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市场调查报告书
商品编码
1871973
扩增实境(AR)和虚拟实境(VR):2025-2031年全球市场份额和排名、总收入和需求预测Augmented and Virtual Reality (AR VR) - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031 |
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全球扩增实境(AR)和虚拟实境(VR)市场预计在 2024 年达到 38.21 亿美元,预计到 2031 年将达到 73.56 亿美元,在预测期(2025-2031 年)内以 9.8% 的复合年增长率增长。
本报告全面评估了扩增实境(AR)和虚拟实境(VR)领域近期关税调整和国际战略反制措施,这些措施正在重塑跨境产业基础、资本配置模式、区域经济相互依存关係和供应链。
扩增实境(AR)是一种透过将数位资讯(例如影像、影片、音讯和其他资料)即时迭加到现实世界中来增强现实世界的技术。虚拟实境(VR)让使用者沉浸在完全虚拟的环境中,而扩增实境(AR)则将数位元素融入使用者现有的环境中,创造出一种增强的体验,使用户能够同时与现实世界和虚拟世界进行互动。
本报告主要关注扩增实境(AR)和虚拟实境(VR)硬体。
VR 将使用者置于虚拟或重现的世界中(例如,游戏、影片或飞行模拟器),或模拟现实世界(例如,观看现场体育赛事)。
SONY是全球扩增实境(AR) 和虚拟实境 (VR) 市场的主要企业,市占率约 25%,其次是 Oculus(Meta)。北美和亚太地区是两大市场,合计约占总合份额的 70%,欧洲紧随其后,市占率约 20%。按类型划分,VR 设备占据了超过 90% 的市场。按应用领域划分,游戏领域在 AR 装置应用中占据最大份额,超过 30%,而用于游戏的 VR 装置约占市场份额的 40%。
扩增实境(AR)和虚拟实境(VR)市场的主要驱动因素包括:
1. 技术突破与产品创新
Micro-LED 和 Micro-OLED:AR/VR 装置使用高解析度 Micro-LED 和 Micro-OLED 显示器,以提高亮度和色彩还原度(例如,Apple Vision Pro 的 Micro-OLED 萤幕亮度高达 2000 尼特)。
更广阔的视野 (FOV):AR 眼镜采用反射式光波导技术,可实现超过 50° 的视野,更接近自然人眼的视野。
眼动追踪与手势姿态辨识:Meta Quest Pro 等设备整合了眼动追踪,可实现更自然的互动,而 Ray-Ban Meta 智慧眼镜支援手势控制。
AI整合:Apple Vision Pro的「Persona」功能利用AI扫描脸部表情,并在FaceTime通话期间恢復细节。 Google翻译利用AI提供即时文字翻译迭加层。 1.3 轻巧的无线硬体
轻巧设计:AR 眼镜越来越轻,重量不到 80 克(例如 Ray-Ban Meta),戴起来就像普通眼镜一样。
无线供电和 5G-A 网路:支援无线供电和 5G-A 低延迟传输,可实现无线、智慧、场景化装置。
2. 不断变化的消费者需求
游戏与娱乐:VR 平台提供了丰富的游戏生态系统,《堡垒之夜》和《Roblox》等游戏展现了虚拟世界的潜力,而 AR 游戏《精灵宝可梦 Go》则证明了市场需求。
社群媒体和虚拟形象:Meta Horizon Worlds 等平台允许使用者创建虚拟形象并参与社交互动。
第一人称观点摄影和AI互动:Ray-Ban Meta智慧眼镜支援第一人称观点摄影和AI翻译,平均每天使用超过2小时。
健康监测与管理:AR眼镜整合了心率和运动资料监测功能,我们正与医疗机构合作开发诊断工具(例如,VR脑外科手术训练系统)。 2.3成本绩效与时尚性
价格下降:消费级 AR 眼镜的价格分布现在在 300-500 美元之间(例如 Xreal Air),推动了其广泛普及。
外观设计:美容型 AR 隐形眼镜(例如 Mojo Lens)满足美学需求,并支援客製化颜色和镜框。
3. 拓展工业应用领域
远端协作与培训:微软 HoloLens 2 已帮助波音和洛克希德马丁等公司将飞机组装错误率降低了 40%。宝通科技的数位双胞胎智慧矿业系统已将设备故障率降低了 25%。
数位双胞胎与原型製作:华为和联想新视野共同开发了一款VR原型製作工具,将研发週期缩短了40%。
外科模拟和復健训练:南加州大学凯克医学院的虚拟实境神经外科训练系统使手术成功率提高了 18%。在德国,虚拟实境心理疗法的有效率达到了 70%。
