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市場調查報告書
商品編碼
1871973
擴增實境(AR)和虛擬實境(VR):2025-2031年全球市場佔有率和排名、總收入和需求預測Augmented and Virtual Reality (AR VR) - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031 |
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全球擴增實境(AR)和虛擬實境(VR)市場預計在 2024 年達到 38.21 億美元,預計到 2031 年將達到 73.56 億美元,在預測期(2025-2031 年)內以 9.8% 的複合年成長率成長。
本報告全面評估了擴增實境(AR)和虛擬實境(VR)領域近期關稅調整和國際戰略反制措施,這些措施正在重塑跨境產業基礎、資本配置模式、區域經濟相互依存關係和供應鏈。
擴增實境(AR)是一種透過將數位資訊(例如影像、影片、音訊和其他資料)即時疊加到現實世界中來擴增實境世界的技術。虛擬實境(VR)讓使用者沉浸在完全虛擬的環境中,而擴增實境(AR)則將數位元素融入使用者現有的環境中,創造出一種增強的體驗,使用戶能夠同時與現實世界和虛擬世界進行互動。
本報告主要關注擴增實境(AR)和虛擬實境(VR)硬體。
VR 將使用者置於虛擬或重現的世界中(例如,遊戲、影片或飛行模擬器),或模擬現實世界(例如,觀看現場體育賽事)。
SONY是全球擴增實境(AR) 和虛擬實境 (VR) 市場的主要企業,市佔率約 25%,其次是 Oculus(Meta)。北美和亞太地區是兩大市場,合計約佔總合佔有率的 70%,歐洲緊隨其後,市佔率約 20%。按類型分類,VR 設備佔據了超過 90% 的市場。按應用領域分類,遊戲領域在 AR 裝置應用中佔據最大佔有率,超過 30%,而用於遊戲的 VR 裝置約佔市場佔有率的 40%。
擴增實境(AR)和虛擬實境(VR)市場的主要促進因素包括:
1. 技術突破與產品創新
Micro-LED 和 Micro-OLED:AR/VR 裝置使用高解析度 Micro-LED 和 Micro-OLED 顯示器,以提高亮度和色彩還原度(例如,Apple Vision Pro 的 Micro-OLED 螢幕亮度高達 2000 尼特)。
更廣闊的視野 (FOV):AR 眼鏡採用反射式光波導技術,可實現超過 50° 的視野,更接近自然人眼的視野。
眼動追蹤與手勢姿態辨識:Meta Quest Pro 等設備整合了眼動追蹤,可實現更自然的互動,而 Ray-Ban Meta 智慧眼鏡支援手勢控制。
AI整合:Apple Vision Pro的「Persona」功能利用AI掃描臉部表情,並在FaceTime通話期間恢復細節。 Google翻譯利用AI提供即時文字翻譯疊加層。 1.3 輕巧的無線硬體
輕巧設計:AR 眼鏡越來越輕,重量不到 80 克(例如 Ray-Ban Meta),戴起來就像普通眼鏡一樣。
無線供電和 5G-A 網路:支援無線供電和 5G-A 低延遲傳輸,可實現無線、智慧、場景化裝置。
2. 不斷變化的消費者需求
遊戲與娛樂:VR 平台提供了豐富的遊戲生態系統,《堡壘之夜》和《Roblox》等遊戲展現了虛擬世界的潛力,而 AR 遊戲《精靈寶可夢 Go》則證明了市場需求。
社群媒體和虛擬形象:Meta Horizon Worlds 等平台允許使用者創建虛擬形象並參與社交互動。
第一人稱觀點攝影和AI互動:Ray-Ban Meta智慧眼鏡支援第一人稱觀點攝影和AI翻譯,平均每天使用超過2小時。
健康監測與管理:AR眼鏡整合了心率和運動資料監測功能,我們正與醫療機構合作開發診斷工具(例如,VR腦外科手術訓練系統)。 2.3成本績效與時尚性
價格下降:消費級 AR 眼鏡的價格分佈現在在 300-500 美元之間(例如 Xreal Air),推動了其廣泛普及。
外觀設計:美容型 AR 隱形眼鏡(例如 Mojo Lens)滿足美學需求,並支援客製化顏色和鏡框。
3. 拓展工業應用領域
遠端協作與培訓:微軟 HoloLens 2 已幫助波音和洛克希德馬丁等公司將飛機組裝錯誤率降低了 40%。寶通科技的數位雙胞胎智慧礦業系統已將設備故障率降低了 25%。
數位雙胞胎與原型製作:華為和聯想新視野共同開發了一款VR原型製作工具,將研發週期縮短了40%。
外科模擬和復健訓練:南加州大學凱克醫學院的虛擬實境神經外科訓練系統使手術成功率提高了 18%。在德國,虛擬實境心理療法的有效率達到了 70%。
遠端醫療與診斷:AR眼鏡支援遠距手術導引和即時病患監測(例如,約翰霍普金斯醫院的5G遠距機器人手術)。 3.3 教育和培訓
