市場調查報告書
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1370510
AR/VR晶片市場:2023-2028年全球產業趨勢、佔有率、規模、成長、機會與預測AR/VR Chip Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 |
2022年全球AR/VR晶片市場規模達36億美元。展望未來,IMARC Group預計到2028年市場規模將達到130億美元,2023-2028年年複合成長率(CAGR)為21.55%。
擴增實境(AR)和虛擬實境(VR)晶片是安裝在各種設備中的電子電路。 AR是指將現實世界與虛擬物件無縫融合以支援現實、智慧和個人化體驗的技術。另一方面,VR 是一種電腦生成的模擬,旨在促進人工3D (3D) 環境之間的交互作用。 AR/VR 晶片使用矽、塑膠和金屬線來製造電路層。這些晶片廣泛應用於手持設備、平視、頭戴式顯示器 (HMD)、手勢追蹤設備以及投影機和顯示牆。因此,AR/VR 晶片在遊戲、航空航太和國防、教育和娛樂以及媒體產業中得到了廣泛的應用。
全球遊戲和娛樂產業產品利用率的不斷上升正在為市場創造積極的前景。 AR/VR 晶片廣泛應用於基於感測器的遊戲中,透過半導體控制電子訊號。此外,智慧型手機和其他裝置中越來越多的遊戲功能可增強整體使用者介面體驗,這是另一個成長誘導因素。此外,AR/VR晶片在醫療保健行業的廣泛採用,可以在不危及或危及生命的情況下為培訓醫務人員提供有價值的工具來培訓學生、護士和其他醫療專業人員,這有利於市場成長。除此之外,對具有 360 度觀看功能的 HMD 和護目鏡的產品需求不斷成長,以提供卓越的視覺效果、高解析度視覺效果和 3D 觀看效果,這也為市場成長提供了動力。此外,民用航空或軍事應用中越來越多的產品使用來建立虛擬環境來培訓飛行員並透過戰略映射來理解和應對困難,這對市場成長產生了積極影響。其他因素,包括廣泛的研發(R&D)活動、消費者支出能力的提高以及教育產業不斷成長的產品需求,預計將推動市場成長。
The global AR/VR chip market size reached US$ 3.6 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 13.0 Billion by 2028 exhibiting a growth rate (CAGR) of 21.55% during 2023-2028.
Augmented reality (AR) and virtual reality (VR) chips are electronic circuits installed in various devices. AR refers to a technology that seamlessly merges the real world with virtual objects to support realistic, intelligent, and personalized experiences. On the other hand, VR is a computer-generated simulation to facilitate interaction between an artificial three-dimensional (3D) environment. AR/VR chips are manufactured using silicon, plastic, and metal wires to create the layers of the circuit. These chips are widely used in handheld devices, head-up, head-mounted displays (HMDs), gesture tracking devices, and projector and display walls. As a result, AR/VR chips find extensive applications across the gaming, aerospace and defense, education and entertainment, and media industries.
The rising product utilization in the gaming and entertainment industries across the globe is creating a positive outlook for the market. AR/VR chips are widely used in sensor-based games to control electronic signals via a semiconductor. Additionally, the increasing number of gaming features in smartphones and other devices to enhance the overall user interface experience is acting as another growth-inducing factor. Moreover, the widespread adoption of AR/VR chips in the healthcare industry to train students, nurses, and other medical professionals by providing valuable tools for training medical personnel without jeopardizing or endangering one's life is favoring the market growth. Apart from this, the increasing product demand for HMDs and goggles with 360-degree viewing capabilities to offer superior vision, high-resolution visuals, and 3D viewing is providing an impetus to the market growth. Furthermore, the rising product utilization in civil aviation or military applications to establish a virtual environment to train pilots and understand and confront difficulties through strategic mapping is positively influencing the market growth. Other factors, including extensive research and development (R&D) activities, rising expenditure capacities of consumers, and growing product demand in the education industry, are anticipated to drive the market growth.
IMARC Group provides an analysis of the key trends in each sub-segment of the global AR/VR chip market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on chip type, device type and end user.
Processor ICs
User Interface ICs
Power Management IC
Head Mounted Display
Gesture Tracking Device
Projector and Display Wall
Head Up Display
Handheld Device
Gaming
Entertainment and Media
Aerospace and Defense
Healthcare
Others
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
The competitive landscape of the industry has also been examined along with the profiles of the key players being Advanced Micro Devices Inc., Broadcom Inc., Intel Corporation, MediaTek Inc., Nvidia Corporation, Qualcomm Incorporated and Spectra7 Microsystems.