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市場調查報告書
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1544549

元宇宙汽車市場機會、成長動力、產業趨勢分析與預測,2024-2032

Metaverse for Automotive Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 250 Pages | 商品交期: 2-3個工作天內

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簡介目錄

在擴增實境 (AR) 快速進步和專用硬體開發的推動下,2024 年至 2032 年全球汽車市場元宇宙宇宙將以超過 30% 的複合年成長率成長。汽車產業越來越接受元宇宙,將其用於設計、虛擬原型、客戶參與和培訓。

例如,2024 年 3 月,日產汽車公司推出了 Heritage Cars 和 Safe Drive Studio,這是一個創新的元宇宙平台,將經典汽車的持久魅力與引人入勝的安全教育融為一體。

此外,《富比士》最近的一篇文章提到,寶馬和福特等公司正在大力投資 AR 和 VR 技術,以增強其設計和原型製作流程。

AR 技術的整合正在徹底改變汽車公司的產品視覺化和互動方式,提供身臨其境的體驗,從而提高營運效率和客戶滿意度。隨著產業不斷創新,虛擬宇宙將在塑造汽車開發和銷售的未來方面發揮關鍵作用。

汽車產業元宇宙整體依照零件、技術、應用、區域進行分類。

硬體領域將在 2024 年至 2032 年間顯著成長。汽車公司擴大投資於先進的硬體解決方案,以促進虛擬設計流程、增強虛擬展廳中的客戶體驗並改善培訓模擬。隨著這些技術變得更加複雜和易於使用,汽車產業對高性能硬體的需求將會上升,從而推動整體市場的成長。

AR 領域有望在汽車市場的虛擬世界中實現顯著成長。 AR 技術正在改變汽車公司設計、原型設計和行銷車輛的方式。透過將數位資訊疊加到實體世界上,AR 使設計人員能夠即時視覺化變化,從而簡化設計流程。對於客戶來說,AR 提供了一種互動且引人入勝的體驗,使他們能夠虛擬地探索和客製化車輛。隨著 AR 技術不斷發展,其在汽車虛擬世界中的應用不斷擴大,推動了對增強汽車產業開發和消費者互動的 AR 解決方案的需求。

從2024 年到2032 年,歐洲汽車市場的元宇宙將呈現出強勁的複合年成長率。前沿。該地區先進的技術基礎設施和對數位轉型的監管支援正在促進汽車產業元宇宙應用的成長。隨著汽車設計和行銷中對沉浸式體驗和數位孿生的日益重視,歐洲正在成為汽車市場全球元宇宙中的關鍵參與者。創新、基礎設施和監管支援的結合將推動整個地區的市場大幅擴張。

目錄

第 1 章:範圍與方法

  • 市場範圍和定義
  • 基本估計和計算
  • 預測參數
  • 數據來源
    • 基本的
    • 中學
      • 付費來源
      • 公共來源

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商矩陣
  • 技術與創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • VR 和 AR 技術的不斷進步帶來了更身臨其境的互動體驗
      • 消費者對更個人化和有吸引力的體驗的偏好不斷上升
      • 汽車領域混合實境等技術進步
      • 日益關注汽車應用中的軟體和雲端服務
      • 汽車產業數位化程度不斷提高
    • 產業陷阱與挑戰
      • 開發成本高
      • 虛擬宇宙中連接性和資料交換的增加帶來了重大的網路安全風險
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:按組成部分,2021 - 2032 年

  • 主要趨勢
  • 硬體
    • 虛擬實境耳機
    • AR眼鏡
    • 觸覺設備
    • 3D投影儀
  • 軟體
    • 元宇宙平台
    • 模擬軟體
    • 設計和原型軟體
    • 客戶體驗軟體
  • 服務
    • 諮詢服務
    • 實施服務
    • 培訓和支援服務
    • 維護和升級

第 6 章:市場估計與預測:按應用分類,2021 - 2032

  • 主要趨勢
  • 虛擬展廳和經銷商
  • 培訓和教育
  • 設計和原型製作
  • 客戶體驗和參與度
  • 行銷和廣告
  • 其他

第 7 章:市場估計與預測:按技術分類,2021 - 2032

  • 主要趨勢
  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境 (MR)
  • 區塊鏈和 NFT

第 8 章:市場估計與預測:按地區,2021 - 2032

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳新銀行
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地區
  • MEA
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非
    • MEA 的其餘部分

第 9 章:公司簡介

  • Accenture
  • Autodesk Inc.
  • BMW Group
  • Dassault Systemes
  • Epic Games, Inc.
  • Ford Motor Company
  • General Motors (GM)
  • HTC Corporation
  • Lucid
  • Mercedes-Benz AG
  • Microsoft
  • Nissan Motor Co. Ltd.
  • Nvidia Corporation
  • Oculus (Meta Platforms, Inc.)
  • Porsche AG
  • Sony Interactive Entertainment Inc.
  • Toyota Motor Corporation
  • Unity Technologies
  • Volkswagen Group
  • Wipro
簡介目錄
Product Code: 10079

Global Metaverse for Automotive Market will grow at over 30% CAGR from 2024 to 2032, driven by rapid advancements in augmented reality (AR) and the development of specialized hardware. The automotive industry increasingly embraces the metaverse, leveraging it for design, virtual prototyping, customer engagement, and training.

For instance, in March 2024, Nissan Motor Co. introduced the Heritage Cars and Safe Drive Studio, an innovative metaverse platform blending the enduring charm of classic automobiles with engaging safety education.

In addition, a recent article by Forbes mentioned that companies like BMW and Ford are investing heavily in AR and VR technologies to enhance their design and prototyping processes.

