▶ 調査レポート

世界の拡張現実(AR)市場(~2027):提供別、技術別、装置別、用途別、地域別

• 英文タイトル:Augmented Reality Market Research Report by Offering, Technology, Device Type, Application, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

360iResearchが調査・発行した産業分析レポートです。世界の拡張現実(AR)市場(~2027):提供別、技術別、装置別、用途別、地域別 / Augmented Reality Market Research Report by Offering, Technology, Device Type, Application, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19 / MRC2301G187資料のイメージです。• レポートコード:MRC2301G187
• 出版社/出版日:360iResearch / 2022年10月
• レポート形態:英語、PDF、236ページ
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レポート概要
360iResearch社の本調査レポートでは、2021年に179.9億ドルであった世界の拡張現実(AR)市場規模が、2022年に223億ドルに到達し、2027年まで年平均24.23%で成長して661.5億ドルまで拡大すると予測しています。本レポートは、拡張現実(AR)の世界市場について調べ、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、提供別(ハードウェア、ソフトウェア)分析、技術別(アンカー型AR技術、マーカー型AR技術、マーカーレス型AR技術)分析、装置別(HMD、HUD)分析、用途別(航空宇宙・防衛、自動車、商業、エネルギー、その他)分析、地域別(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)分析、競争状況、企業情報など、以下の構成でまとめております。また、Apple Inc.、BioflightVR、Blippar Ltd、EchoPixel, Inc.、Google, Inc.、Infinity Augmented Reality Ltd.、Lenovo、Magic Leap, Inc.、Maxst Co. Ltd.などの企業情報が含まれています。
・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界の拡張現実(AR)市場規模:提供別
- ハードウェアにおける市場規模
- ソフトウェアにおける市場規模
・世界の拡張現実(AR)市場規模:技術別
- アンカー型AR技術の市場規模
- マーカー型AR技術の市場規模
- マーカーレス型AR技術の市場規模
・世界の拡張現実(AR)市場規模:装置別
- HMDにおける市場規模
- HUDにおける市場規模
・世界の拡張現実(AR)市場規模:用途別
- 航空宇宙・防衛における市場規模
- 自動車における市場規模
- 商業における市場規模
- エネルギーにおける市場規模
- その他における市場規模
・世界の拡張現実(AR)市場規模:地域別
- 南北アメリカの拡張現実(AR)市場規模
アメリカの拡張現実(AR)市場規模
カナダの拡張現実(AR)市場規模
ブラジルの拡張現実(AR)市場規模

- アジア太平洋の拡張現実(AR)市場規模
日本の拡張現実(AR)市場規模
中国の拡張現実(AR)市場規模
インドの拡張現実(AR)市場規模
韓国の拡張現実(AR)市場規模
台湾の拡張現実(AR)市場規模

- ヨーロッパ/中東/アフリカの拡張現実(AR)市場規模
イギリスの拡張現実(AR)市場規模
ドイツの拡張現実(AR)市場規模
フランスの拡張現実(AR)市場規模
ロシアの拡張現実(AR)市場規模

- その他地域の拡張現実(AR)市場規模
・競争状況
・企業情報

The Global Augmented Reality Market size was estimated at USD 17.99 billion in 2021 and expected to reach USD 22.30 billion in 2022, and is projected to grow at a CAGR 24.23% to reach USD 66.15 billion by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the Augmented Reality to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Offering, the market was studied across Hardware and Software. The Hardware is further studied across Screenless Viewer​, Standalone, and Tethered​.

Based on Technology, the market was studied across Anchor-Based AR Technology, Marker-Based AR Technology, and Markerless AR Technology.

Based on Device Type, the market was studied across HMDs and HUDs.

Based on Application, the market was studied across Aerospace & Defense, Automotive, Commercial, Energy, Enterprise, Gaming, Healthcare, and Retail and Marketing.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Augmented Reality market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Augmented Reality Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Augmented Reality Market, including Apple Inc., BioflightVR, Blippar Ltd, EchoPixel, Inc., Google, Inc., Infinity Augmented Reality Ltd., Lenovo, Magic Leap, Inc., Maxst Co. Ltd., Microsoft Corporation, Niantic, Inc., Proximie Limited, PTC Inc., Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sony Corporation, Toshiba Corporation, Wikitude GmbH, and Zappar Ltd..

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global Augmented Reality Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Augmented Reality Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Augmented Reality Market?
4. What is the competitive strategic window for opportunities in the Global Augmented Reality Market?
5. What are the technology trends and regulatory frameworks in the Global Augmented Reality Market?
6. What is the market share of the leading vendors in the Global Augmented Reality Market?
7. What modes and strategic moves are considered suitable for entering the Global Augmented Reality Market?

