![]() |
市場調查報告書
商品編碼
1384622
AR VR軟體全球市場規模、佔有率、行業趨勢分析報告:依行業、依技術類型、依軟體類型、依地區、展望和預測,2023-2030年Global AR VR Software Market Size, Share & Industry Trends Analysis Report By Vertical, By Technology Type (AR Software, and VR Software), By Software Type, By Regional Outlook and Forecast, 2023 - 2030 |
AR VR軟體市場規模預計到2030年將達到973億美元,預測期內市場成長率為18.1%。
根據 KBV Cardinal 矩陣的分析,Google LLC 和 Microsoft Corporation 是該市場的先驅。 2022年1月,微軟公司與美國跨國企業高通科技公司合作。透過此次合作,兩家公司不僅在企業領域,而且在消費者領域擴大了擴增實境(AR) 的使用。 Adobe, Inc.、Qualcomm, Inc. 和 NVIDIA Corporation 等公司是該市場的主要創新者。
市場成長要素
遊戲越來越受歡迎
遊戲的普及增加了業界對AR和VR軟體應用的需求。隨著遊戲玩家尋求更身臨其境的互動體驗,AR 和 VR 技術已被證明是天作之合,提供前所未有的沉浸感和參與度。此次合作正在刺激利用 AR 和 VR 軟體創建各種遊戲內容,擴大市場的產品系列。因此,遊戲的日益普及不僅擴大了遊戲產業的市場,也有助於在各個領域更廣泛地接受和利用,最終推動市場成長和技術進步。
使用 AR/VR 軟體增強遠端工作和協作
這種轉變的一個關鍵後果是對支援遠距工作和協作的 AR 和 VR 軟體的需求增加。隨著組織意識到這些技術在彌合地理差距和促進無縫通訊方面的潛力,市場正在做出反應,針對遠端工作場景量身定做的應用程式激增。隨著開發人員不斷改進和擴展其應用程式以滿足遠端工作和協作不斷變化的需求,並加速AR 和VR 軟體的創新,這些技術在遠端工作領域的穩定整合只會增加它們在市場上的影響力。總之,透過 AR 和 VR 軟體增強遠距工作和協作將成為市場持續成長和多元化的催化劑,將其推向新的高度。
市場抑制因素
可用於 AR/VR 的內容數量有限
AR/VR內容限制的直接影響是抑制因素市場擴張。由於內容目錄有限,潛在使用者和企業可能會認為 AR 和 VR 技術不具備投資合理性所需的深度或廣度。此外,內容稀缺也會阻礙力用戶的持續參與。如果沒有穩定的多樣化、高品質的內容供應,用戶可能找不到繼續使用 AR 和 VR 技術的令人信服的理由。結果是,用戶興趣可能下降,市場用戶基數可能萎縮,對各行業的影響可能有限。因此,市場內容有限的負面影響非常嚴重,影響了市場的成長、採用和創新潛力。
技術類型展望
根據技術類型,市場分為 AR 軟體和 VR 軟體。 VR軟體區隔市場在2022年獲得了可觀的成長率。 VR軟體為使用者提供身臨其境、真實的體驗。無論是遊戲、運動或虛擬遊覽,使用者都可以感覺自己身處不同的環境中,從而增加參與度和樂趣。在航空和工業製造等領域,VR培訓可以降低事故和設備損壞的風險。它還最大限度地減少了與體能訓練設備和現實世界模擬相關的成本。在醫療保健領域,VR 用於疼痛管理、暴露療法和身體復健。它可以讓患者遠離疼痛,治療恐懼症,並幫助恢復運動技能。
軟體類型展望
根據軟體類型,市場分為軟體開發套件、遊戲引擎、建模和視覺化軟體、內容管理系統、培訓模擬軟體等。 2022 年,軟體開發套件區隔市場獲得了最大的收益佔有率。 AR 和 VR SDK 提供了可簡化開發流程的預先建置框架、程式庫和工具。透過使用這些現有組件,開發人員可以節省時間和精力並更快地建立應用程式。 SDK確保AR和VR應用開發的一致性。 SDK 提供標準化 API 和最佳實踐,減少程式碼庫中出現錯誤和不一致的可能性。 AR 和 VR SDK 通常提供對特定硬體功能和感測器(例如相機、加速計和陀螺儀)的訪問,使開發人員能夠創建更先進的沉浸式體驗。
產業展望
依產業分類,可分為媒體與娛樂、零售與電子商務、訓練與教育、旅遊與飯店、航太與國防、房地產、製造業、醫療保健、汽車等。零售和電子商務領域在2022年實現了顯著的市場成長。消費者可以使用 AR 虛擬試穿服裝、配件和化妝品,從而改善網路購物體驗並降低退貨率。 AR 應用程式可以提供店內導航和定位的優惠,以增強店內購物體驗。 AR 和 VR 讓客戶能夠直覺地看到家具和裝飾在自己家裡的樣子,從而更容易做出購買決定。 AR 在掃描條碼或使用影像識別時提供有關產品的附加資訊,幫助客戶做出明智的資訊。
區域展望
從區域來看,本報告對北美、歐洲、亞太地區和拉丁美洲地區的市場進行了分析。 2022 年,亞太地區佔市場最大收益佔有率。亞太地區的技術生態系統正在經歷顯著成長,中國、日本、韓國和印度等國家的技術中心蓬勃發展。正因為如此,AR和VR技術的投資和創新不斷增加。該地區的智慧型手機用戶群迅速擴大,為 AR 和 VR 應用(尤其是行動遊戲和娛樂領域)提供了大量用戶群。
The Global AR VR Software Market size is expected to reach $97.3 billion by 2030, rising at a market growth of 18.1% CAGR during the forecast period.