身臨其境型學習:騰訊與史丹佛大學合作推出了一門VR解剖學課程,知識保留率提高了75%。谷歌教育眼鏡可實現對課堂筆記的即時存取。
職業技能培訓:虛擬實境技術正被用於消防和航空等高風險產業的模擬培訓,從而降低培訓成本和風險。
虛擬試穿與試駕:AR虛擬試衣間在零售和電商領域越來越受歡迎。汽車品牌也開始透過VR技術提供虛擬試駕體驗。
AR導航與行銷:杭州西湖AR導航與亞馬遜AR購物提升使用者體驗與轉換率。
4. 政策支持與增加投資
中國的「十四五」規劃將虛擬實境/擴增實境技術定位為數位經濟的關鍵領域。包括工業與資訊化部在內的六個部會聯合發布了《虛擬實境與產業應用一體化發展行動計畫》,設定了2026年將產業規模擴大到3,500億元人民幣(約6.5兆日圓)以上的目標。
地方補貼與專案計畫:許多省市已將AR/VR納入數位產品消費補貼範圍,並支持光波導、微型LED等核心技術的研究與開發。 4.2創業投資和重大投資
Start-Ups資金籌措:專注於開發 AR 隱形眼鏡的 Mojo Vision 已籌集超過 1 億美元的資金籌措,而 Squint 和 Excurio 等公司也因其技術創新而吸引了投資。
來自科技巨頭的投資:Meta 的 Oculus 產品主導了消費級 VR 市場;蘋果的 Vision Pro 整合了多種尖端技術;谷歌開發了多款 AR/VR 產品,並透過技術合作鞏固了其市場地位。
技術標準的協調統一:產業聯盟正在推動 AR/VR 技術標準的統一,以降低開發成本並解決相容性問題。
生態系統整合與合作:位元組跳動與騰訊、華為合作,共同製定產業標準,Unity 和 Unreal Engine 等開發引擎主導市場,支援跨平台 AR 內容開發。
5. 社會趨勢與數位化
對身臨其境型互動的需求:AR/VR 作為更個人化的設備,符合未來數位生活的發展趨勢,並促進了元宇宙概念的實現。遠端協作和虛擬會議:VR 平台支援虛擬會議和遠端教學,提高了工作效率(例如,微軟 HoloLens 2 已將汽車製造業的組裝效率提高了 30%)。
醫療保健需求:具有整合健康監測功能的 AR 眼鏡將吸引有醫療保健需求的用戶,同時也能為視覺障礙者和老年人提供幫助,提高他們的生活品質。
高速傳輸和低延遲:5G-Advanced 網路支援即時資料交換和雲端運算,促進 AR/VR 應用的廣泛應用。
物聯網融合:與智慧家庭和穿戴式裝置的整合將創建一個完整的場景生態系統(例如,蘋果的「硬體+軟體+服務」封閉回路型生態系統)。
6. 競爭與生態系發展
主要公司的策略:蘋果、Meta 和微軟透過共同建立硬體、軟體和內容生態系統,主導了市場(總合市場佔有率超過 60%)。
差異化創新:中小企業將專注於細分領域(例如醫療和工業領域),並發展差異化競爭(例如,Varjo 開發高階 VR/AR 頭戴裝置,滿恆數位開發工業元宇宙平台)。 6.2 生態系發展
硬體-軟體-內容協同效應:硬體製造商透過向內容開發者提供補貼和建立收入分成機制(例如 Meta 的 70% 利潤分成計畫)來加速內容生態系統的發展。
跨平台生態系統整合:VR硬體與其他裝置(如PC、智慧型手機和智慧家庭設備)互聯互通,形成跨場景生態系統(例如,華為的河圖平台實現了城市級AR導航)。
擴增實境(AR)和虛擬實境(VR)市場的快速發展主要受六大核心因素驅動:技術突破、不斷變化的消費者需求、不斷拓展的產業應用、政策支持、社會趨勢以及生態系統競爭。展望未來,隨著MicroLED和眼動追蹤等技術的成熟及其在醫療和教育領域的深度滲透,AR/VR市場有望迎來爆發性成長,並成為下一代智慧設備的核心發展趨勢。
本報告旨在按地區/國家、類型和應用對全球擴增實境(AR) 和虛擬實境 (VR) 市場進行全面分析,重點關注總銷售量、收入、價格、市場佔有率和主要企業的排名。
擴增實境(AR) 和虛擬實境 (VR) 市場規模、估算和預測以銷售量(千台)和收入(百萬美元)為單位呈現,基準年為 2024 年,並包含 2020 年至 2031 年的歷史資料和預測資料。定量和定性分析將幫助讀者制定業務和成長策略,評估市場競爭,分析自身在當前市場中的地位,並就擴增實境(AR) 和虛擬實境 (VR) 做出明智的商業決策。
市場區隔
公司
按類型分類的細分市場
應用領域
按地區
The global market for Augmented and Virtual Reality (AR VR) was estimated to be worth US$ 3821 million in 2024 and is forecast to a readjusted size of US$ 7356 million by 2031 with a CAGR of 9.8% during the forecast period 2025-2031.