レポート目次

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing adoption of augmented reality AR technology in the healthcare sector
5.1.1.2. Rising demand for AR in retail and e-commerce sectors
5.1.1.3. Increasing investment in augmented reality
5.1.2. Restraints
5.1.2.1. Security and privacy issues associated with AR
5.1.3. Opportunities
5.1.3.1. Continuous collaboration of telecom players and AR manufacturers to expand and accelerate AR
5.1.3.2. Surge in adoption of AR technology by travel & tourism and education sectors
5.1.4. Challenges
5.1.4.1. Long term impacts of AR on the mental health
5.2. Cumulative Impact of COVID-19

6. Augmented Reality Market, by Offering
6.1. Introduction
6.2. Hardware
6.3.1. Screenless Viewer​
6.3.2. Standalone
6.3.3. Tethered​
6.3. Software

7. Augmented Reality Market, by Technology
7.1. Introduction
7.2. Anchor-Based AR Technology
7.3. Marker-Based AR Technology
7.4. Markerless AR Technology

8. Augmented Reality Market, by Device Type
8.1. Introduction
8.2. HMDs
8.3. HUDs

9. Augmented Reality Market, by Application
9.1. Introduction
9.2. Aerospace & Defense
9.3. Automotive
9.4. Commercial
9.5. Energy
9.6. Enterprise
9.7. Gaming
9.8. Healthcare
9.9. Retail and Marketing

10. Americas Augmented Reality Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States

11. Asia-Pacific Augmented Reality Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. Singapore
11.10. South Korea
11.11. Taiwan
11.12. Thailand
11.13. Vietnam

12. Europe, Middle East & Africa Augmented Reality Market
12.1. Introduction
12.2. Denmark
12.3. Egypt
12.4. Finland
12.5. France
12.6. Germany
12.7. Israel
12.8. Italy
12.9. Netherlands
12.10. Nigeria
12.11. Norway
12.12. Poland
12.13. Qatar
12.14. Russia
12.15. Saudi Arabia
12.16. South Africa
12.17. Spain
12.18. Sweden
12.19. Switzerland
12.20. Turkey
12.21. United Arab Emirates
12.22. United Kingdom

13. Competitive Landscape
13.1. FPNV Positioning Matrix
13.1.1. Quadrants
13.1.2. Business Strategy
13.1.3. Product Satisfaction
13.2. Market Ranking Analysis, By Key Player
13.3. Market Share Analysis, By Key Player
13.4. Competitive Scenario
13.4.1. Merger & Acquisition
13.4.2. Agreement, Collaboration, & Partnership
13.4.3. New Product Launch & Enhancement
13.4.4. Investment & Funding
13.4.5. Award, Recognition, & Expansion

14. Company Usability Profiles
14.1. Apple Inc.
14.1.1. Business Overview
14.1.2. Key Executives
14.1.3. Product & Services
14.2. BioflightVR
14.2.1. Business Overview
14.2.2. Key Executives
14.2.3. Product & Services
14.3. Blippar Ltd
14.3.1. Business Overview
14.3.2. Key Executives
14.3.3. Product & Services
14.4. EchoPixel, Inc.
14.4.1. Business Overview
14.4.2. Key Executives
14.4.3. Product & Services
14.5. Google, Inc.
14.5.1. Business Overview
14.5.2. Key Executives
14.5.3. Product & Services
14.6. Infinity Augmented Reality Ltd.
14.6.1. Business Overview
14.6.2. Key Executives
14.6.3. Product & Services
14.7. Lenovo
14.7.1. Business Overview
14.7.2. Key Executives
14.7.3. Product & Services
14.8. Magic Leap, Inc.
14.8.1. Business Overview
14.8.2. Key Executives
14.8.3. Product & Services
14.9. Maxst Co. Ltd.
14.9.1. Business Overview
14.9.2. Key Executives
14.9.3. Product & Services
14.10. Microsoft Corporation
14.10.1. Business Overview
14.10.2. Key Executives
14.10.3. Product & Services
14.11. Niantic, Inc.
14.11.1. Business Overview
14.11.2. Key Executives
14.11.3. Product & Services
14.12. Proximie Limited
14.12.1. Business Overview
14.12.2. Key Executives
14.12.3. Product & Services
14.13. PTC Inc.
14.13.1. Business Overview
14.13.2. Key Executives
14.13.3. Product & Services
14.14. Qualcomm Technologies, Inc.
14.14.1. Business Overview
14.14.2. Key Executives
14.14.3. Product & Services
14.15. Samsung Electronics Co., Ltd.
14.15.1. Business Overview
14.15.2. Key Executives
14.15.3. Product & Services
14.16. Seiko Epson Corporation
14.16.1. Business Overview
14.16.2. Key Executives
14.16.3. Product & Services
14.17. Sony Corporation
14.17.1. Business Overview
14.17.2. Key Executives
14.17.3. Product & Services
14.18. Toshiba Corporation
14.18.1. Business Overview
14.18.2. Key Executives
14.18.3. Product & Services
14.19. Wikitude GmbH
14.19.1. Business Overview
14.19.2. Key Executives
14.19.3. Product & Services
14.20. Zappar Ltd.
14.20.1. Business Overview
14.20.2. Key Executives
14.20.3. Product & Services

15. Appendix
15.1. Discussion Guide
15.2. License & Pricing