The integration of AR technologies is revolutionizing how automotive companies visualize and interact with their products, offering immersive experiences that enhance both operational efficiency and customer satisfaction. As the industry continues to innovate, the metaverse is set to play a pivotal role in shaping the future of automotive development and sales.

The overall Metaverse for Automotive Industry is classified based on the component, technology, application, and region.

The hardware segment will see significant growth between 2024 and 2032. Specialized hardware, including VR headsets, AR glasses, and haptic devices, is crucial for enabling immersive experiences within the metaverse. Automotive companies are increasingly investing in advanced hardware solutions to facilitate virtual design processes, enhance customer experiences in virtual showrooms, and improve training simulations. As these technologies become more sophisticated and accessible, the demand for high-performance hardware in the automotive sector will rise, fueling overall market growth.

The AR segment is poised for notable growth in the metaverse for the automotive market. AR technology is transforming how automotive companies design, prototype, and market their vehicles. By overlaying digital information onto the physical world, AR enables designers to visualize changes in real time, streamlining the design process. For customers, AR provides an interactive and engaging experience, allowing them to explore and customize vehicles virtually. As AR technology continues to evolve, its applications within the automotive metaverse are expanding, driving demand for AR solutions that enhance both the development and consumer interaction aspects of the automotive industry.

Europe metaverse for the automotive market will exhibit a robust CAGR from 2024 to 2032. European automotive companies are at the forefront of adopting metaverse technologies, driven by a strong focus on innovation, sustainability, and customer experience. The region's advanced technological infrastructure and regulatory support for digital transformation are fostering the growth of metaverse applications in the automotive sector. With a growing emphasis on immersive experiences and digital twins in vehicle design and marketing, Europe is emerging as a key player in the global metaverse for the automotive market. This combination of innovation, infrastructure, and regulatory backing is set to drive significant market expansion across the region.

Table of Contents

Chapter 1 Scope and Methodology

  • 1.1 Market scope and definition
  • 1.2 Base estimates and calculations
  • 1.3 Forecast parameters
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360º synopsis, 2024 - 2032
  • 2.2 Business trends
    • 2.2.1 Total Addressable Market (TAM), 2024-2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Technology and innovation landscape
  • 3.4 Patent analysis
  • 3.5 Key news and initiatives
  • 3.6 Regulatory landscape
  • 3.7 Impact forces
    • 3.7.1 Growth drivers
      • 3.7.1.1 Growing improvements in VR and AR technologies enable more immersive and interactive experiences
      • 3.7.1.2 Rising consumers preferences toward more personalized and engaging experiences
      • 3.7.1.3 Advancements in technology such as mixed reality in automobile sectors
      • 3.7.1.4 Increasing focus toward software and cloud services in automotive applications
      • 3.7.1.5 Rising digitalization in the automotive industry
    • 3.7.2 Industry pitfalls and challenges
      • 3.7.2.1 High development costs
      • 3.7.2.2 Increased connectivity and data exchange in the metaverse pose significant cybersecurity risks
  • 3.8 Growth potential analysis
  • 3.9 Porter's analysis
    • 3.9.1 Supplier power
    • 3.9.2 Buyer power
    • 3.9.3 Threat of new entrants
    • 3.9.4 Threat of substitutes
    • 3.9.5 Industry rivalry
  • 3.10 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Company market share analysis
  • 4.2 Competitive positioning matrix
  • 4.3 Strategic outlook matrix

Chapter 5 Market Estimates and Forecast, By Component, 2021 - 2032 (USD million and Units)

  • 5.1 Key trends
  • 5.2 Hardware
    • 5.2.1 VR headsets
    • 5.2.2 AR glasses
    • 5.2.3 Haptic devices
    • 5.2.4 3D projectors
  • 5.3 Software
    • 5.3.1 Metaverse platforms
    • 5.3.2 Simulation software
    • 5.3.3 Design and prototyping software
    • 5.3.4 Customer experience software
  • 5.4 Services
    • 5.4.1 Consulting services
    • 5.4.2 Implementation services
    • 5.4.3 Training and support services
    • 5.4.4 Maintenance and upgrades

Chapter 6 Market Estimates and Forecast, By Application, 2021 - 2032 (USD million and Units)

  • 6.1 Key trends
  • 6.2 Virtual showrooms and dealerships
  • 6.3 Training and education
  • 6.4 Design and prototyping
  • 6.5 Customer experience and engagement
  • 6.6 Marketing and advertising
  • 6.7 Others

Chapter 7 Market Estimates and Forecast, By Technology, 2021 - 2032 (USD million and Units)

  • 7.1 Key trends
  • 7.2 Virtual Reality (VR)
  • 7.3 Augmented Reality (AR)
  • 7.4 Mixed Reality (MR)
  • 7.5 Blockchain and NFTs

Chapter 8 Market Estimates and Forecast, By Region, 2021 - 2032 (USD million and Units)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 ANZ
    • 8.4.6 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 Saudi Arabia
    • 8.6.3 South Africa
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 Accenture
  • 9.2 Autodesk Inc.
  • 9.3 BMW Group
  • 9.4 Dassault Systemes
  • 9.5 Epic Games, Inc.
  • 9.6 Ford Motor Company
  • 9.7 General Motors (GM)
  • 9.8 HTC Corporation
  • 9.9 Lucid
  • 9.10 Mercedes-Benz AG
  • 9.11 Microsoft
  • 9.12 Nissan Motor Co. Ltd.
  • 9.13 Nvidia Corporation
  • 9.14 Oculus (Meta Platforms, Inc.)
  • 9.15 Porsche AG
  • 9.16 Sony Interactive Entertainment Inc.
  • 9.17 Toyota Motor Corporation
  • 9.18 Unity Technologies
  • 9.19 Volkswagen Group
  • 9.20 Wipro