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증강 현실과 가상 현실 시장 – 2029년까지의 세계 예측

조사회사 : MarketsandMarkets (마켓츠앤마켓츠)   출판년월 : 2024년08월

Augmented and Virtual Reality Market – Global Forecast to 2029

증강 현실과 가상 현실 시장 – 엔터프라이즈, 기술(증강 현실, 가상 현실), 제품(하드웨어, 소프트웨어), 장치 유형(HMD, HUD, 제스처 추적 장치), 애플리케이션 및 지역 – 2029년까지의 세계 예측
Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDs, HUDs, Gesture Tracking Devices), Application and Region – Global Forecast to 2029

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Report Overview

The Augmented and Virtual Reality Market was valued at USD 22.12 billion in 2024 and is expected to reach USD $96.32 billion by 2029, at a CAGR of 34.2% during the 2024-2029 period.

증강 현실과 가상 현실 시장은 2024년에 221억 2000만 달러로 평가되며, 2024년부터 2029년까지 34.2%의 CAGR로 성장했으며 2029년까지 963억 2000만 달러에 이를 것으로 예상된다. 되었습니다.

증강현실과 가상현실 시장 – 2029년까지의 세계 예측
Augmented and Virtual Reality Market

The major factors driving the growth of augmented and virtual reality market includes the surging AR developer ecosystem, and presence of budget-friendly VR devices. Moreover, the ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies is expected to provide several growth opportunities for market players in the augmented and virtual reality market.

증강 현실과 가상 현실 시장 ecosystem
Augmented and Virtual Reality Market

Semi & Fully immersive technology is expected to register higher CAGR in the virtual reality market during the forecast period

The virtual reality market for semi & fully immersive technology is expected to register higher CAGR during the forecast period which is attributed to the increasing adoption of semi immersive technology in simulation training and virtual walkthroughs, and the increasing demand for fully immersive technology as they deliver high level of engagement which completely transports users into a digital environment to an extent that they lose awareness of their physical surroundings, which is highly preferrable in high-end gaming, medical simulations, virtual tours and architectural designs.

Software segment is expected to have the largest market size during the forecast period

The augmented and virtual reality software is expected to have the largest market size during the forecast period. This is attributed to the emerging projects that are transitioning into large-scale implementations. Major companies like IKEA and Walmart have launched their AR prototypes that aims at enhancing customer shopping experiences which reflects the ongoing experimentation in this sector. On the other hand, VR software plays a crucial role in manufacturing software development kits which is accelerated by mass consumerism. For instance, SDKs that highly support VR technology are REALITY SDK, Virtual Reality Tool Kit (VRTK), PlayStation Virtual Reality (PSVR) dev kit, Oculus SDK, and Google Virtual Reality SDK. Furthermore, VR software also provides cloud-based services that are used to compare captured images with a database, delivering relevant information back to the mobile device, which then handles image processing, including detection, resizing, and generating 3D images.

증강 현실과 가상 현실 시장 region
Augmented and Virtual Reality Market region

The break-up of profile of primary participants in the augmented and virtual reality market-

  • By Company Type: Tier 1 – 15%, Tier 2 – 50%, Tier 3 – 20%
  • By Designation Type: C Level – 45%, Director Level – 35%, Others – 20%
  • By Region Type: North America – 45%, Europe – 35%, Asia Pacific – 12%, Rest of the World (RoW) – 8%

The major players of the augmented and virtual reality market are Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China) among others.

증강 현실과 가상 현실 시장 ecosystem2
Augmented and Virtual Reality Market ecosystem

Research Coverage

The report segments the augmented and virtual reality market and forecasts its size based on technology, offering, device type, application, and region. The report also provides a comprehensive review of drivers, restraints, opportunities, and challenges influencing market growth. The report also covers qualitative aspects in addition to the quantitative aspects of the market.

Reasons to buy the report:

The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall augmented and virtual reality market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:

  • Analysis of key drivers (surging AR developer ecosystem, and presence of budget-friendly VR devices), restraints (high costs of AR technology, and presence of technological limitations), opportunities (ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies), and challenges (display latency issues in AR and VR, high energy consumption in VR and limited field of vision in AR) influencing the growth of the augmented and virtual reality market.
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches, product development, partnerships, collaborations, contracts, joint investments, strategic supplier relationships, and expansions in the augmented and virtual reality market.
  • Market Development: Comprehensive information about lucrative markets – the report analyses the augmented and virtual reality market across varied regions.
  • Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the augmented and virtual reality market
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and product offerings of leading players like Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China).

Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDs, HUDs, Gesture Tracking Devices), Application and Region – Global Forecast to 2029

증강 현실과 가상 현실 시장은 2024년에 221억 2000만 달러로 평가되며, 2024년부터 2029년까지 34.2%의 CAGR로 성장했으며 2029년까지 963억 2000만 달러에 이를 것으로 예상된다. 되었습니다.

Table of Contents

1            INTRODUCTION            29

1.1         STUDY OBJECTIVES      29

1.2         MARKET DEFINITION   29

1.3         STUDY SCOPE  30

1.3.1      MARKETS COVERED     30

1.3.2      REGIONAL SCOPE         31

1.3.3      INCLUSIONS AND EXCLUSIONS 31

1.3.4      YEARS CONSIDERED     32

1.4         CURRENCY CONSIDERED          33

1.5         UNITS CONSIDERED     33

1.6         LIMITATIONS   33

1.7         STAKEHOLDERS            33

1.8         SUMMARY OF CHANGES            33

2            RESEARCH METHODOLOGY     35

2.1         RESEARCH APPROACH 35

2.1.1      SECONDARY DATA       37

2.1.1.1   List of key secondary sources           37

2.1.1.2   Key data from secondary sources     37

2.1.2      PRIMARY DATA 38

2.1.2.1   List of primary interview participants             38

2.1.2.2   Breakdown of primaries     38

2.1.2.3   Key data from primary sources         39

2.1.2.4   Key industry insights          39

2.1.3      SECONDARY AND PRIMARY RESEARCH 40

2.2         MARKET SIZE ESTIMATION METHODOLOGY    40

2.2.1      BOTTOM-UP APPROACH           41

2.2.1.1   Approach to arrive at market size using bottom-up analysis

(demand side)     41

2.2.2      TOP-DOWN APPROACH             42

2.2.2.1   Approach to arrive at market size using top-down analysis

(supply side)        42

2.3         FORECAST        44

2.4         MARKET BREAKDOWN AND DATA TRIANGULATION    45

2.5         RESEARCH ASSUMPTIONS         46

2.6         RISK ANALYSIS 47

3            EXECUTIVE SUMMARY 48

4            PREMIUM INSIGHTS      55

4.1         ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN AUGMENTED REALITY MARKET         55

