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市场调查报告书
商品编码
1544549

元宇宙汽车市场机会、成长动力、产业趋势分析与预测,2024-2032

Metaverse for Automotive Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 250 Pages | 商品交期: 2-3个工作天内

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简介目录

在扩增实境 (AR) 快速进步和专用硬体开发的推动下,2024 年至 2032 年全球汽车市场元宇宙宇宙将以超过 30% 的复合年增长率成长。汽车产业越来越接受元宇宙,将其用于设计、虚拟原型、客户参与和培训。

例如,2024 年 3 月,日产汽车公司推出了 Heritage Cars 和 Safe Drive Studio,这是一个创新的元宇宙平台,将经典汽车的持久魅力与引人入胜的安全教育融为一体。

此外,《富比士》最近的一篇文章提到,宝马和福特等公司正在大力投资 AR 和 VR 技术,以增强其设计和原型製作流程。

AR 技术的整合正在彻底改变汽车公司的产品视觉化和互动方式,提供身临其境的体验,从而提高营运效率和客户满意度。随着产业不断创新,虚拟宇宙将在塑造汽车开发和销售的未来方面发挥关键作用。

汽车产业元宇宙整体依照零件、技术、应用、区域进行分类。

硬体领域将在 2024 年至 2032 年间显着成长。汽车公司越来越多地投资于先进的硬体解决方案,以促进虚拟设计流程、增强虚拟展厅中的客户体验并改善培训模拟。随着这些技术变得更加复杂和易于使用,汽车产业对高性能硬体的需求将会上升,从而推动整体市场的成长。

AR 领域有望在汽车市场的虚拟世界中实现显着成长。 AR 技术正在改变汽车公司设计、原型设计和行销车辆的方式。透过将数位资讯迭加到实体世界上,AR 使设计人员能够即时视觉化变化,从而简化设计流程。对于客户来说,AR 提供了一种互动且引人入胜的体验,使他们能够虚拟地探索和定制车辆。随着 AR 技术不断发展,其在汽车虚拟世界中的应用不断扩大,推动了对增强汽车产业开发和消费者互动的 AR 解决方案的需求。

从2024 年到2032 年,欧洲汽车市场的元宇宙将呈现出强劲的复合年增长率。前沿。该地区先进的技术基础设施和对数位转型的监管支援正在促进汽车产业元宇宙应用的成长。随着汽车设计和行销中对沉浸式体验和数位孪生的日益重视,欧洲正在成为汽车市场全球元宇宙中的关键参与者。创新、基础设施和监管支援的结合将推动整个地区的市场大幅扩张。

目录

第 1 章:范围与方法

  • 市场范围和定义
  • 基本估计和计算
  • 预测参数
  • 数据来源
    • 基本的
    • 中学
      • 付费来源
      • 公共来源

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
  • 供应商矩阵
  • 技术与创新格局
  • 专利分析
  • 重要新闻和倡议
  • 监管环境
  • 衝击力
    • 成长动力
      • VR 和 AR 技术的不断进步带来了更身临其境的互动体验
      • 消费者对更个人化和有吸引力的体验的偏好不断上升
      • 汽车领域混合实境等技术进步
      • 日益关注汽车应用中的软体和云端服务
      • 汽车产业数位化程度不断提高
    • 产业陷阱与挑战
      • 开发成本高
      • 虚拟宇宙中连接性和资料交换的增加带来了重大的网路安全风险
  • 成长潜力分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:按组成部分,2021 - 2032 年

  • 主要趋势
  • 硬体
    • 虚拟实境耳机
    • AR眼镜
    • 触觉设备
    • 3D投影仪
  • 软体
    • 元宇宙平台
    • 模拟软体
    • 设计和原型软体
    • 客户体验软体
  • 服务
    • 咨询服务
    • 实施服务
    • 培训和支援服务
    • 维护和升级