AR and VR modeling and visualization software enable users to visualize 3D models and designs in a more immersive and interactive manner. This allows for a deeper understanding of complex concepts, such as architectural plans, product designs, or scientific data. Consequently, Modeling & Visualization Software segment procured $3,888.5 million revenue in the market in 2022. Designers, architects, and engineers can make real-time changes and adjustments to their models within the virtual environment. This iterative process can lead to more efficient and optimized designs. Users can simulate and test scenarios within the virtual environment. This is beneficial for understanding how designs or structures will perform under different conditions, potentially reducing costly real-world testing.
The major strategies followed by the market participants are Partnerships, Collaborations & Agreements as the key developmental strategy to keep pace with the changing demands of end users. For instance, In August, 2023, Magic Leap, Inc. joined hands with Microsoft Corporation and Qualcomm Technologies, Inc. Under this collaboration, the Mixed Reality Toolkit (MRTK) was introduced. The MRTK is a platform for AR/VR development framework and assists the developers in app creation. Moreover, In October, 2019, NVIDIA Corporation expanded their partnership with Red Hat, Inc for providing access to the Red Hat OpenShift and the NVIDIA EGX platform to customers. Additionally, the individuals incorporated NVIDIA GPUs to enhance data science, AI and machine learning.
Based on the Analysis presented in the KBV Cardinal matrix; Google LLC and Microsoft Corporation are the forerunner in the Market. In January, 2022, Microsoft Corporation partnered with Qualcomm Technologies, Inc., an American multinational corporation. Through this partnership, the companies broadened the use of augmented reality (AR) in the consumer as well as the enterprise sector. Companies such as Adobe, Inc., Qualcomm, Inc., NVIDIA Corporation are some of the key innovators in the Market.
Market Growth Factors
Growing popularity of gaming
The surge in gaming's popularity has led to increased demand for AR and VR software applications in the industry. As gamers seek more immersive and interactive experiences, AR and VR technologies have proven to be a natural fit, offering an unprecedented level of immersion and engagement. This alignment has stimulated the creation of a wide array of gaming content that leverages AR and VR software, expanding the market's portfolio of offerings. Consequently, the growing popularity of gaming is not only expanding the market within the gaming industry but also contributing to its broader acceptance and utilization across diverse domains, ultimately driving market growth and technological advancement.
