2026-2030年全球擴增實境與虛擬實境市場
市場調查報告書
商品編碼
2030468

2026-2030年全球擴增實境與虛擬實境市場

Global Augmented Reality And Virtual Reality Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 319 Pages | 訂單完成後即時交付

價格
簡介目錄

全球擴增實境(AR)和虛擬實境(VR)市場預計將在 2025 年至 2030 年間成長至 7,771.236 億美元,預測期內複合年成長率為 48.1%。

本報告對全球擴增實境和虛擬實境市場進行了全面分析,包括市場規模和預測、趨勢、成長要素、挑戰以及對約 25 家公司的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。推動此市場發展的因素包括:對擴增實境(AR)和虛擬實境(VR)技術的需求不斷成長、創新AR和VR產品的推出以及併購活動的增加。

本研究客觀地結合了一手和二手訊息,包括主要行業相關人員的意見。報告內容涵蓋主要公司分析、全面的市場規模數據、區域細分分析以及供應商格局。報告還包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
2026 年同比比較 42.1%
複合年成長率 48.1%
增量 7771.236億美元

本研究指出,投資人對AR/VR新創企業的資金投入增加是未來幾年全球擴增實境和虛擬實境市場成長的關鍵促進因素之一。此外,AR/VR技術的多元化應用正在加速市場擴張,而擴增實境(XR)技術的融入預計將進一步促進市場成長並產生可觀的需求。

目錄

第1章:執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃採納率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球擴增實境與虛擬實境市場
  • 2020-2024年基於技術的細分市場分析
  • 基於應用領域的細分市場分析,2020-2024 年
  • 基於組件的細分市場分析,2020-2024 年
  • 2020-2024 年最終用戶細分市場分析
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:擴增實境和虛擬實境的全球市場
  • 地緣政治衝突的影響:擴增實境與虛擬實境的全球市場。

第7章:五力分析

第8章 市場區隔:依技術分類

  • 比較:按技術
  • AR
  • VR
  • 市場機會:依技術分類

第9章 市場區隔:依應用

  • 比較:透過應用
  • 消費者
  • 公司
  • 市場機會:依應用領域分類

第10章 市場區隔:按組件

  • 比較:按組件
  • 硬體
  • 軟體
  • 市場機會:按組件分類

第11章 市場區隔:依最終用戶分類

  • 比較:按最終用戶
  • 航太/國防
  • 消費者
  • 商業
  • 公司
  • 其他
  • 市場機會:依最終用戶分類

第12章 客戶狀況

第13章 區域情勢

  • 區域細分
  • 比較:按地區
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非
    • 以色列
    • 土耳其
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 市場機會:按地區分類

第14章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第15章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 工業風險

第16章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Apple Inc.
  • Epic Games Inc.
  • Google LLC
  • Groove Jones LLC
  • HTC Corp.
  • Lenovo Group Ltd.
  • Magic Leap Inc.
  • Meta Platforms Inc.
  • Microsoft Corp.
  • Niantic Inc.
  • PTC Inc.
  • Samsung Electronics Co. Ltd.
  • Seiko Epson Corp.
  • Sony Group Corp.
  • Xiaomi Corp.

第17章附錄

簡介目錄
Product Code: IRTNTR43509

The global augmented reality and virtual reality market is forecasted to grow by USD 777123.6 mn during 2025-2030, accelerating at a CAGR of 48.1% during the forecast period. The report on the global augmented reality and virtual reality market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by growing demand for ar and vr technology, innovative ar and vr product launches, increasing number of mergers and acquisitions activities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202642.1%
CAGR48.1%
Incremental Value$777123.6 mn

Technavio's global augmented reality and virtual reality market is segmented as below:

By Technology

  • AR
  • VR

By Application

  • Consumer
  • Enterprise

By Component

  • Hardware
  • Software

By End-User

  • Aerospace and defense
  • Consumer
  • Commercial
  • Enterprise
  • Others

Geography

  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • South America
    • Brazil
    • Argentina
    • Chile
  • Rest of World (ROW)

This study identifies the growing funding in startup ar and vr companies from investors as one of the prime reasons driving the global augmented reality and virtual reality market growth during the next few years. Also, diverse applications of ar and vr technology is amplifying market expedition rate and integration of extended reality (XR) in market is amplifying growth will lead to sizable demand in the market.