4.2         ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN VIRTUAL REALITY MARKET            56

4.3         AUGMENTED REALITY MARKET, BY APPLICATION        56

4.4         VIRTUAL REALITY MARKET, BY APPLICATION  57

4.5         AUGMENTED REALITY MARKET, BY OFFERING 57

4.6         VIRTUAL REALITY MARKET, BY OFFERING        58

4.7         AUGMENTED REALITY MARKET, BY DEVICE TYPE         58

4.8         VIRTUAL REALITY MARKET, BY DEVICE TYPE   58

4.9         AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY              59

4.10       AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 59

4.11       VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY         60

5            MARKET OVERVIEW     61

5.1         INTRODUCTION            61

5.2         MARKET DYNAMICS: AUGMENTED REALITY MARKET  61

5.2.1      DRIVERS            62

5.2.1.1   Rising integration of virtual game elements to foster real-world interactions              62

5.2.1.2   Growing emphasis on providing immersive shopping experiences            63

5.2.1.3   Increasing use of AR technology in industrial sectors   63

5.2.2      RESTRAINTS     64

5.2.2.1   High implementation costs of AR technology 64

5.2.2.2   Security and privacy concerns          65

5.2.3      OPPORTUNITIES           65

5.2.3.1   Surging deployment of AR devices to improve medical procedures          65

5.2.3.2   Increasing spending on in-car technologies with surging demand for safer vehicles              66

5.2.4      CHALLENGES   67

5.2.4.1   Display latency and limited field of view        67

5.2.4.2   Flexibility and compatibility issues   68

5.3         MARKET DYNAMICS: VIRTUAL REALITY MARKET          69

5.3.1      DRIVERS            69

5.3.1.1   Rising integration of advanced haptic feedback tools to improve VR experiences              69

5.3.1.2   Growing focus on improving collaboration and communication 70

5.3.1.3   Increasing availability of budget-friendly VR devices    70

5.3.2      RESTRAINTS     71

5.3.2.1   Weight distribution and ergonomic design flaws          71

5.3.3      OPPORTUNITIES           72

5.3.3.1   Rising popularity of remote medical consultations and telemedicine        72

5.3.3.2   Surging investments in VR hardware components       73

5.3.4      CHALLENGES   74

5.3.4.1   High energy consumption  74

5.3.4.2   Display resolution issues    74

5.4         VALUE CHAIN ANALYSIS            75

5.5         ECOSYSTEM ANALYSIS 77

5.6         INVESTMENT AND FUNDING SCENARIO            80

5.7         TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS       81

5.8         TECHNOLOGY ANALYSIS           82

5.8.1      KEY TECHNOLOGIES    82

5.8.1.1   AR smart glasses  82

5.8.1.2   VR-based microdisplays     82

5.8.1.3   Mobile AR           82

5.8.1.4   Near-eye displays 83

5.8.2      COMPLEMENTARY TECHNOLOGIES     83

5.8.2.1   AR-powered displays         83

5.8.2.2   AR/VR-based monitors     83

5.8.2.3   Web-based AR     84

5.8.3      ADJACENT TECHNOLOGIES      84

5.8.3.1   Metaverse            84

5.9         PRICING ANALYSIS        85

5.9.1      AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE              85

5.9.2      AVERAGE SELLING PRICE TREND, BY DEVICE TYPE       87

5.9.3      AVERAGE SELLING PRICE TREND, BY REGION  88

5.10       PORTER’S FIVE FORCES ANALYSIS         89

5.10.1    THREAT OF NEW ENTRANTS    91

5.10.2    THREAT OF SUBSTITUTES         91

5.10.3    BARGAINING POWER OF SUPPLIERS     91

5.10.4    BARGAINING POWER OF BUYERS           91

5.10.5    INTENSITY OF COMPETITIVE RIVALRY 91

5.11       KEY STAKEHOLDERS AND BUYING CRITERIA    92

5.11.1    KEY STAKEHOLDERS IN BUYING PROCESS         92

5.11.2    BUYING CRITERIA         92

5.12       IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET            93

5.13       CASE STUDY ANALYSIS 95

5.13.1    HTC CORPORATION SUPPORTS FLAIM TRAINER VR SIMULATION TO REDUCE COSTS OF TRAINING FIREFIGHTERS   95

5.13.2    VOLKSWAGEN LEVERAGES AR AND VR TECHNOLOGIES TO ADDRESS CHALLENGES ASSOCIATED WITH IN-PERSON COLLABORATION           95

5.13.3    HTC CORPORATION IMPLEMENTS IMMERSIVE VR SOLUTION TO ENABLE REMOTE COLLABORATION OF AUTOMOTIVE DESIGN TEAMS 96

5.13.4    META COLLABORATES WITH BMW TO REVOLUTIONIZE IN-CAR EXPERIENCES IN SMART VEHICLES       96

5.14       TRADE ANALYSIS          96

5.14.1    IMPORT SCENARIO (HS CODE 9004)      97

5.14.2    EXPORT SCENARIO (HS CODE 9004)      98

5.15       PATENT ANALYSIS        99

5.16       REGULATORY LANDSCAPE       101

5.16.1    REGULATORY BODY, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS          101

5.16.2    REGULATIONS 104

5.17       KEY CONFERENCES AND EVENTS, 2024–2025     105

6            ENTERPRISES DEVELOPING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES            106

6.1         INTRODUCTION            106

6.2         SMALL-SIZED ENTERPRISES      106

6.3         MEDIUM-SIZED ENTERPRISES  107

6.4         LARGE ENTERPRISES    107

7            AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY              109

7.1         INTRODUCTION            110

7.2         AUGMENTED REALITY 111

7.2.1      MARKER-BASED             113

7.2.1.1   Increasing need for cost-effective and reliable technology to drive market 113

7.2.1.2   Passive marker     113

7.2.1.3   Active marker      113

7.2.2      MARKERLESS    114

7.2.2.1   Mounting demand for smartphones and tablets to fuel segmental growth 114

7.2.2.2   Model-based tracking        114

7.2.2.3   Image processing-based tracking      114

7.2.3      ANCHOR-BASED            115

7.2.3.1   Growing need to effectively overlay virtual images for real-world detection to augment segmental growth 115

7.3         VIRTUAL REALITY         115

7.3.1      NON-IMMERSIVE           116

7.3.1.1   Cost-effectiveness and ease of implementation to expedite segmental growth              116

7.3.2      SEMI & FULLY IMMERSIVE         117

7.3.2.1   Adoption in high-end gaming and medical simulations to fuel segmental growth              117

8            AUGMENTED AND VIRTUAL REALITY MARKET, BY OFFERING  118

8.1         INTRODUCTION            119

8.2         HARDWARE      121

8.2.1      SENSORS           125

8.2.1.1   Rising emphasis on seamless interaction between users and virtual environments to augment segmental growth          125