Enhancement of remote work and collaboration through AR/VR software
A significant consequence of this shift is the increased demand for AR and VR software that supports remote work and collaboration. As organizations recognize the potential of these technologies to bridge geographical gaps and facilitate seamless communication, the market has responded with a surge in applications tailored for remote work scenarios. The steady integration of these technologies in the remote work landscape not only bolsters their market presence but also promotes innovation in AR and VR software, as developers continue to refine and expand their applications to meet the evolving needs of remote work and collaboration. In conclusion, the positive impact of enhancing remote work and collaboration through AR and VR software is a catalyst for the continuous growth and diversification of the market, propelling it to new heights.
Market Restraining Factors
Limited amount of content available for AR/VR
The immediate repercussions of the limitation of AR and VR content is the restraint it places on market expansion. With a restricted catalog of content, potential users and businesses may perceive AR and VR technologies as lacking the necessary depth and breadth to justify investment. Furthermore, the scarcity of content acts as a deterrent to sustained user engagement. Without a steady stream of diverse and high-quality content, users may not find compelling reasons to continue using AR and VR technologies. This can lead to a decline in user interest, reducing the market's user base and subsequently limiting its impact on various industries. Therefore, the negative impact of a limited amount of content in the market is severe, affecting its growth, adoption, and innovation potential.
Technology Type Outlook
Based on technology type, the market is bifurcated into AR software and VR software. The VR software segment garnered a considerable growth rate in the market in 2022. VR software provides users with immersive and realistic experiences. Whether it's gaming, training, or virtual tours, users can feel like they are physically present in a different environment, enhancing engagement and enjoyment. In sectors like aviation and industrial manufacturing, VR training reduces the risk of accidents and equipment damage. It also minimizes the costs associated with physical training equipment and real-world simulations. VR is used in healthcare for pain management, exposure therapy, and physical rehabilitation. It can distract patients from pain, treat phobias, and aid in the recovery of motor skills.
Software Type Outlook
On the basis of software type, the market is divided into software development kit, game engine, modeling & visualization software, content management system, training simulation software, and others. The software development kit segment acquired the largest revenue share in the market in 2022. AR and VR SDKs provide pre-built frameworks, libraries, and tools that streamline the development process. Developers can save time and effort by using these pre-existing components, allowing them to create applications more quickly. SDKs ensure consistency in AR and VR application development. They provide standardized APIs and best practices, reducing the likelihood of errors and inconsistencies in the codebase. AR and VR SDKs typically offer access to hardware-specific features and sensors, such as cameras, accelerometers, and gyroscopes, allowing developers to create more advanced and immersive experiences.
Vertical Outlook
Based on vertical, the market is categorized into media & entertainment, retail & e-commerce, training & education, travel & hospitality, aerospace & defense, real estate, manufacturing, healthcare, automotive, and others. The retail & e-commerce segment procured a remarkable growth rate in the market in 2022. Shoppers can use AR to virtually try on clothing, accessories, or cosmetics, improving the online shopping experience and reducing the rate of returns. AR apps can provide in-store navigation and location-based offers to enhance the shopping experience in physical stores. AR and VR enable customers to visualize how furniture or home decor items will look in their homes, making purchasing decisions easier. AR can provide additional information about products when scanning barcodes or using image recognition, helping customers make informed choices.
Regional Outlook
Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific region garnered the largest revenue share in the market in 2022. Asia Pacific has seen a significant growth in its technology ecosystem, with thriving tech hubs in countries like China, Japan, South Korea, and India. This has led to increased investment and innovation in AR and VR technologies. The region has a rapidly expanding base of smartphone users, providing a substantial user base for AR and VR applications, especially in mobile gaming and entertainment.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, Google LLC, Magic Leap, Inc., Adobe, Inc., Autodesk, Inc., NVIDIA Corporation, Advanced Micro Devices, Inc., Qualcomm, Inc., Zoho Corporation Pvt. Ltd., and Hexagon AB.
Recent Strategy Deployed in AR VR Software Market
Partnerships, Collaborations, and Agreements:
Aug-2023: Magic Leap, Inc. joined hands with Microsoft Corporation, a leading developer of personal-computer software systems, and Qualcomm Technologies, Inc., an American multinational corporation. Under this collaboration, the Mixed Reality Toolkit (MRTK) was introduced. The MRTK is a platform for AR/VR development framework and assists the developers in app creation.