The report on the global augmented reality and virtual reality market covers the following areas:

  • Global augmented reality and virtual reality market sizing
  • Global augmented reality and virtual reality market forecast
  • Global augmented reality and virtual reality market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global augmented reality and virtual reality market vendors that include Apple Inc., Epic Games Inc., Google LLC, Groove Jones LLC, HTC Corp., Lenovo Group Ltd., Magic Leap Inc., Meta Platforms Inc., Microsoft Corp., Niantic Inc., PTC Inc., Samsung Electronics Co. Ltd., Seiko Epson Corp., Sony Group Corp., Ultraleap Ltd., Unity Technologies Inc., Varjo Technologies Oy, VirtaMed AG, Vuzix Corp., Wikitude GmbH, Xiaomi Corp.. Also, the global augmented reality and virtual reality market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Technology
    • Executive Summary - Chart on Market Segmentation by Application
    • Executive Summary - Chart on Market Segmentation by Component
    • Executive Summary - Chart on Market Segmentation by End-user
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Augmented Reality And Virtual Reality Market 2020 - 2024
    • Historic Market Size - Data Table on Global Augmented Reality And Virtual Reality Market 2020 - 2024 ($ million)
  • 5.2 Technology segment analysis 2020 - 2024
    • Historic Market Size - Technology Segment 2020 - 2024 ($ million)
  • 5.3 Application segment analysis 2020 - 2024
    • Historic Market Size - Application Segment 2020 - 2024 ($ million)
  • 5.4 Component segment analysis 2020 - 2024
    • Historic Market Size - Component Segment 2020 - 2024 ($ million)
  • 5.5 End-user segment analysis 2020 - 2024
    • Historic Market Size - End-user Segment 2020 - 2024 ($ million)
  • 5.6 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.7 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Augmented Reality and Virtual Reality Market
  • 6.2 Impact of Geopolitical Conflicts on Global Augmented Reality and Virtual Reality Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Technology

  • 8.1 Market segments
  • 8.2 Comparison by Technology
  • 8.3 AR - Market size and forecast 2025-2030
  • 8.4 VR - Market size and forecast 2025-2030
  • 8.5 Market opportunity by Technology
    • Market opportunity by Technology ($ million)

9 Market Segmentation by Application

  • 9.1 Market segments
  • 9.2 Comparison by Application
  • 9.3 Consumer - Market size and forecast 2025-2030
  • 9.4 Enterprise - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Application
    • Market opportunity by Application ($ million)

10 Market Segmentation by Component

  • 10.1 Market segments
  • 10.2 Comparison by Component
  • 10.3 Hardware - Market size and forecast 2025-2030
  • 10.4 Software - Market size and forecast 2025-2030
  • 10.5 Market opportunity by Component
    • Market opportunity by Component ($ million)

11 Market Segmentation by End-user

  • 11.1 Market segments
  • 11.2 Comparison by End-user
  • 11.3 Aerospace and defense - Market size and forecast 2025-2030
  • 11.4 Consumer - Market size and forecast 2025-2030
  • 11.5 Commercial - Market size and forecast 2025-2030
  • 11.6 Enterprise - Market size and forecast 2025-2030
  • 11.7 Others - Market size and forecast 2025-2030
  • 11.8 Market opportunity by End-user
    • Market opportunity by End-user ($ million)

12 Customer Landscape

  • 12.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

13 Geographic Landscape

  • 13.1 Geographic segmentation
  • 13.2 Geographic comparison
  • 13.3 APAC - Market size and forecast 2025-2030
    • 13.3.1 China - Market size and forecast 2025-2030
    • 13.3.2 Japan - Market size and forecast 2025-2030
    • 13.3.3 India - Market size and forecast 2025-2030
    • 13.3.4 South Korea - Market size and forecast 2025-2030
    • 13.3.5 Australia - Market size and forecast 2025-2030
    • 13.3.6 Indonesia - Market size and forecast 2025-2030
  • 13.4 North America - Market size and forecast 2025-2030
    • 13.4.1 US - Market size and forecast 2025-2030
    • 13.4.2 Canada - Market size and forecast 2025-2030
    • 13.4.3 Mexico - Market size and forecast 2025-2030
  • 13.5 Europe - Market size and forecast 2025-2030
    • 13.5.1 Germany - Market size and forecast 2025-2030
    • 13.5.2 UK - Market size and forecast 2025-2030
    • 13.5.3 France - Market size and forecast 2025-2030
    • 13.5.4 Italy - Market size and forecast 2025-2030
    • 13.5.5 Spain - Market size and forecast 2025-2030
    • 13.5.6 The Netherlands - Market size and forecast 2025-2030
  • 13.6 Middle East and Africa - Market size and forecast 2025-2030
    • 13.6.1 Saudi Arabia - Market size and forecast 2025-2030
    • 13.6.2 UAE - Market size and forecast 2025-2030
    • 13.6.3 South Africa - Market size and forecast 2025-2030
    • 13.6.4 Israel - Market size and forecast 2025-2030
    • 13.6.5 Turkey - Market size and forecast 2025-2030
  • 13.7 South America - Market size and forecast 2025-2030
    • 13.7.1 Brazil - Market size and forecast 2025-2030
    • 13.7.2 Argentina - Market size and forecast 2025-2030
    • 13.7.3 Chile - Market size and forecast 2025-2030
  • 13.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