8.2.2      SEMICONDUCTOR COMPONENTS         126

8.2.2.1   Increasing adoption of controllers in smartphones and tablets to deliver immersive interactions to boost segmental growth          126

8.2.3      DISPLAYS & PROJECTORS          127

8.2.3.1   Rapid advancement in optical technology to contribute to segmental growth              127

8.2.4      POSITION/ROOM TRACKERS    127

8.2.4.1   Growing emphasis on obtaining accurate and stable object monitoring results to fuel segmental growth        127

8.2.5      CAMERAS          128

8.2.5.1   Rising need to measure depth and amplitude of objects in virtual spaces to accelerate segmental growth            128

8.2.6      OTHER HARDWARE COMPONENTS       128

8.3         SOFTWARE       128

8.3.1      INCREASING FOCUS ON SEAMLESSLY INTEGRATING DIGITAL INFORMATION WITH REAL-WORLD ENVIRONMENTS TO FOSTER SEGMENTAL GROWTH          128

8.3.2      BY FUNCTION  131

8.3.2.1   Remote collaboration         131

8.3.2.2   Workflow optimization      131

8.3.2.3   Documentation   131

8.3.2.4   Visualization        131

8.3.2.5   3D modeling        132

8.3.2.6   Navigation           132

9            AUGMENTED AND VIRTUAL REALITY MARKET, BY DEVICE TYPE              133

9.1         INTRODUCTION            134

9.2         AUGMENTED REALITY DEVICES            134

9.2.1      HEAD-MOUNTED DISPLAYS      135

9.2.1.1   Use in navigation and gaming to provide interactive experiences to foster segmental growth 135

9.2.1.2   Smart glasses       136

9.2.1.3   Smart helmets      136

9.2.2      HEAD-UP DISPLAYS      136

9.2.2.1   Integration into automobiles to provide safety alerts to contribute to segmental growth   136

9.3         VIRTUAL REALITY DEVICES      137

9.3.1      HEAD-MOUNTED DISPLAYS      139

9.3.1.1   Demand for immersive entertainment and gaming experiences to boost segmental growth   139

9.3.2      GESTURE-TRACKING DEVICES 139

9.3.2.1   Utilization in rehabilitation and physical therapy to accelerate segmental growth              139

9.3.2.1.1 Data gloves          139

9.3.2.1.2 Other gesture-tracking devices        140

9.3.3      PROJECTORS & DISPLAY WALLS             140

9.3.3.1   Adoption to create large-scale visualizations to fuel segmental growth      140

10          AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION              141

10.1       INTRODUCTION            142

10.2       AUGMENTED REALITY APPLICATIONS 142

10.2.1    CONSUMER       143

10.2.1.1 Emphasis on creating impressive visual effects in gaming and sports broadcasts to augment segmental growth 143

10.2.1.2 Gaming 145

10.2.1.3 Sports & entertainment      145

10.2.1.3.1            Archaeological sites           145

10.2.1.3.2            Theme parks        145

10.2.1.3.3            Art galleries & exhibitions  145

10.2.2    COMMERCIAL  146

10.2.2.1 Rise in internet access and online sales to contribute to segmental growth              146

10.2.2.2 Retail & e-commerce         147

10.2.2.2.1            Jewelry  147

10.2.2.2.2            Beauty & cosmetics            148

10.2.2.2.3            Apparel fitting     148

10.2.2.2.4            Grocery shopping 148

10.2.2.2.5            Footwear             148

10.2.2.2.6            Furniture & lighting design 148

10.2.2.3 Travel & tourism  149

10.2.2.4 E-learning           149

10.2.3    ENTERPRISE     150

10.2.3.1 Adoption to enhance training by reducing human errors and optimizing efficiency to expedite segmental growth           150

10.2.4    HEALTHCARE  152

10.2.4.1 Increased demand for advanced imaging equipment to boost segmental growth              152

10.2.4.2 Surgery  153

10.2.4.3 Fitness management          153

10.2.4.4 Patient care management  153

10.2.4.5 Pharmacy management     154

10.2.4.6 Medical training & education           154

10.2.4.7 Other healthcare applications          154

10.2.5    AEROSPACE & DEFENSE             155

10.2.5.1 Need for quick identification of aircraft defects and damage to augment segmental growth   155

10.2.6    ENERGY             157

10.2.6.1 Strong focus on ensuring compliance with safety regulations to foster segmental growth   157

10.2.7    AUTOMOTIVE  159

10.2.7.1 Adoption of advanced driver-assistance systems to enhance road safety to drive market   159

10.2.8    OTHER AR APPLICATIONS        161

10.2.8.1 Agriculture          162

10.2.8.2 Construction        162

10.2.8.3 Transportation & logistics  162

10.2.8.4 Public safety        163

10.2.8.5 Telecom/IT data centers   163

10.3       VIRTUAL REALITY APPLICATIONS         164

10.3.1    CONSUMER       166

10.3.1.1 Increasing focus on enhancing user experiences by gaming & entertainment companies to boost segmental growth            166

10.3.1.2 Gaming & entertainment   167

10.3.1.3 Sports    168

10.3.2    COMMERCIAL  168

10.3.2.1 Rising emphasis on effective marketing and advertising to contribute to segmental growth   168

10.3.2.1.1            Retail & e-commerce         170

10.3.2.1.2            Education & training          170

10.3.2.1.3            Travel & tourism  170

10.3.2.1.4            Advertising          171

10.3.3    ENTERPRISE     171

10.3.3.1 Increasing requirement for advanced technologies to support training and simulation to accelerate segmental growth     171

10.3.4    HEALTHCARE  173

10.3.4.1 Growing emphasis on enhancing surgical planning, training, and skill developments to fuel segmental growth          173

10.3.4.1.1            Surgery  175

10.3.4.1.2            Patient care management  175

10.3.4.1.3            Fitness management          175

10.3.4.1.4            Pharmacy management     175

10.3.4.1.5            Medical training & education           175

10.3.5    AEROSPACE & DEFENSE             176

10.3.5.1 Surging adoption of advanced technologies to enhance cockpit design and testing to augment segmental growth          176