Jun-2023: Hexagon AB teamed up with NVIDIA Corporation, an American multinational technology company. Under this collaboration, the technologies of Hexagon were integrated with NVIDIA to offer smooth multi-user workflows for process quality optimization, factory planning and operations.
Mar-2023: NVIDIA Corporation joined hands with Amazon Web Services, Inc. (AWS), a subsidiary of Amazon.com, Inc. company. Under this collaboration, the Amazon Elastic Compute Cloud (Amazon EC2) P5 was released. The new product offers 20 exaFLOPS of compute performance that aids training and building deep learning models.
Jul-2022: Hexagon AB came into a partnership with Cantier Systems Pte. Ltd, a company providing cost-effective manufacturing solutions. Under this partnership, the Cantier MES 4.0 was provided to the Hexagon customers. The new product assisted Hexagon to take authority over the plant floor for connectivity, visibility and realising the expectations of Industry 4.0.
May-2022: Advanced Micro Devices, Inc. teamed up with Qualcomm Technologies, Inc., an American multinational corporation. Under this collaboration, the Qualcomm FastConnect connectivity system was strengthened for the Qualcomm FastConnect 6900 system and the AMD Ryzen processor-based computing platforms.
Jan-2022: Microsoft Corporation partnered with Qualcomm Technologies, Inc., an American multinational corporation. Through this partnership, the companies broadened the use of augmented reality (AR) in the consumer as well as the enterprise sector.
Jun-2021: Advanced Micro Devices, Inc. formed a partnership with Magic Leap, Inc., an American technology company. Under this partnership, an augmented reality (AR) technology solution was developed. Additionally, this product helped the enterprise users to transform information and virtual content and combine them with real-world environments.
Oct-2019: NVIDIA Corporation expanded their partnership with Red Hat, Inc., an American software company. Under this partnership, the customers were provided access to the Red Hat OpenShift and the NVIDIA EGX platform. Additionally, the individuals incorporated NVIDIA GPUs to enhance data science, AI and machine learning.
Product Launches and Product Expansions:
Sep-2023: Qualcomm Technologies, Inc. unveiled the Snapdragon XR2 Gen 2 and Snapdragon AR1 Gen 1, two spatial computing platforms. The Snapdragon XR2 Gen 2 incorporates VR and MR technology into a single chip architecture to provide better experiences through thinner and more comfortable headsets. The Snapdragon AR1 Gen 1 offers lightweight smart glasses for immersive experiences.
Oct-2022: Adobe, Inc. added new products to enhance its Substance 3D tools portfolio, assisting developers with end-to-end solutions to create metaverse-ready immersive experiences and 3D content. The Substance 3D portfolio offers both the 2D and the 3D creators opportunities to better their work.
Acquisition and Mergers:
May-2022: Google LLC completed the acquisition of Raxium, a company developing tiny light-emitting diodes for AR hardware. Through this acquisition, Google enhanced its investment in the hardware products.
Jan-2022: Microsoft Corporation took over Activision Blizzard, Inc., an American video game holding company. Through this acquisition, Microsoft transformed the metaverse into an interconnected virtual world. Additionally, this acquisition gave an opportunity to the individuals to interact using immersive technology and three-dimensional avatars in a way similar to augmented reality (AR) and virtual reality (VR).
Jun-2020: Google LLC took over North, an Amazon-backed company that makes smart glasses. Through this acquisition, Google achieved its "ambient computing" technology, in which various connected devices function together simultaneously.
Jan-2019: Adobe, Inc. acquired Allegorithmic, a software developer based in Clermont-Ferrand. Through this acquisition, the Substance 3D design tools of Allegorithmic were incorporated into Adobe's Creative Cloud. Additionally, Adobe helped VFX artists working in film and television, marketers and designers to offer immersive experiences.
Geographical Expansions:
Feb-2022: Qualcomm Technologies, Inc. expanded its geographical footprints by opening Extended Reality (XR) Labs in Europe. The XR Labs focuses on advanced hand tracking and gesture control, image recognition and 3D Mapping and SLAM/Localization services.
Market Segments covered in the Report:
By Vertical
By Technology Type
By Software Type
By Geography
Companies Profiled
Unique Offerings from KBV Research