14 Drivers, Challenges, and Opportunity

  • 14.1 Market drivers
    • Growing demand for AR and VR technology
    • Innovative AR and VR product launches
    • Increasing number of mergers and acquisitions activities
  • 14.2 Market challenges
    • High development costs associated with AR and VR apps
    • Risks associated with AR and VR applications
    • Limitations of AR and VR technology
  • 14.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 14.4 Market opportunities
    • Growing funding in startup AR and VR companies from investors
    • Diverse applications of AR and VR technology is amplifying market expedition rate
    • Integration of extended reality (XR) in market is amplifying growth

15 Competitive Landscape

  • 15.1 Overview
  • 15.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 15.3 Landscape disruption
    • Overview on factors of disruption
  • 15.4 Industry risks
    • Impact of key risks on business

16 Competitive Analysis

  • 16.1 Companies profiled
    • Companies covered
  • 16.2 Company ranking index
    • Company ranking index
  • 16.3 Market positioning of companies
    • Matrix on companies position and classification
  • 16.4 Apple Inc.
    • Apple Inc. - Overview
    • Apple Inc. - Business segments
    • Apple Inc. - Key news
    • Apple Inc. - Key offerings
    • Apple Inc. - Segment focus
    • SWOT
  • 16.5 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 16.6 Google LLC
    • Google LLC - Overview
    • Google LLC - Product / Service
    • Google LLC - Key offerings
    • SWOT
  • 16.7 Groove Jones LLC
    • Groove Jones LLC - Overview
    • Groove Jones LLC - Product / Service
    • Groove Jones LLC - Key offerings
    • SWOT
  • 16.8 HTC Corp.
    • HTC Corp. - Overview
    • HTC Corp. - Product / Service
    • HTC Corp. - Key offerings
    • SWOT
  • 16.9 Lenovo Group Ltd.
    • Lenovo Group Ltd. - Overview
    • Lenovo Group Ltd. - Business segments
    • Lenovo Group Ltd. - Key offerings
    • Lenovo Group Ltd. - Segment focus
    • SWOT
  • 16.10 Magic Leap Inc.
    • Magic Leap Inc. - Overview
    • Magic Leap Inc. - Product / Service
    • Magic Leap Inc. - Key offerings
    • SWOT
  • 16.11 Meta Platforms Inc.
    • Meta Platforms Inc. - Overview
    • Meta Platforms Inc. - Business segments
    • Meta Platforms Inc. - Key offerings
    • Meta Platforms Inc. - Segment focus
    • SWOT
  • 16.12 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 16.13 Niantic Inc.
    • Niantic Inc. - Overview
    • Niantic Inc. - Product / Service
    • Niantic Inc. - Key offerings
    • SWOT
  • 16.14 PTC Inc.
    • PTC Inc. - Overview
    • PTC Inc. - Business segments
    • PTC Inc. - Key offerings
    • PTC Inc. - Segment focus
    • SWOT
  • 16.15 Samsung Electronics Co. Ltd.
    • Samsung Electronics Co. Ltd. - Overview
    • Samsung Electronics Co. Ltd. - Business segments
    • Samsung Electronics Co. Ltd. - Key news
    • Samsung Electronics Co. Ltd. - Key offerings
    • Samsung Electronics Co. Ltd. - Segment focus
    • SWOT
  • 16.16 Seiko Epson Corp.
    • Seiko Epson Corp. - Overview
    • Seiko Epson Corp. - Business segments
    • Seiko Epson Corp. - Key offerings
    • Seiko Epson Corp. - Segment focus
    • SWOT
  • 16.17 Sony Group Corp.
    • Sony Group Corp. - Overview
    • Sony Group Corp. - Business segments
    • Sony Group Corp. - Key news
    • Sony Group Corp. - Key offerings
    • Sony Group Corp. - Segment focus
    • SWOT
  • 16.18 Xiaomi Corp.
    • Xiaomi Corp. - Overview
    • Xiaomi Corp. - Business segments
    • Xiaomi Corp. - Key offerings
    • Xiaomi Corp. - Segment focus
    • SWOT

17 Appendix

  • 17.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 17.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 17.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 17.4 Research methodology
    • Research methodology
  • 17.5 Data procurement
    • Information sources
  • 17.6 Data validation
    • Data validation
  • 17.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 17.8 Data synthesis
    • Data synthesis
  • 17.9 360 degree market analysis
    • 360 degree market analysis
  • 17.10 List of abbreviations
    • List of abbreviations