10.3.6    OTHER VR APPLICATIONS        177

10.3.6.1 Automotive         179

10.3.6.2 Real estate           179

10.3.6.3 Geospatial mining              179

11          AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION      180

11.1       INTRODUCTION            181

11.2       NORTH AMERICA          183

11.2.1    MACROECONOMIC OUTLOOK FOR NORTH AMERICA   189

11.2.2    US         189

11.2.2.1 Rising deployment of innovative technologies for marketing and promotional campaigns to drive market 189

11.2.3    CANADA            190

11.2.3.1 Burgeoning tourism and hospitality sectors to contribute to market growth              190

11.2.4    MEXICO             190

11.2.4.1 Increasing development of VR-powered training centers to combat crime to fuel market growth     190

11.3       EUROPE             191

11.3.1    MACROECONOMIC OUTLOOK FOR EUROPE     196

11.3.2    GERMANY         196

11.3.2.1 Increasing development of virtual car dealerships to boost market growth 196

11.3.3    FRANCE             197

11.3.3.1 Escalating adoption of digital displays to accelerate market growth          197

11.3.4    UK         197

11.3.4.1 Rapid digital transformation to contribute to market growth      197

11.3.5    REST OF EUROPE           198

11.4       ASIA PACIFIC    198

11.4.1    MACROECONOMIC OUTLOOK FOR ASIA PACIFIC          204

11.4.2    CHINA  204

11.4.2.1 Growing population and smartphone adoption to foster market growth    204

11.4.3    INDIA   205

11.4.3.1 Rise in online robotics education to augment market growth      205

11.4.4    JAPAN  206

11.4.4.1 Increasing deployment of advanced technologies in healthcare sector to drive market   206

11.4.5    SOUTH KOREA 206

11.4.5.1 Rising emphasis on streamlining grocery shopping experience to boost market growth   206

11.4.6    REST OF ASIA PACIFIC  207

11.5       ROW     207

11.5.1    MACROECONOMIC OUTLOOK FOR ROW           211

11.5.2    MIDDLE EAST & AFRICA             211

11.5.2.1 Increasing focus on promoting cultural heritage and attracting tourists to accelerate market growth   211

11.5.2.2 GCC countries     211

11.5.2.3 Africa & Rest of Middle East            212

11.5.3    SOUTH AMERICA           212

11.5.3.1 Expansion of consumer sector to expedite market growth           212

12          COMPETITIVE LANDSCAPE       213

12.1       INTRODUCTION            213

12.2       KEY STRATEGIES/RIGHT TO WIN, 2019–2024      213

12.3       MARKET SHARE ANALYSIS, 2023             215

12.4       COMPANY VALUATION AND FINANCIAL METRICS        217

12.5       BRAND/PRODUCT COMPARISON          218

12.6       REVENUE ANALYSIS, 2020–2023 218

12.7       COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023   219

12.7.1    STARS  219

12.7.2    EMERGING LEADERS    220

12.7.3    PERVASIVE PLAYERS     220

12.7.4    PARTICIPANTS 220

12.7.5    COMPANY FOOTPRINT: KEY PLAYERS, 2023      221

12.7.5.1 Company footprint            221

12.7.5.2 Technology footprint         223

12.7.5.3 Offering footprint 224

12.7.5.4 Device type footprint         225

12.7.5.5 Application footprint         226

12.7.5.6 Region footprint  228

12.8       COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023          229

12.8.1    PROGRESSIVE COMPANIES       229

12.8.2    RESPONSIVE COMPANIES          229

12.8.3    DYNAMIC COMPANIES 229

12.8.4    STARTING BLOCKS       229

12.8.5    COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023             231

12.8.5.1 Detailed list of key startups/SMEs   231

12.8.5.2 Competitive benchmarking of key startups/SMEs        232

12.9       COMPETITIVE SCENARIO          232

12.9.1    PRODUCT LAUNCHES  232

12.9.2    DEALS  235

12.9.3    EXPANSIONS    238

12.9.4    OTHERS             238

13          COMPANY PROFILES    239

13.1       KEY PLAYERS   239

13.1.1    META   239

13.1.1.1 Business overview 239

13.1.1.2 Products/Solutions/Services offered 241

13.1.1.3 Recent developments         242

13.1.1.3.1            Product launches 242

13.1.1.3.2            Deals     242

13.1.1.4 MnM view           243

13.1.1.4.1            Key strengths/Right to win 243

13.1.1.4.2            Strategic choices  243

13.1.1.4.3            Weaknesses/Competitive threats     243

13.1.2    SONY CORPORATION   244

13.1.2.1 Business overview 244

13.1.2.2 Products/Solutions/Services offered 245

13.1.2.3 Recent developments         246

13.1.2.3.1            Product launches 246

13.1.2.3.2            Deals     246

13.1.2.3.3            Expansions          247

13.1.2.4 MnM view           247

13.1.2.4.1            Key strengths/Right to win 247

13.1.2.4.2            Strategic choices  247

13.1.2.4.3            Weaknesses/Competitive threats     247

13.1.3    APPLE INC.        248

13.1.3.1 Business overview 248

13.1.3.2 Products/Solutions/Services offered 249

13.1.3.3 Recent developments         250

13.1.3.3.1            Product launches 250

13.1.3.4 MnM view           250

13.1.3.4.1            Key strengths/Right to win 250

13.1.3.4.2            Strategic choices  250

13.1.3.4.3            Weaknesses/Competitive threats     250

13.1.4    BYTEDANCE     251

13.1.4.1 Business overview 251

13.1.4.2 Products/Solutions/Services offered 252

13.1.4.3 Recent developments         252

13.1.4.3.1            Product launches 252

13.1.4.3.2            Deals     253

13.1.4.4 MnM view           253

13.1.4.4.1            Key strengths/Right to win 253

13.1.4.4.2            Strategic choices  253

13.1.4.4.3            Weaknesses/Competitive threats     253

13.1.5    DPVR    254

13.1.5.1 Business overview 254

13.1.5.2 Products/Solutions/Services offered 254

13.1.5.3 Recent developments         255

13.1.5.3.1            Product launches 255

13.1.5.3.2            Deals     256

13.1.5.4 MnM view           256

13.1.5.4.1            Key strengths/Right to win 256

13.1.5.4.2            Strategic choices  256

13.1.5.4.3            Weaknesses/Competitive threats     256

13.1.6    HTC CORPORATION     257

13.1.6.1 Business overview 257

13.1.6.2 Products/Solutions/Services offered 258

13.1.6.3 Recent developments         259

13.1.6.3.1            Product launches 259

13.1.6.3.2            Deals     260

13.1.6.4 MnM view           260

13.1.6.4.1            Key strengths/Right to win 260

13.1.6.4.2            Strategic choices  260

13.1.6.4.3            Weaknesses/Competitive threats     260

13.1.7    GOOGLE           261

13.1.7.1 Business overview 261

13.1.7.2 Products/Solutions/Services offered 262

13.1.7.3 Recent developments         263

13.1.7.3.1            Product launches 263

13.1.7.3.2            Deals     264

13.1.8    MICROSOFT      265

13.1.8.1 Business overview 265

13.1.8.2 Products/Solutions/Services offered 266

13.1.8.3 Recent developments         268

13.1.8.3.1            Product launches 268

13.1.8.3.2            Deals     268

13.1.8.3.3            Others   269

13.1.9    SAMSUNG         270

13.1.9.1 Business overview 270

13.1.9.2 Products/Solutions/Services offered 271

13.1.9.3 Recent developments         272

13.1.9.3.1            Product launches 272

13.1.9.3.2            Deals     272

13.1.10  PTC      273

13.1.10.1             Business overview 273

13.1.10.2             Products/Solutions/Services offered 274