This report provides a comprehensive assessment of recent tariff adjustments and international strategic countermeasures on Augmented and Virtual Reality (AR VR) cross-border industrial footprints, capital allocation patterns, regional economic interdependencies, and supply chain reconfigurations.
Augmented reality (AR) is a technology that enhances the real world by overlaying digital information (such as images, videos, sounds, or other data) onto real-world environments in real time. While VR immerses users in a completely virtual environment, AR integrates digital elements into the user's existing surroundings, creating an enhanced experience that allows users to interact with both the real and virtual worlds simultaneously.
This report focuses primarily on augmented reality (AR) and virtual reality (VR) hardware.
VR places users in a virtual or replicated world (such as a game, movie, or flight simulator) or simulates the real world (such as watching a live sporting event).
The biggest Augmented and Virtual Reality players in global Market is Sony, holds a share about 25%, followed by Oculus (Meta). North America and Asia-Pacific are the top 2 the largest markets, occupied for around 70 percent in total, followed by Europe, which holds around 20% market share. In terms of type, VR device segment holds share over 90 percent. In terms of application, game segment holds the largest share over 30 percent in AR device applications while VR device for game holds about 40% market share.
The main drivers of the augmented reality (AR) and virtual reality (VR) markets include:
1. Technological Breakthroughs and Product Innovation
MicroLED and Micro-OLED: AR/VR devices use high-resolution MicroLED and Micro-OLED displays to improve brightness and color performance (for example, the Apple Vision Pro's Micro-OLED screen boasts a brightness of 2000 nits).
Expanded Field of View (FOV): Using reflective waveguide technology, AR glasses achieve a FOV exceeding 50°, approaching the natural field of view of the human eye.
Eye Tracking and Gesture Recognition: Devices such as the Meta Quest Pro integrate eye tracking for more natural interaction; Ray-Ban Meta smart glasses support gesture control.
AI Integration: Apple Vision Pro's "Persona" feature uses AI to scan facial expressions and restore details in FaceTime calls; Google Translate leverages AI to overlay real-time text translations. 1.3 Lightweight and Wireless Hardware
Lightweight Design: AR glasses are being reduced to less than 80 grams (e.g., Ray-Ban Meta), providing a wearing experience similar to that of regular glasses.
Wireless Power and 5G-A Networks: Support for wireless power and 5G-A low-latency transmission enables wireless, intelligent, and scenario-based devices.
2. Evolving Consumer Demands
Games and Entertainment: VR platforms offer a rich gaming ecosystem. Games like "Fortnite" and "Roblox" demonstrate the potential of virtual worlds; the AR game "Pokemon GO" validates market demand.
Social Media and Avatars: Platforms like Meta Horizon Worlds allow users to create avatars and engage in social interaction.
First-Person Photography and AI Interaction: Ray-Ban Meta smart glasses support first-person photography and AI translation, with an average daily usage of over two hours.
Health Monitoring and Management: AR glasses integrate heart rate and motion data monitoring, and are collaborating with medical institutions to develop diagnostic tools (e.g., VR neurosurgery training systems). 2.3 Cost-Effectiveness and Fashionability
Price Drops: Consumer AR glasses are now priced between $300 and $500 (e.g., Xreal Air), driving their widespread adoption.
Appearance Design: Cosmetic AR contact lenses (e.g., Mojo Lens) meet aesthetic needs and support customizable colors and housings.
3. Expanding Industry Applications
Remote Collaboration and Training: Microsoft HoloLens 2 has reduced aircraft assembly errors by 40% at companies like Boeing and Lockheed Martin; Baotong Technology's digital twin smart mining system has reduced equipment failure rates by 25%.
Digital Twins and Prototyping: Huawei and Lenovo New Vision have collaborated to launch a VR prototyping tool, shortening R&D cycles by 40%.
Surgical Simulation and Rehabilitation Training: The Keck School of Medicine of the University of Southern California's VR neurosurgery training system has increased surgical success rates by 18%; VR psychotherapy in Germany has achieved an efficacy rate of 70%.