第 6 章:市场估计与预测:按应用分类,2021 - 2032

  • 主要趋势
  • 虚拟展厅和经销商
  • 培训和教育
  • 设计和原型製作
  • 客户体验和参与度
  • 行销和广告
  • 其他的

第 7 章:市场估计与预测:按技术分类,2021 - 2032

  • 主要趋势
  • 虚拟实境(VR)
  • 扩增实境(AR)
  • 混合实境 (MR)
  • 区块链和 NFT

第 8 章:市场估计与预测:按地区,2021 - 2032

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳新银行
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地区
  • MEA
    • 阿联酋
    • 沙乌地阿拉伯
    • 南非
    • MEA 的其余部分

第 9 章:公司简介

  • Accenture
  • Autodesk Inc.
  • BMW Group
  • Dassault Systemes
  • Epic Games, Inc.
  • Ford Motor Company
  • General Motors (GM)
  • HTC Corporation
  • Lucid
  • Mercedes-Benz AG
  • Microsoft
  • Nissan Motor Co. Ltd.
  • Nvidia Corporation
  • Oculus (Meta Platforms, Inc.)
  • Porsche AG
  • Sony Interactive Entertainment Inc.
  • Toyota Motor Corporation
  • Unity Technologies
  • Volkswagen Group
  • Wipro
简介目录
Product Code: 10079

Global Metaverse for Automotive Market will grow at over 30% CAGR from 2024 to 2032, driven by rapid advancements in augmented reality (AR) and the development of specialized hardware. The automotive industry increasingly embraces the metaverse, leveraging it for design, virtual prototyping, customer engagement, and training.

For instance, in March 2024, Nissan Motor Co. introduced the Heritage Cars and Safe Drive Studio, an innovative metaverse platform blending the enduring charm of classic automobiles with engaging safety education.

In addition, a recent article by Forbes mentioned that companies like BMW and Ford are investing heavily in AR and VR technologies to enhance their design and prototyping processes.

The integration of AR technologies is revolutionizing how automotive companies visualize and interact with their products, offering immersive experiences that enhance both operational efficiency and customer satisfaction. As the industry continues to innovate, the metaverse is set to play a pivotal role in shaping the future of automotive development and sales.

The overall Metaverse for Automotive Industry is classified based on the component, technology, application, and region.

The hardware segment will see significant growth between 2024 and 2032. Specialized hardware, including VR headsets, AR glasses, and haptic devices, is crucial for enabling immersive experiences within the metaverse. Automotive companies are increasingly investing in advanced hardware solutions to facilitate virtual design processes, enhance customer experiences in virtual showrooms, and improve training simulations. As these technologies become more sophisticated and accessible, the demand for high-performance hardware in the automotive sector will rise, fueling overall market growth.

The AR segment is poised for notable growth in the metaverse for the automotive market. AR technology is transforming how automotive companies design, prototype, and market their vehicles. By overlaying digital information onto the physical world, AR enables designers to visualize changes in real time, streamlining the design process. For customers, AR provides an interactive and engaging experience, allowing them to explore and customize vehicles virtually. As AR technology continues to evolve, its applications within the automotive metaverse are expanding, driving demand for AR solutions that enhance both the development and consumer interaction aspects of the automotive industry.

Europe metaverse for the automotive market will exhibit a robust CAGR from 2024 to 2032. European automotive companies are at the forefront of adopting metaverse technologies, driven by a strong focus on innovation, sustainability, and customer experience. The region's advanced technological infrastructure and regulatory support for digital transformation are fostering the growth of metaverse applications in the automotive sector. With a growing emphasis on immersive experiences and digital twins in vehicle design and marketing, Europe is emerging as a key player in the global metaverse for the automotive market. This combination of innovation, infrastructure, and regulatory backing is set to drive significant market expansion across the region.

