![]() |
市场调查报告书
商品编码
1384622
AR VR软体全球市场规模、份额、行业趋势分析报告:按行业、按技术类型、按软体类型、按地区、展望和预测,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软体市场规模预计到2030年将达到973亿美元,预测期内市场成长率为18.1%。
根据 KBV Cardinal 矩阵的分析,Google LLC 和 Microsoft Corporation 是该市场的先驱。 2022年1月,微软公司与美国跨国企业高通科技公司合作。透过此次合作,两家公司不仅在企业领域,而且在消费者领域扩大了扩增实境(AR) 的使用。 Adobe, Inc.、Qualcomm, Inc. 和 NVIDIA Corporation 等公司是该市场的主要创新者。
市场成长要素
游戏越来越受欢迎
游戏的普及增加了业界对AR和VR软体应用的需求。随着游戏玩家寻求更身临其境的互动体验,AR 和 VR 技术已被证明是天作之合,提供前所未有的沉浸感和参与度。此次合作正在刺激利用 AR 和 VR 软体创建各种游戏内容,扩大市场的产品系列。因此,游戏的日益普及不仅扩大了游戏产业的市场,也有助于在各个领域更广泛地接受和利用,最终推动市场成长和技术进步,我们正在推动这一点。
使用 AR/VR 软体增强远端工作和协作
这种转变的一个关键后果是对支援远距工作和协作的 AR 和 VR 软体的需求增加。随着组织意识到这些技术在弥合地理差距和促进无缝通信方面的潜力,市场正在做出反应,针对远端工作场景量身定制的应用程式激增。随着开发人员不断改进和扩展其应用程式以满足远端工作和协作不断变化的需求,并加速AR 和VR 软体的创新,这些技术在远端工作领域的稳定整合只会增加它们在市场上的影响力。总之,透过 AR 和 VR 软体增强远距工作和协作将成为市场持续成长和多元化的催化剂,将其推向新的高度。
市场抑制因素
可用于 AR/VR 的内容数量有限
AR/VR内容限制的直接影响是抑制因素市场扩张。由于内容目录有限,潜在使用者和企业可能会认为 AR 和 VR 技术不具备投资合理性所需的深度或广度。此外,内容稀缺也会阻碍力用户的持续参与。如果没有稳定的多样化、高品质的内容供应,用户可能找不到继续使用 AR 和 VR 技术的令人信服的理由。结果是,用户兴趣可能下降,市场用户基数可能萎缩,对各行业的影响可能有限。因此,市场内容有限的负面影响非常严重,影响了市场的成长、采用和创新潜力。
技术类型展望
根据技术类型,市场分为 AR 软体和 VR 软体。 VR软体细分市场在2022年获得了可观的成长率。 VR软体为使用者提供身临其境、真实的体验。无论是游戏、运动或虚拟游览,使用者都可以感觉自己身处不同的环境中,从而增加参与度和乐趣。在航空和工业製造等领域,VR培训可以降低事故和设备损坏的风险。它还最大限度地减少了与体能训练设备和现实世界模拟相关的成本。在医疗保健领域,VR 用于疼痛管理、暴露疗法和身体復健。它可以让患者远离疼痛,治疗恐惧症,并帮助恢復运动技能。
软体类型展望
根据软体类型,市场分为软体开发套件、游戏引擎、建模和视觉化软体、内容管理系统、培训模拟软体等。 2022 年,软体开发套件细分市场获得了最大的收益占有率。 AR 和 VR SDK 提供了可简化开发流程的预先建置框架、程式库和工具。透过使用这些现有组件,开发人员可以节省时间和精力并更快地建立应用程式。 SDK确保AR和VR应用开发的一致性。 SDK 提供标准化 API 和最佳实践,减少程式码库中出现错误和不一致的可能性。 AR 和 VR SDK 通常提供对特定硬体功能和感测器(例如相机、加速计和陀螺仪)的访问,使开发人员能够创建更先进的沉浸式体验。
产业展望
依产业划分,可分为媒体与娱乐、零售与电子商务、训练与教育、旅游与饭店、航太与国防、房地产、製造业、医疗保健、汽车等。零售和电子商务领域在2022年实现了显着的市场成长。消费者可以使用 AR 虚拟试穿服装、配件和化妆品,从而改善网路购物体验并降低退货率。 AR 应用程式可以提供店内导航和定位的优惠,以增强店内购物体验。 AR 和 VR 让客户能够直观地看到家具和装饰在自己家里的样子,从而更容易做出购买决定。 AR 在扫描条码或使用影像识别时提供有关产品的附加资讯,帮助客户做出明智的资讯。
区域展望
从区域来看,我们对北美、欧洲、亚太地区和拉丁美洲地区的市场进行了分析。 2022 年,亚太地区占据市场最大收益占有率。亚太地区的技术生态系统正在经历显着成长,中国、日本、韩国和印度等国家的技术中心蓬勃发展。正因为如此,AR和VR技术的投资和创新不断增加。该地区的智慧型手机用户群迅速扩大,为 AR 和 VR 应用(尤其是行动游戏和娱乐领域)提供了大量用户群。
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