13.1.10.3             Recent developments         275

13.1.10.3.1          Deals     275

13.1.11  SEIKO EPSON CORPORATION   276

13.1.11.1             Business overview 276

13.1.11.2             Products/Solutions/Services offered 277

13.1.11.3             Recent developments         278

13.1.11.3.1          Product launches 278

13.1.12  LENOVO            279

13.1.12.1             Business overview 279

13.1.12.2             Products/Solutions/Services offered 280

13.1.12.3             Recent developments         281

13.1.12.3.1          Product launches 281

13.1.12.3.2          Deals     281

13.2       OTHER PLAYERS           283

13.2.1    EON REALITY   283

13.2.2    MAXST CO., LTD.           284

13.2.3    MAGIC LEAP, INC.          285

13.2.4    BLIPPAR GROUP LIMITED         286

13.2.5    ATHEER, INC.   287

13.2.6    VUZIX   288

13.2.7    NINTENDO       289

13.2.8    ULTRALEAP      289

13.2.9    PENUMBRA, INC.            290

13.2.10  PSICO SMART APPS S.L. 291

13.2.11  XIAOMI 291

13.2.12  PANASONIC CORPORATION     292

13.2.13  SCOPE AR          292

13.2.14  CONTINENTAL AG        293

13.2.15  VIRTUALLY LIVE           294

13.2.16  INTEL CORPORATION  295

13.2.17  CRAFTARS         296

13.2.18  BIDON GAMES STUDIO 296

13.2.19  APPENTUS TECHNOLOGIES     297

13.2.20  3D CLOUD        297

13.2.21  WAYRAY AG      298

14          APPENDIX         299

14.1       INSIGHTS FROM INDUSTRY EXPERTS   299

14.2       DISCUSSION GUIDE      299

14.3       KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL             304

14.4       CUSTOMIZATION OPTIONS      306

14.5       RELATED REPORTS       306

14.6       AUTHOR DETAILS         307

LIST OF TABLES

TABLE 1             AUGMENTED AND VIRTUAL REALITY MARKET FORECAST              44

TABLE 2             AUGMENTED AND VIRTUAL REALITY MARKET: RESEARCH ASSUMPTIONS 46

TABLE 3             AUGMENTED AND VIRTUAL REALITY MARKET: RISK ANALYSIS              47

TABLE 4             ROLE OF COMPANIES IN AUGMENTED AND VIRTUAL REALITY ECOSYSTEM     79

TABLE 5             AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED

BY KEY PLAYERS, 2020–2023 (USD)         86

TABLE 6             AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED

BY KEY PLAYERS, 2020–2023 (USD)         87

TABLE 7             AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES,

2020–2023 (USD)             87

TABLE 8             AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES,

2020–2023 (USD)             88

TABLE 9             AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS,

BY REGION, 2020–2023 (USD)     89

TABLE 10           PORTER’S FIVE FORCES ANALYSIS         89

TABLE 11           AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF STAKEHOLDERS

ON BUYING PROCESS FOR TOP TWO APPLICATIONS (%)           92

TABLE 12           AUGMENTED AND VIRTUAL REALITY MARKET: KEY BUYING CRITERIA FOR

TOP TWO APPLICATIONS          93

TABLE 13           IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,

2019–2023 (USD MILLION)          97

TABLE 14           EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,

2019–2023 (USD MILLION)          98

TABLE 15           NUMBER OF PATENTS APPLIED AND GRANTED, 2013–2023              99

TABLE 16           LIST OF PATENTS, 2022–2023     100

TABLE 17           NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS 101

TABLE 18           EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS 103

TABLE 19           ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS 103

TABLE 20           ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS 104

TABLE 21           LIST OF CONFERENCES AND EVENTS, 2024–2025            105

TABLE 22           AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)          110

TABLE 23           AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)          110

TABLE 24           COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AUGMENTED REALITY TECHNOLOGY 111

TABLE 25           AUGMENTED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION) 112

TABLE 26           AUGMENTED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION) 112

TABLE 27           VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)          116

TABLE 28           VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)          116

TABLE 29           AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION) 119

TABLE 30           AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION) 119

TABLE 31           VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)          120

TABLE 32           VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)          120

TABLE 33           HARDWARE: AUGMENTED REALITY MARKET, BY COMPONENT,

2020–2023 (USD MILLION)          121

TABLE 34           HARDWARE: AUGMENTED REALITY MARKET, BY COMPONENT,

2024–2029 (USD MILLION)          122

TABLE 35           HARDWARE: AUGMENTED REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          122

TABLE 36           HARDWARE: AUGMENTED REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          123

TABLE 37           HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT,

2020–2023 (USD MILLION)          123

TABLE 38           HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT,

2024–2029 (USD MILLION)          124

TABLE 39           HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          124

TABLE 40           HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          124

TABLE 41           SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          129

TABLE 42           SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          130

TABLE 43           SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          130

TABLE 44           SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          130

TABLE 45           AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION) 134

TABLE 46           AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION) 135

TABLE 47           AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)     135

TABLE 48           AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)     135

TABLE 49           VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)          137

TABLE 50           VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)          138

TABLE 51           VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)     138

TABLE 52           VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)     138

TABLE 53           AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION) 142

TABLE 54           AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 143

TABLE 55           CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          143

TABLE 56           CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          144

TABLE 57           CONSUMER: AUGMENTED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)          144

TABLE 58           CONSUMER: AUGMENTED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)          144

TABLE 59           USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS 146

TABLE 60           COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          146