Table of Contents

Chapter 1 Scope and Methodology

  • 1.1 Market scope and definition
  • 1.2 Base estimates and calculations
  • 1.3 Forecast parameters
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360º synopsis, 2024 - 2032
  • 2.2 Business trends
    • 2.2.1 Total Addressable Market (TAM), 2024-2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Technology and innovation landscape
  • 3.4 Patent analysis
  • 3.5 Key news and initiatives
  • 3.6 Regulatory landscape
  • 3.7 Impact forces
    • 3.7.1 Growth drivers
      • 3.7.1.1 Growing improvements in VR and AR technologies enable more immersive and interactive experiences
      • 3.7.1.2 Rising consumers preferences toward more personalized and engaging experiences
      • 3.7.1.3 Advancements in technology such as mixed reality in automobile sectors
      • 3.7.1.4 Increasing focus toward software and cloud services in automotive applications
      • 3.7.1.5 Rising digitalization in the automotive industry
    • 3.7.2 Industry pitfalls and challenges
      • 3.7.2.1 High development costs
      • 3.7.2.2 Increased connectivity and data exchange in the metaverse pose significant cybersecurity risks
  • 3.8 Growth potential analysis
  • 3.9 Porter's analysis
    • 3.9.1 Supplier power
    • 3.9.2 Buyer power
    • 3.9.3 Threat of new entrants
    • 3.9.4 Threat of substitutes
    • 3.9.5 Industry rivalry
  • 3.10 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Company market share analysis
  • 4.2 Competitive positioning matrix
  • 4.3 Strategic outlook matrix

Chapter 5 Market Estimates and Forecast, By Component, 2021 - 2032 (USD million and Units)

  • 5.1 Key trends
  • 5.2 Hardware
    • 5.2.1 VR headsets
    • 5.2.2 AR glasses
    • 5.2.3 Haptic devices
    • 5.2.4 3D projectors
  • 5.3 Software
    • 5.3.1 Metaverse platforms
    • 5.3.2 Simulation software
    • 5.3.3 Design and prototyping software
    • 5.3.4 Customer experience software
  • 5.4 Services
    • 5.4.1 Consulting services
    • 5.4.2 Implementation services
    • 5.4.3 Training and support services
    • 5.4.4 Maintenance and upgrades

Chapter 6 Market Estimates and Forecast, By Application, 2021 - 2032 (USD million and Units)

  • 6.1 Key trends
  • 6.2 Virtual showrooms and dealerships
  • 6.3 Training and education
  • 6.4 Design and prototyping
  • 6.5 Customer experience and engagement
  • 6.6 Marketing and advertising
  • 6.7 Others

Chapter 7 Market Estimates and Forecast, By Technology, 2021 - 2032 (USD million and Units)

  • 7.1 Key trends
  • 7.2 Virtual Reality (VR)
  • 7.3 Augmented Reality (AR)
  • 7.4 Mixed Reality (MR)
  • 7.5 Blockchain and NFTs

Chapter 8 Market Estimates and Forecast, By Region, 2021 - 2032 (USD million and Units)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 ANZ
    • 8.4.6 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 Saudi Arabia
    • 8.6.3 South Africa
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 Accenture
  • 9.2 Autodesk Inc.
  • 9.3 BMW Group
  • 9.4 Dassault Systemes
  • 9.5 Epic Games, Inc.
  • 9.6 Ford Motor Company
  • 9.7 General Motors (GM)
  • 9.8 HTC Corporation
  • 9.9 Lucid
  • 9.10 Mercedes-Benz AG
  • 9.11 Microsoft
  • 9.12 Nissan Motor Co. Ltd.
  • 9.13 Nvidia Corporation
  • 9.14 Oculus (Meta Platforms, Inc.)
  • 9.15 Porsche AG
  • 9.16 Sony Interactive Entertainment Inc.
  • 9.17 Toyota Motor Corporation
  • 9.18 Unity Technologies
  • 9.19 Volkswagen Group
  • 9.20 Wipro