远端医疗与诊断:AR眼镜支援远距手术导引和即时病患监测(例如,约翰霍普金斯医院的5G远距机器人手术)。 3.3 教育和培训
身临其境型学习:腾讯与史丹佛大学合作推出了一门VR解剖学课程,知识保留率提高了75%。谷歌教育眼镜可实现对课堂笔记的即时存取。
职业技能培训:虚拟实境技术正被用于消防和航空等高风险产业的模拟培训,从而降低培训成本和风险。
虚拟试穿与试驾:AR虚拟试衣间在零售和电商领域越来越受欢迎。汽车品牌也开始透过VR技术提供虚拟试驾体验。
AR导航与行销:杭州西湖AR导航与亚马逊AR购物提升使用者体验与转换率。
4. 政策支持与增加投资
中国的「十四五」规划将虚拟实境/扩增实境技术定位为数位经济的关键领域。包括工业与资讯化部在内的六个部会联合发布了《虚拟实境与产业应用一体化发展行动计画》,设定了2026年将产业规模扩大到3,500亿元人民币(约6.5兆日圆)以上的目标。
地方补贴与专案计画:许多省市已将AR/VR纳入数位产品消费补贴范围,并支持光波导、微型LED等核心技术的研究与开发。 4.2创业投资和重大投资
Start-Ups资金筹措:专注于开发 AR 隐形眼镜的 Mojo Vision 已筹集超过 1 亿美元的资金筹措,而 Squint 和 Excurio 等公司也因其技术创新而吸引了投资。
来自科技巨头的投资:Meta 的 Oculus 产品主导了消费级 VR 市场;苹果的 Vision Pro 整合了多种尖端技术;谷歌开发了多款 AR/VR 产品,并透过技术合作巩固了其市场地位。
技术标准的协调统一:产业联盟正在推动 AR/VR 技术标准的统一,以降低开发成本并解决相容性问题。
生态系统整合与合作:位元组跳动与腾讯、华为合作,共同製定产业标准,Unity 和 Unreal Engine 等开发引擎主导市场,支援跨平台 AR 内容开发。
5. 社会趋势与数位化
对身临其境型互动的需求:AR/VR 作为更个人化的设备,符合未来数位生活的发展趋势,并促进了元宇宙概念的实现。远端协作和虚拟会议:VR 平台支援虚拟会议和远端教学,提高了工作效率(例如,微软 HoloLens 2 已将汽车製造业的组装效率提高了 30%)。
医疗保健需求:具有整合健康监测功能的 AR 眼镜将吸引有医疗保健需求的用户,同时也能为视觉障碍者和老年人提供帮助,提高他们的生活品质。
高速传输和低延迟:5G-Advanced 网路支援即时资料交换和云端运算,促进 AR/VR 应用的广泛应用。
物联网融合:与智慧家庭和穿戴式装置的整合将创建一个完整的场景生态系统(例如,苹果的「硬体+软体+服务」封闭回路型生态系统)。
6. 竞争与生态系发展
主要公司的策略:苹果、Meta 和微软透过共同建立硬体、软体和内容生态系统,主导了市场(总合市场份额超过 60%)。
差异化创新:中小企业将专注于细分领域(例如医疗和工业领域),并发展差异化竞争(例如,Varjo 开发高阶 VR/AR 头戴装置,满恆数位开发工业元宇宙平台)。 6.2 生态系发展
硬体-软体-内容协同效应:硬体製造商透过向内容开发者提供补贴和建立收入分成机制(例如 Meta 的 70% 利润分成计画)来加速内容生态系统的发展。
跨平台生态系统整合:VR硬体与其他装置(如PC、智慧型手机和智慧家庭设备)互联互通,形成跨场景生态系统(例如,华为的河图平台实现了城市级AR导航)。
扩增实境(AR)和虚拟实境(VR)市场的快速发展主要受六大核心因素驱动:技术突破、不断变化的消费者需求、不断拓展的产业应用、政策支持、社会趋势以及生态系统竞争。展望未来,随着MicroLED和眼动追踪等技术的成熟及其在医疗和教育领域的深度渗透,AR/VR市场有望迎来爆发性成长,并成为下一代智慧设备的核心发展趋势。
本报告旨在按地区/国家、类型和应用对全球扩增实境(AR) 和虚拟实境 (VR) 市场进行全面分析,重点关注总销售量、收入、价格、市场份额和主要企业的排名。
扩增实境(AR) 和虚拟实境 (VR) 市场规模、估算和预测以销售量(千台)和收入(百万美元)为单位呈现,基准年为 2024 年,并包含 2020 年至 2031 年的历史资料和预测资料。定量和定性分析将帮助读者制定业务和成长策略,评估市场竞争,分析自身在当前市场中的地位,并就扩增实境(AR) 和虚拟实境 (VR) 做出明智的商业决策。
市场区隔
公司
按类型分類的细分市场
应用领域
按地区
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.