TABLE 61           COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          146

TABLE 62           COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)          147

TABLE 63           COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)          147

TABLE 64           USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATIONS 149

TABLE 65           ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          150

TABLE 66           ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          150

TABLE 67           ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)          150

TABLE 68           ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)          151

TABLE 69           USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATIONS 151

TABLE 70           HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          152

TABLE 71           HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          152

TABLE 72           HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)          152

TABLE 73           HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)          153

TABLE 74           USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATIONS 154

TABLE 75           AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          155

TABLE 76           AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          155

TABLE 77           AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)          156

TABLE 78           AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)          156

TABLE 79           USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATIONS           156

TABLE 80           ENERGY: AUGMENTED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          157

TABLE 81           ENERGY: AUGMENTED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          157

TABLE 82           ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)     158

TABLE 83           ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)     158

TABLE 84           USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATIONS 158

TABLE 85          AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          159

TABLE 86          AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          159

TABLE 87           AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)          160

TABLE 88           AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)          160

TABLE 89           USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS 160

TABLE 90           OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          161

TABLE 91           OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          161

TABLE 92           OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)          161

TABLE 93           OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)          162

TABLE 94           USE CASES OF AUGMENTED REALITY IN OTHER AR APPLICATIONS 163

TABLE 95           VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)          165

TABLE 96           VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)          165

TABLE 97           CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          166

TABLE 98           CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          166

TABLE 99           CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)     167

TABLE 100         CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)     167

TABLE 101         USE CASES OF VIRTUAL REALITY IN CONSUMER APPLICATIONS 168

TABLE 102         COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          168

TABLE 103         COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          169

TABLE 104         COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)     169

TABLE 105         COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)     169

TABLE 106         USE CASES OF VIRTUAL REALITY IN COMMERCIAL APPLICATIONS 171

TABLE 107         ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          171

TABLE 108         ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          172

TABLE 109         ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)     172

TABLE 110         ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)     172

TABLE 111         USE CASES OF VIRTUAL REALITY IN ENTERPRISE APPLICATIONS 173

TABLE 112         HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          174

TABLE 113         HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          174

TABLE 114         HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)     174

TABLE 115         HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)     174

TABLE 116         USE CASES OF VIRTUAL REALITY IN HEALTHCARE APPLICATIONS 175

TABLE 117         AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          176

TABLE 118         AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          176

TABLE 119         AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)          177

TABLE 120         AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)          177

TABLE 121         USE CASES OF VIRTUAL REALITY IN AEROSPACE & DEFENSE APPLICATIONS 177

TABLE 122         OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)          178

TABLE 123         OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)          178

TABLE 124         OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)          178

TABLE 125         OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)          178

TABLE 126         USE CASES OF VIRTUAL REALITY IN OTHER APPLICATIONS              179

TABLE 127         AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)          182

TABLE 128         AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)          182

TABLE 129         VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)          183

TABLE 130         VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)          183

TABLE 131         NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          185

TABLE 132         NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          185

TABLE 133         NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)          186

TABLE 134         NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)          186

TABLE 135         NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          187

TABLE 136         NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          188

TABLE 137         NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)          188

TABLE 138         NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)          188

TABLE 139         EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          192

TABLE 140         EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          193

TABLE 141         EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)          193

TABLE 142         EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)          193

TABLE 143         EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)     194

TABLE 144         EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)     195

TABLE 145         EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION) 195

TABLE 146         EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION) 195

TABLE 147         ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          200

TABLE 148         ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          200

TABLE 149         ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)          201

TABLE 150         ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)          201

TABLE 151         ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          202

TABLE 152         ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          203

TABLE 153         ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)          203

TABLE 154         ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)          203

TABLE 155         ROW: AUGMENTED REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)          207

TABLE 156         ROW: AUGMENTED REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)          208

TABLE 157         ROW: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 208

TABLE 158         ROW: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 208

TABLE 159         MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)          208

TABLE 160         MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)          209

TABLE 161         ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION) 209

TABLE 162         ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 209

TABLE 163         ROW: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)          210

TABLE 164         ROW: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)          210

TABLE 165         MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)          210

TABLE 166         MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)          210

TABLE 167         AUGMENTED AND VIRTUAL REALITY MARKET:

OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, 2019–2024        213

TABLE 168         MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED

AND VIRTUAL REALITY TECHNOLOGIES, 2023  216

TABLE 169         AUGMENTED AND VIRTUAL REALITY MARKET: TECHNOLOGY FOOTPRINT      223

TABLE 170         AUGMENTED AND VIRTUAL REALITY MARKET: OFFERING FOOTPRINT      224

TABLE 171         AUGMENTED AND VIRTUAL REALITY MARKET: DEVICE TYPE FOOTPRINT      225

TABLE 172         AUGMENTED AND VIRTUAL REALITY MARKET: APPLICATION FOOTPRINT      226

TABLE 173         AUGMENTED AND VIRTUAL REALITY MARKET: REGION FOOTPRINT      228

TABLE 174         AUGMENTED AND VIRTUAL REALITY MARKET: DETAILED LIST OF

KEY STARTUP/SMES     231

TABLE 175         AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING

OF KEY STARTUPS/SMES           232

TABLE 176         AUGMENTED AND VIRTUAL REALITY MARKET: PRODUCT LAUNCHES,

DECEMBER 2019–JUNE 2024       233

TABLE 177         AUGMENTED AND VIRTUAL REALITY MARKET:

DEALS, DECEMBER 2019–JUNE 2024       235

TABLE 178         AUGMENTED AND VIRTUAL REALITY MARKET: EXPANSIONS, DECEMBER

2019–JUNE 2024 238

TABLE 179         AUGMENTED AND VIRTUAL REALITY MARKET:

OTHERS, DECEMBER 2019–JUNE 2024    238

TABLE 180         META: COMPANY OVERVIEW    240

TABLE 181         META: PRODUCTS/SOLUTIONS/SERVICES OFFERED     241

TABLE 182         META: PRODUCT LAUNCHES   242

TABLE 183         META: DEALS   242

TABLE 184         SONY CORPORATION: COMPANY OVERVIEW    244

TABLE 185         SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED          245

TABLE 186         SONY CORPORATION: PRODUCT LAUNCHES   246

TABLE 187         SONY CORPORATION: DEALS   246

TABLE 188         SONY CORPORATION: EXPANSIONS      247

TABLE 189         APPLE INC.: COMPANY OVERVIEW        248

TABLE 190         APPLE INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED              249