Telemedicine and Diagnosis: AR glasses support remote surgical navigation and real-time patient monitoring (e.g., 5G telerobotic surgery at Johns Hopkins Hospital). 3.3 Education and Training
Immersive Learning: Tencent and Stanford University collaborated to launch a VR anatomy course, increasing knowledge retention by 75%; Google Glass for Education allows real-time access to class notes.
Vocational Skills Training: VR is used for simulation training in high-risk industries such as firefighting and aviation, reducing training costs and risks.
Virtual Fitting and Test Drives: AR virtual fitting rooms are becoming increasingly popular in retail and e-commerce; auto brands are offering virtual test drive experiences through VR.
AR Navigation and Marketing: Hangzhou's West Lake AR navigation and Amazon AR shopping enhance user experience and conversion rates.
4. Policy Support and Investment Growth
China's 14th Five-Year Plan lists VR/AR as a key digital economy priority. The Ministry of Industry and Information Technology and five other ministries jointly issued the "Action Plan for the Integrated Development of Virtual Reality and Industry Applications," aiming for an industry scale exceeding 350 billion yuan by 2026.
Local Subsidies and Special Programs: Many provinces and cities have included AR/VR in digital product consumer subsidies, supporting the research and development of core technologies such as optical waveguides and Micro-LEDs. 4.2 Venture Capital and Giant Investment
Startup Financing: Mojo Vision secured over $100 million in funding, focusing on AR contact lenses; companies like Squint and Excurio attracted investment through technological innovation.
Technology Giant Investment: Meta's Oculus products dominate the consumer VR market; Apple's Vision Pro integrates multiple advanced technologies; Google develops multiple AR/VR products and strengthens its position through technical collaborations.
Technical Standard Harmonization: Industry alliances promote the unification of AR/VR technical standards, reducing development costs and compatibility issues.
Ecosystem Alliances and Collaboration: ByteDance collaborates with Tencent and Huawei to jointly establish industry standards; development engines such as Unity and Unreal Engine dominate the market, supporting cross-platform AR content development.
5. Social Trends and Digitalization
Demand for Immersive Interaction: AR/VR, as more personalized devices, aligns with future trends in digital living and is driving the implementation of the metaverse concept. Remote Collaboration and Virtual Meetings: VR platforms support virtual meetings and remote guidance, improving work efficiency (e.g., Microsoft HoloLens 2 achieves a 30% increase in assembly efficiency in the automotive manufacturing sector).
Health Management Demand: AR glasses with integrated health monitoring features attract users with health management needs; they also provide support for the visually impaired and elderly, improving quality of life.
High-Speed Transmission and Low Latency: 5G-Advanced networks support real-time data exchange and cloud computing, driving the adoption of AR/VR applications.
IoT Convergence: Integration with smart homes and wearable devices creates a full-scenario ecosystem (e.g., Apple's "hardware + software + services" closed-loop ecosystem).
6. Competition and Ecosystem Development
Giant Strategies: Apple, Meta, and Microsoft dominate the market (with a combined market share exceeding 60%) by collaboratively building ecosystems across hardware, software, and content.
Differentiated Innovation: SMEs focus on niche scenarios (e.g., healthcare and industry), creating differentiated competition (e.g., Varjo focuses on high-end VR/AR headsets, and Manheng Digital develops an industrial metaverse platform). 6.2 Ecosystem Development
Hardware-Software-Content Synergy: Hardware manufacturers are accelerating the growth of the content ecosystem by subsidizing content developers and establishing revenue-sharing mechanisms (e.g., Meta's 70% profit-sharing plan).
Cross-Platform Ecosystem Integration: VR hardware is interconnected with PCs, mobile phones, smart home devices, and other devices, forming a cross-scenario ecosystem (e.g., Huawei's Hetu platform empowers city-level AR navigation).
The rapid development of the augmented reality (AR) and virtual reality (VR) markets is driven by six core factors: technological breakthroughs, evolving consumer demand, expanding industry applications, policy support, social trends, and ecosystem competition. In the future, with the maturity of technologies like MicroLED and eye tracking, and their deep penetration into healthcare and education scenarios, the AR/VR market is poised for explosive growth, becoming a core direction for the next generation of smart devices.
This report aims to provide a comprehensive presentation of the global market for Augmented and Virtual Reality (AR VR), focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Augmented and Virtual Reality (AR VR) by region & country, by Type, and by Application.
The Augmented and Virtual Reality (AR VR) market size, estimations, and forecasts are provided in terms of sales volume (K Units) and sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Augmented and Virtual Reality (AR VR).
Market Segmentation
By Company
Segment by Type
Segment by Application
By Region
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size (value, volume and price). This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Augmented and Virtual Reality (AR VR) manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Sales, revenue of Augmented and Virtual Reality (AR VR) in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Sales, revenue of Augmented and Virtual Reality (AR VR) in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.