasing its application. Unlike marker-based AR which relies on specific images or QR codes to activate the digital overlay, marker-less AR recognizes and interacts with the actual world using advanced technologies such as GPS, accelerometers, and computer vision. This versatility enables users to interact with AR information in a variety of environments without having to look for specific markers.

The fast improvement of mobile devices with excellent cameras and sensors has increased markerless AR's dominance. As smartphone capabilities advance, developers can design more sophisticated applications that use real-time data to increase user engagement. Tourism and education are two industries that are increasingly using markerless AR to create interactive experiences that deliver contextual information and improve learning.

Will the Increasing Consumer Demand for Immersive Experiences Drive the Component Segment?

Hardware dominates the market owing to rapid technological improvements and rising customer desire for immersive experiences. The hardware segment includes a wide range of equipment such as headsets, displays, sensors, and input devices all of which are required to enable high-quality AR/VR experiences. The widespread availability of game consoles, mobile devices, and standalone VR headsets has considerably increased hardware sales. Furthermore, the expanding use of AR/VR in industries such as healthcare, education, and real estate has created a demand for improved technology capable of giving realistic simulations and engaging experiences.

While hardware remains the market leader, the software and services segments are also expanding rapidly, albeit at a different rate. The software component which includes AR/VR applications, development platforms, and content production tools is critical to increasing user engagement and improving the entire experience. As more sectors see the value of AR/VR for training, marketing, and consumer engagement, there is a greater demand for bespoke software solutions tailored to specific use cases.

Country/Region-wise Acumens

Will Established Technology Infrastructure Drive the Market in the North American Region?

The North American region dominates the Augmented And Virtual Reality (AR/VR) Market owing to its developed technological infrastructure. This supremacy is due to the region's robust digital environment, high-speed internet connectivity, and considerable investments in AR/VR technologies across multiple industries. North America's solid technology infrastructure is reflected in the widespread availability of high-speed internet connectivity which is critical for AR/VR applications. According to the Federal Communications Commission (FCC), as of 2021, 94.4% of the US population had access to fixed terrestrial broadband at speeds of 25/3 Mbps or faster.

The developed technology infrastructure also enables major investments in AR/VR across a variety of businesses. The US Department of Defense, for example, set aside $1.1 billion for AR/VR training and simulation initiatives in its fiscal year 2023 budget. According to the US Department of Education's Office of Teaching Technology, 85% of educators feel that virtual reality (VR) will be a significant teaching tool in the future years. The healthcare industry is also embracing AR/VR with the FDA approving many AR/VR medical equipment such as surgical planning tools and therapeutic applications.

Will the Increasing Investment and Government Backing Drive the Market in the Asia Pacific Region?

Increased investment and government support are the fastest-growing drivers of the Asia Pacific Augmented And Virtual Reality (AR/VR) Market. This rapid expansion is primarily the result of significant financial contributions from both the private and public sectors as well as supportive government policies targeted at encouraging innovation and digital transformation.

Government activities in the Asia Pacific region are greatly driving the AR/VR market. In China, the government's "New Infrastructure" plan, announced in 2020, includes AR/VR as one of its primary priority areas, with a USD 1.4 Trillion investment expected by 2025.

According to the China Academy of Information and Communications Technology, the country's AR/VR industry is expected to reach USD 60.9 Billion by 2023, rising at a 78.5% CAGR between 2019 and 2023. The Australian government's AUD 1.2 billion (roughly USD 880 Million) investment in its Digital Economy Strategy 2030 which incorporates AR/VR technology is estimated to create 250,000 new employment in the tech industry.

Competitive Landscape

The Augmented And Virtual Reality (AR/VR) Market is a dynamic and competitive space, characterized by a diverse range of players vying for market share. These players are on the run for solidifying their presence through the adoption of strategic plans such as collaborations, mergers, acquisitions, and political support. The organizations are focusing on innovating their product line to serve the vast population in diverse regions.

Some of the prominent players operating in the Augmented And Virtual Reality (AR/VR) Market include:

Microsoft, Google LLC, Apple, Inc., Sony Corporation, Blippar Limited, Infinity Augmented Reality Limited, Niantic, Inc., Zappar Limited., Magic Leap, Incorporated, and Wikitude GmbH.

Latest Developments

Augmented And Virtual Reality (AR/VR) Market Key Developments And Mergers

In January 2022, HTC launched a wrist tracker for the Vive Focus 3. This wearable device aids in tracking by detecting infrared LEDs with its built-in camera sensors. Even when the tracker is obscured from the camera's view, high-frequency IMU data and a sophisticated kinetic model can be used to monitor its motions and trajectories.