TABLE 191         APPLE INC.: PRODUCT LAUNCHES        250

TABLE 192         BYTEDANCE: COMPANY OVERVIEW      251

TABLE 193         BYTEDANCE: PRODUCTS/SOLUTIONS/SERVICES OFFERED              252

TABLE 194         BYTEDANCE: PRODUCT LAUNCHES      252

TABLE 195         BYTEDANCE: DEALS     253

TABLE 196         DPVR: COMPANY OVERVIEW    254

TABLE 197         DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED     254

TABLE 198         DPVR: PRODUCT LAUNCHES    255

TABLE 199         DPVR: DEALS    256

TABLE 200         HTC CORPORATION: COMPANY OVERVIEW      257

TABLE 201         HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED          258

TABLE 202         HTC CORPORATION: PRODUCT LAUNCHES      259

TABLE 203         HTC CORPORATION: DEALS     260

TABLE 204         GOOGLE: COMPANY OVERVIEW            261

TABLE 205         GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED              262

TABLE 206         GOOGLE: PRODUCT LAUNCHES            263

TABLE 207         GOOGLE: DEALS            264

TABLE 208         MICROSOFT: COMPANY OVERVIEW      265

TABLE 209         MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED              266

TABLE 210         MICROSOFT: PRODUCT LAUNCHES      268

TABLE 211         MICROSOFT: DEALS      268

TABLE 212         MICROSOFT: OTHERS   269

TABLE 213         SAMSUNG: COMPANY OVERVIEW          270

TABLE 214         SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED              271

TABLE 215         SAMSUNG: PRODUCT LAUNCHES          272

TABLE 216         SAMSUNG: DEALS         272

TABLE 217         PTC: COMPANY OVERVIEW       273

TABLE 218         PTC: PRODUCTS/SOLUTIONS/SERVICES OFFERED        274

TABLE 219         PTC: DEALS      275

TABLE 220         SEIKO EPSON CORPORATION: COMPANY OVERVIEW   276

TABLE 221         SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED   277

TABLE 222         SEIKO EPSON CORPORATION: PRODUCT LAUNCHES   278

TABLE 223         LENOVO: COMPANY OVERVIEW            279

TABLE 224         LENOVO: PRODUCTS/SOLUTIONS/SERVICES OFFERED 280

TABLE 225         LENOVO: PRODUCT LAUNCHES            281

TABLE 226         LENOVO: DEALS            281

LIST OF FIGURES

FIGURE 1           AUGMENTED REALITY MARKET SEGMENTATION         30

FIGURE 2           VIRTUAL REALITY MARKET SEGMENTATION   30

FIGURE 3           AUGMENTED REALITY MARKET: RESEARCH DESIGN    35

FIGURE 4           VIRTUAL REALITY MARKET: RESEARCH DESIGN            36

FIGURE 5           AUGMENTED AND VIRTUAL REALITY MARKET: BOTTOM-UP APPROACH       41

FIGURE 6           AUGMENTED AND VIRTUAL REALITY MARKET: TOP-DOWN APPROACH       42

FIGURE 7           AUGMENTED AND VIRTUAL REALITY MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 1) 43

FIGURE 8           AUGMENTED AND VIRTUAL REALITY MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 2) 44

FIGURE 9           AUGMENTED AND VIRTUAL REALITY MARKET: DATA TRIANGULATION          45

FIGURE 10         AUGMENTED REALITY MARKET SNAPSHOT     49

FIGURE 11         VIRTUAL REALITY MARKET SNAPSHOT 49

FIGURE 12         SOFTWARE SEGMENT TO DOMINATE AUGMENTED REALITY MARKET

BETWEEN 2024 AND 2029           50

FIGURE 13         SOFTWARE SEGMENT TO ACCOUNT FOR LARGER SHARE OF

VIRTUAL REALITY MARKET IN 2024       50

FIGURE 14         AUGMENTED REALITY SEGMENT TO ACCOUNT FOR

LARGER MARKET SHARE IN 2029            51

FIGURE 15         HEAD-MOUNTED DISPLAYS SEGMENT TO REGISTER HIGHER CAGR IN

AUGMENTED REALITY MARKET DURING FORECAST PERIOD   51

FIGURE 16         GESTURE-TRACKING DEVICES SEGMENT TO EXHIBIT HIGHEST CAGR IN

VIRTUAL REALITY MARKET DURING FORECAST PERIOD           52

FIGURE 17         ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF

AUGMENTED REALITY MARKET IN 2029             52

FIGURE 18         CONSUMER SEGMENT TO DOMINATE VIRTUAL REALITY MARKET

FROM 2024 TO 2029       53

FIGURE 19         NORTH AMERICA HELD LARGEST SHARE OF AUGMENTED REALITY MARKET

IN 2023 53

FIGURE 20         ASIA PACIFIC TO EXHIBIT HIGHEST CAGR IN VIRTUAL REALITY MARKET

DURING FORECAST PERIOD     54

FIGURE 21         RAPID ADVANCEMENT IN GAMING TECHNOLOGIES TO CONTRIBUTE

TO AUGMENTED REALITY MARKET GROWTH  55

FIGURE 22         RISING NEED FOR INNOVATIVE TECHNOLOGIES TO SUPPORT REMOTE WORK

TO DRIVE VIRTUAL REALITY MARKET  56

FIGURE 23         ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF

AUGMENTED REALITY MARKET IN 2029             56

FIGURE 24         CONSUMER SEGMENT TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET

IN 2024 57

FIGURE 25         SOFTWARE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF

AUGMENTED REALITY MARKET IN 2029             57

FIGURE 26         SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET

DURING FORECAST PERIOD     58

FIGURE 27         HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGEST SHARE

OF AUGMENTED REALITY MARKET IN 2024       58

FIGURE 28         HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029   58

FIGURE 29         AUGMENTED REALITY SEGMENT TO HOLD LARGER MARKET SHARE IN 2029  59

FIGURE 30         ENTERPRISE AND CHINA TO HOLD LARGEST SHARES OF

AUGMENTED REALITY MARKET IN ASIA PACIFIC IN 2024            59

FIGURE 31         CONSUMER AND CHINA TO ACCOUNT FOR LARGEST SHARES OF

VIRTUAL REALITY MARKET IN ASIA PACIFIC IN 2024      60

FIGURE 32         AUGMENTED REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES,

AND CHALLENGES        62

FIGURE 33         AUGMENTED REALITY MARKET IMPACT ANALYSIS: DRIVERS              64

FIGURE 34         AUGMENTED REALITY MARKET IMPACT ANALYSIS: RESTRAINTS     65

FIGURE 35         AUGMENTED REALITY MARKET IMPACT ANALYSIS: OPPORTUNITIES           67

FIGURE 36         AUGMENTED REALITY MARKET IMPACT ANALYSIS: CHALLENGES   68

FIGURE 37         VIRTUAL REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES,

