エンタープライズ向けAR/VRの世界市場 : 2018-2031年

出版:Astute Analytica(アステュートアナリティカ) 出版年月:2023年3月

世界のエンタープライズ向けAR/VR市場、コンポーネント(ハードウェア、その他)、タイプ(AR、VR)、企業規模別(SMB、その他)、業界(小売、ゲーム、建設、不動産、自動車、製造、物流、その他)、 推計と予測、 2018-2031年
Global Enterprise AR-VR Market, By Component (Hardware, Others), By Type (AR, VR), By Enterprise Size (SMBs, Others), By Industry (Retail, Gaming, Construction and Real Estate, Automotive, Manufacturing & Logistics, Others), Estimation & Forecast, 2018 – 2031

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Market Introduction
The global enterprise AR-VR market held a market value of USD 25.89 million in 2022 and is estimated to reach USD 488.72 million by the year 2031. The market is projected to list a CAGR of 38.65% during the forecast period.
AR-VR technology offers a range of benefits, including improved productivity, enhanced customer experiences, and greater efficiency. For example, in the healthcare industry, AR-VR technology can be used for medical training, simulation, and visualization, which can help improve patient outcomes. In the retail industry, AR-VR technology can be used to create immersive shopping experiences, allowing customers to try on clothes or see how furniture would look in their homes before making a purchase.
The enterprise AR-VR (Augmented Reality-Virtual Reality) market has been growing rapidly over the past few years, with a range of factors contributing to this trend. One of the primary drivers of this growth is the increasing demand for AR-VR technology across various industries such as healthcare, retail, education, manufacturing, and entertainment. Overall, the enterprise AR-VR market is poised for continued growth as more businesses recognize the potential benefits of this technology and invest in its adoption.

Growth Influencers:
Growing Need to Enhance Decision Making Among Enterprises.
One of the key drivers for the growth of the enterprise AR-VR market is the growing need among businesses to enhance their decision-making capabilities. In today’s fast-paced business environment, companies are constantly seeking ways to gain a competitive edge and improve their operations. AR-VR technology offers a range of solutions that can help enterprises make more informed decisions and improve their overall performance.
In the healthcare industry, AR-VR technology can be used to provide doctors and surgeons with more detailed and accurate images of patients, allowing them to make more informed decisions and improve patient outcomes. AR-VR technology can also be used in the education sector to create interactive learning experiences, helping students better understand complex concepts and retain information more effectively.
Furthermore, AR-VR technology can help businesses to better understand their customers and improve their customer experiences. For example, in the retail industry, AR-VR technology can be used to create virtual showrooms or try-on experiences, allowing customers to see how products would look or fit before making a purchase. The growing need to enhance decision-making among enterprises is a significant driver for the growth of the enterprise AR-VR market. By leveraging AR-VR technology, businesses can gain new insights and perspectives that can help them make more informed decisions, improve their operations, and provide better experiences for their customers.
Increasing Use of AR-VR in Instruction and Guidance
The increasing use of AR-VR technology in instruction and guidance is another driver for the growth of the enterprise AR-VR market. This trend is particularly evident in industries such as manufacturing, construction, and logistics, where workers need to be trained on complex tasks and equipment.
AR-VR technology can provide workers with realistic simulations of different scenarios, allowing them to gain experience and confidence in handling equipment or performing tasks without the risks associated with real-world training. This not only improves worker safety but also reduces the costs and time associated with traditional training methods. Moreover, AR-VR technology can also be used for remote training and guidance, allowing experts to guide workers in real-time, regardless of their physical location. This can be particularly valuable in situations where a worker needs immediate assistance, or where an expert is not physically available.
AR-VR technology can also be used for guidance and support during maintenance and repair tasks, helping workers to quickly identify and address issues. This can reduce downtime and improve productivity, as well as reduce the need for on-site visits from experts.

Segments Overview:
The global enterprise AR-VR market is segmented into component, type, enterprise size, and industry.
By Component,
o Hardware
o Software
o Services
The software segment held more than 39.9% of the market share in 2022. The hardware segment is projected to grow with the highest growth rate of more than 40% over the forecast period.

By Type,
o AR
o VR

The VR segment is expected to hold the highest growth rate, along with the highest market share in 2022.