In December 2021, Google announced and added a brand-new addition to its collection of augmented reality (AR) devices: AR smart glasses that provide users with access to more information, animation, videos, and more lifelike experiences by superimposing digital or computer-generated content over their actual surroundings.

TABLE OF CONTENTS

1 INTRODUCTION OF GLOBAL AUGMENTED AND VIRTUAL REALITY (AR VR) MARKET

  • 1.1 Overview of the Market
  • 1.2 Scope of Report
  • 1.3 Assumptions

2 EXECUTIVE SUMMARY

3 RESEARCH METHODOLOGY OF VERIFIED MARKET RESEARCH

  • 3.1 Data Mining
  • 3.2 Validation
  • 3.3 Primary Interviews
  • 3.4 List of Data Sources

4 GLOBAL AUGMENTED AND VIRTUAL REALITY (AR VR) MARKET OUTLOOK

  • 4.1 Overview
  • 4.2 Market Dynamics
    • 4.2.1 Drivers
    • 4.2.2 Restraints
    • 4.2.3 Opportunities
  • 4.3 Porters Five Force Model
  • 4.4 Value Chain Analysis

5 GLOBAL AUGMENTED AND VIRTUAL REALITY (AR VR) MARKET, BY AR TECHNOLOGY

  • 5.1 Overview
  • 5.2 Marker-Based Augmented Reality
  • 5.3 Marker-less Augmented Reality

6 GLOBAL AUGMENTED AND VIRTUAL REALITY (AR VR) MARKET, BY VR TECHNOLOGY

  • 6.1 Overview
  • 6.2 Non-immersive
  • 6.3 Semi-and Fully Immersive

7 GLOBAL AUGMENTED AND VIRTUAL REALITY (AR VR) MARKET, BY COMPONANATS

  • 7.1 Hardware
  • 7.2 Software
  • 7.3 Services

8 GLOBAL AUGMENTED AND VIRTUAL REALITY (AR VR) MARKET, BY GEOGRAPHY

  • 8.1 Overview
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 U.K.
    • 8.3.3 France
    • 8.3.4 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 India
    • 8.4.4 Rest of Asia Pacific
  • 8.5 Rest of the World
    • 8.5.1 Latin America
    • 8.5.2 Middle East And Africa

9 GLOBAL AUGMENTED AND VIRTUAL REALITY (AR VR) MARKET COMPETITIVE LANDSCAPE

  • 9.1 Overview
  • 9.2 Company Market Ranking
  • 9.3 Key Development Strategies

10 COMPANY PROFILES

  • 10.1 Microsoft
    • 10.1.1 Overview
    • 10.1.2 Financial Performance
    • 10.1.3 Product Outlook
    • 10.1.4 Key Developments
  • 10.2 Google LLC
    • 10.2.1 Overview
    • 10.2.2 Financial Performance
    • 10.2.3 Product Outlook
    • 10.2.4 Key Developments
  • 10.3 Apple, Inc.
    • 10.3.1 Overview
    • 10.3.2 Financial Performance
    • 10.3.3 Product Outlook
    • 10.3.4 Key Developments
  • 10.4 Sony Corporation
    • 10.4.1 Overview
    • 10.4.2 Financial Performance
    • 10.4.3 Product Outlook
    • 10.4.4 Key Developments
  • 10.5 Blippar Limited
    • 10.5.1 Overview
    • 10.5.2 Financial Performance
    • 10.5.3 Product Outlook
    • 10.5.4 Key Developments
  • 10.6 Infinity Augmented Reality Limited
    • 10.6.1 Overview
    • 10.6.2 Financial Performance
    • 10.6.3 Product Outlook
    • 10.6.4 Key Developments
  • 10.7 Niantic, Inc.
    • 10.7.1 Overview
    • 10.7.2 Financial Performance
    • 10.7.3 Product Outlook
    • 10.7.4 Key Developments
  • 10.8 Zappar Limited.
    • 10.8.1 Overview
    • 10.8.2 Financial Performance
    • 10.8.3 Product Outlook
    • 10.8.4 Key Developments
  • 10.9 Magic Leap, Incorporated
    • 10.9.1 Overview
    • 10.9.2 Financial Performance
    • 10.9.3 Product Outlook
    • 10.9.4 Key Developments
  • 10.10 Wikitude GmbH
    • 10.10.1 Overview
    • 10.10.2 Financial Performance
    • 10.10.3 Product Outlook
    • 10.10.4 Key Developments

11 Appendix

  • 11.1 Related Research