AND CHALLENGES        69

FIGURE 38         VIRTUAL REALITY MARKET IMPACT ANALYSIS: DRIVERS              71

FIGURE 39         VIRTUAL REALITY MARKET IMPACT ANALYSIS: RESTRAINTS              72

FIGURE 40         VIRTUAL REALITY MARKET IMPACT ANALYSIS: OPPORTUNITIES           73

FIGURE 41         VIRTUAL REALITY MARKET IMPACT ANALYSIS: CHALLENGES              75

FIGURE 42         AUGMENTED AND VIRTUAL REALITY MARKET: VALUE CHAIN ANALYSIS          76

FIGURE 43         AUGMENTED AND VIRTUAL REALITY ECOSYSTEM       78

FIGURE 44         INVESTMENT AND FUNDING SCENARIO, 2019–2024 (USD MILLION)          80

FIGURE 45         AUGMENTED AND VIRTUAL REALITY MARKET: TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS       81

FIGURE 46         AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED

BY KEY PLAYERS (USD) 85

FIGURE 47         AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED

BY KEY PLAYERS (USD) 86

FIGURE 48         AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES,

2020–2023 (USD)             87

FIGURE 49         AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES,

2020–2023 (USD)             88

FIGURE 50         AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS, BY REGION, 2020–2023 (USD) 88

FIGURE 51         PORTER’S FIVE FORCES ANALYSIS         90

FIGURE 52         IMPACT OF PORTER’S FIVE FORCES ON AUGMENTED AND

VIRTUAL REALITY MARKET, 2023           90

FIGURE 53         AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF

STAKEHOLDERS ON BUYING PROCESS FOR TOP TWO APPLICATIONS  92

FIGURE 54         AUGMENTED AND VIRTUAL REALITY MARKET: KEY BUYING CRITERIA FOR

TOP TWO APPLICATIONS          92

FIGURE 55         IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET         94

FIGURE 56         IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,

2019–2023          97

FIGURE 57         EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,

2019–2023          98

FIGURE 58         AUGMENTED AND VIRTUAL REALITY MARKET: PATENTS APPLIED AND

GRANTED, 2013–2023    99

FIGURE 59         AUGMENTED REALITY SEGMENT TO CAPTURE MAJORITY OF MARKET SHARE

IN 2029 110

FIGURE 60         MARKERLESS SEGMENT TO DOMINATE AUGMENTED REALITY MARKET

FROM 2024 TO 2029       112

FIGURE 61         SEMI & FULLY IMMERSIVE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029      115

FIGURE 62         HARDWARE SEGMENT TO EXHIBIT HIGHER CAGR IN AUGMENTED REALITY MARKET BETWEEN 2024 AND 2029         119

FIGURE 63         SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD   120

FIGURE 64         DISPLAYS & PROJECTORS SEGMENT TO HOLD LARGEST SHARE OF

AUGMENTED REALITY MARKET IN 2029             121

FIGURE 65         DISPLAYS & PROJECTORS SEGMENT TO RECORD HIGHEST CAGR IN

VIRTUAL REALITY MARKET DURING FORECAST PERIOD           123

FIGURE 66         HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGER SHARE

OF AUGMENTED REALITY MARKET IN 2029       134

FIGURE 67         GESTURE-TRACKING DEVICES SEGMENT TO REGISTER HIGHEST CAGR IN

VIRTUAL REALITY MARKET FROM 2024 TO 2029             137

FIGURE 68         CONSUMER SEGMENT TO EXHIBIT HIGHEST CAGR IN

AUGMENTED REALITY MARKET DURING FORECAST PERIOD   142

FIGURE 69         CONSUMER SEGMENT TO CAPTURE LARGEST SHARE OF VIRTUAL

REALITY MARKET IN 2024          164

FIGURE 70         INDIA TO EXHIBIT HIGHEST CAGR IN GLOBAL AUGMENTED REALITY MARKET DURING FORECAST PERIOD 181

FIGURE 71         CHINA TO RECORD HIGHEST CAGR IN GLOBAL VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029      182

FIGURE 72         NORTH AMERICA: AUGMENTED REALITY MARKET SNAPSHOT              184

FIGURE 73         NORTH AMERICA: VIRTUAL REALITY MARKET SNAPSHOT              187

FIGURE 74         EUROPE: AUGMENTED REALITY MARKET SNAPSHOT   192

FIGURE 75         EUROPE: VIRTUAL REALITY MARKET SNAPSHOT           194

FIGURE 76         ASIA PACIFIC: AUGMENTED REALITY MARKET SNAPSHOT              199

FIGURE 77         ASIA PACIFIC: VIRTUAL REALITY MARKET SNAPSHOT  202

FIGURE 78         AUGMENTED AND VIRTUAL REALITY MARKET: OVERVIEW OF

STRATEGIES ADOPTED BY KEY PLAYERS, 2019–2024      214

FIGURE 79         MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED

AND VIRTUAL REALITY TECHNOLOGIES, 2023  215

FIGURE 80         COMPANY VALUATION, 2023 (USD MILLION)    217

FIGURE 81         FINANCIAL METRICS, 2024 (EV/EBITDA)            217

FIGURE 82         BRAND/PRODUCT COMPARISON          218

FIGURE 83         AUGMENTED AND VIRTUAL REALITY MARKET: REVENUE ANALYSIS OF

THREE KEY PLAYERS, 2020–2023 (USD BILLION) 219

FIGURE 84         AUGMENTED AND VIRTUAL REALITY MARKET:

COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023 221

FIGURE 85         AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY FOOTPRINT      222

FIGURE 86         AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023 230

FIGURE 87         META: COMPANY SNAPSHOT   240

FIGURE 88         SONY CORPORATION: COMPANY SNAPSHOT   245

FIGURE 89         APPLE INC.: COMPANY SNAPSHOT        248

FIGURE 90         HTC CORPORATION: COMPANY SNAPSHOT     258

FIGURE 91         GOOGLE: COMPANY SNAPSHOT            262

FIGURE 92         MICROSOFT: COMPANY SNAPSHOT      266

FIGURE 93         SAMSUNG: COMPANY SNAPSHOT          271

FIGURE 94         PTC: COMPANY SNAPSHOT      274

FIGURE 95         SEIKO EPSON CORPORATION: COMPANY SNAPSHOT   277

FIGURE 96         LENOVO: COMPANY SNAPSHOT            280


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