By Enterprise Size,
o SMBs
o Large Enterprises
The large enterprises segment held the largest market share of more than 63.7% in 2022. In addition to that, the SMBs segment is projected to be the fastest growing segment with a rate of around 40% over the forecast period.

By Industry,
o Retail
o E-Commerce
o Automotive
o Manufacturing & Logistics
o Construction & Real Estate
o Healthcare
o Education & Training
o Gaming
o Entertainment & Media
o Aerospace
o Travel & Tourism
o Others
The gaming segment is projected to hold the highest CAGR during the forecast period.

Regional Overview
By region, the global enterprise AR-VR market is divided into North America, Asia Pacific, Europe, and rest of the world. The North American market for enterprise AR-VR is divided into the US, Canada, and Mexico. The US market for enterprise AR-VR held the largest market share of 80% in 2022.

Moreover, the European enterprise AR-VR market is segmented into the UK, Germany, France, Italy, Spain, Poland, Russia, and rest of Europe. The Asia-Pacific market for edge AI platform is divided into China, India, Japan, Australia and New Zealand, South Korea, ASEAN, and rest of Asia Pacific. The Asia Pacific market is supposed to be the fastest growing with a CAGR of more than 41.24% over the anticipated period.

Furthermore, the rest of the world region is divided into GCC, South Africa, Brazil, Argentina, and rest of Middle East and South Africa.

Competitive Landscape

The prominent players operating in the global enterprise AR-VR market include Huawei, AWE Company, Reality Inc., EON, FXGear Inc., Microsoft, Google, Qualcomm Technologies, Samsung, Cognitive3D, Facebook Technologies LLC, LG Electronics, Seiko Epson, HP Development Company, L.P., and others. The chief players in the market hold approximately 80% of the market share. These market players are investing in collaborations, product launches, to sustain in the industry. For instance, Qualcomm unveiled an enterprise effort in September 2019 to support integrators working with industry on AR-VR deployments.  The technology that will support AR and VR in contexts like manufacturing, energy, healthcare, and transportation will be built around the Snapdragon XR platform.  Enterprise solution providers who join the Qualcomm XR Enterprise Program will have the opportunity to receive technical support, co-marketing, and business growth with other members for the acceleration of XR technology.

The global enterprise AR-VR market report provides insights on the below pointers:

• Market Penetration: Provides comprehensive information on the market offered by the prominent players
• Market Development: The report offers detailed information about lucrative emerging markets and analyzes penetration across mature segments of the markets
• Market Diversification: Provides in-depth information about untapped geographies, recent developments, and investments
• Competitive Landscape Assessment: Mergers & acquisitions, certifications, product launches in the global enterprise AR-VR market have been provided in this research report. In addition, the report also emphasizes the SWOT analysis of the leading players.
• Product Development & Innovation: The report provides intelligent insights on future technologies, R&D activities, and breakthrough product developments
• Pricing Analysis: Pricing analysis of various components used in the manufacturing of enterprise AR-VR
• Manufacturing Cost Analysis: Cost-share of various components in enterprise AR-VR tools

The global enterprise AR-VR market report answers questions such as:

• What is the market size and forecast of the global enterprise AR-VR market?
• What are the inhibiting factors and impact of COVID-19 on the global enterprise AR-VR market during the assessment period?
• Which are the products/segments/applications/areas to invest in over the assessment period in the global enterprise AR-VR market?
• What is the competitive strategic window for opportunities in the global enterprise AR-VR market?
• What are the technology trends and regulatory frameworks in the global enterprise AR-VR market?
• What is the market share of the leading players in the global enterprise AR-VR market?
• What modes and strategic moves are considered favorable for entering the global enterprise AR-VR market?


目次

Chapter 1.​ Research Framework​

1.1.​ Research Objective​

1.2.​ Device Type Overview​

1.3.​ Market Segmentation​

Chapter 2.​ Research Methodology​

2.1.​ Qualitative Research​

2.1.1.​ Primary & Secondary Sources​

2.2.​ Quantitative Research​

2.2.1.​ Primary & Secondary Sources​

2.3.​ Breakdown of Primary Research Respondents, By Region​

2.4. Assumption for the Study​

2.5.​ Market Size Estimation​

2.6.​ Data Triangulation​

Chapter 3.​ Executive Summary: Global Enterprise AR-VR Market​

Chapter 4.​ Global Enterprise AR-VR Market Overview​

4.1.​ Industry Value Chain Analysis​

4.2.​ Industry Outlook​

4.3.​ PESTLE Analysis​

4.4.​ Porter’s Five Forces Analysis​

4.4.1.​ Bargaining Power of Suppliers​

4.4.2.​ Bargaining Power of Buyers​

4.4.3.​ Threat of Substitutes​

4.4.4.​ Threat of New Entrants​

4.4.5.​ Degree of Competition​

4.5.​ Market Dynamics and Trends​

4.5.1.​ Growth Drivers​

4.5.2.​ Restraints​

4.5.3.​ Challenges​

4.5.4.​ Key Trends​

4.6.​ Covid-19 Impact Assessment on Market Growth Trend​

4.7.​ Market Growth and Outlook​

4.7.1.​ Market Revenue Estimates and Forecast (US$ Bn), 2017-2030​

4.7.2. ​ Pricing Trend Analysis, By Product Type​

4.8.​ Competition Dashboard​

4.8.1.​ Market Concentration Rate​

4.8.2.​ Company Market Share Analysis (Value %), 2020​

4.8.3.​ Competitor Mapping ​

Chapter 5.​ Global Enterprise AR-VR Market Analysis, By Component​

5.1.​ Key Insights​

5.2.​ Market Size and Forecast, 2017-2030 (US$ Bn)​

5.2.1.​ Hardware​

5.2.1.1.​ Headsets (HMDs/HUDs/Glasses)​

5.2.1.2.​ Displays​

5.2.1.3.​ Kiosks​

5.2.2.​ Software​

5.2.3.​ Services​

Chapter 6.​ Global Enterprise AR-VR Market Analysis, by Type​

6.1.​ Key Insights​

6.2.​ Market Size and Forecast, 2017-2030 (US$ Bn)​

6.2.1​ AR​

6.2.1.1.​ Marker less AR​

6.2.1.2.​ Location-based AR​

6.2.1.3.​ Projection based AR​

6.2.1.4.​ Superimposition AR​

6.2.1.5.​ Outlining AR​

6.2.2 VR​

6.2.2.1.​ Non-immersive VR​

6.2.2.2.​ Fully immersive VR​

6.2.2.3.​ Semi-immersive VR​

6.2.2.4.​ Augmented VR​

6.2.2.5.​ Collaborative VR​

Chapter 7.​ Global Enterprise AR-VR Market Analysis, By Enterprise Size​

7.1.​ Key Insights​

7.2.​ Market Size and Forecast, 2017-2030 (US$ Bn)​

7.2.1.​ SMBs​

7.2.2.​ Large Enterprises​

Chapter 8.​ Global Enterprise AR-VR Market Analysis, By Industry​

8.1.​ Key Insights​

8.2.​ Market Size and Forecast, 2017-2030 (US$ Bn)​

8.2.1.​ Retail​

8.2.2.​ E-Commerce​

8.2.3.​ Automotive​

8.2.4.​ Manufacturing & Logistics ​

8.2.5.​ Construction & Real Estate​

8.2.6.​ Healthcare​

8.2.7.​ Education & Training​

8.2.8.​ Gaming​

8.2.9.​ Entertainment & Media​

8.2.10.​ Aerospace​

8.2.11.​ Travel & Tourism​

8.2.12​ Others​

Chapter 9.​ Global Enterprise AR-VR Market Analysis, By Region​

9.1.​ Key Insights​

9.2.​ Market Size and Forecast, 2017-2030 (US$ Bn)​

9.2.1.​ North America​

9.2.2.​ Europe​

9.2.3.​ Asia Pacific​

9.2.4.​ South America​

9.2.5.​ Middle East & Africa​

Chapter 10.​ Company Profile (Company Overview, Financial Matrix, Sales Composition Ration, Key Device Type landscape, Key Personnel, Key Competitors, Contact Address, and Business Strategy Outlook)​

10.1.​ AWE Company​

10.2.​ EON. Reality Inc. ​

10.3​ FXGear Inc. ​

10.4​ Google​

10.5​ Microsoft​

10.6​ Qualcomm Technologies ​

10.7​ Cognitive3D​

10.8​ Samsung​

10.9​ Facebook Technologies LLC​

10.10​ Seiko Epson ​

10.11​ LG Electronics​

10.12​ HP Development Company, L.P.​

10.13​ Huawei​

10.14​ Other Prominent Players​


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