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市場調查報告書
商品編碼
1702178
AR 和 VR 智慧眼鏡市場報告,按類型(光學透視、視訊透視)、最終用途(遊戲產業、醫療保健、教育、軍事和國防等)和地區分類,2025 年至 2033 年AR and VR Smart Glasses Market Report by Type (Optical See Through, Video See Through), End Use (Gaming Industry, Healthcare, Education, Military and Defense, and Others), and Region 2025-2033 |
2024年全球AR和VR智慧眼鏡市場規模達186億美元。展望未來, IMARC Group預計到2033年市場規模將達到536億美元,2025-2033年期間的成長率(CAGR)為11.82%。在技術突破、廣泛的工業接受度和不斷成長的消費者興趣的推動下,市場正在快速發展,儘管成本高昂,但北美在創新和採用方面處於領先地位,為更廣泛的應用和戰略合作提供了前景。
VR(虛擬實境)和AR(擴增實境)眼鏡是指連接實體世界和數位世界之間的智慧眼鏡。 AR 眼鏡有助於改變影像或修改現實世界的視圖,同時協助使用者完成日常任務並讓他們更有效地表達自己。相較之下,VR眼鏡提供的是沉浸式虛擬體驗,讓使用者感受到身臨其境的體驗。透過 AR 和 VR 眼鏡,配戴者可以遠端記錄靜態影像、視訊和音頻,即時分享他們的觀點,解放雙手獲取訊息,交換資料,並增強他們的現實世界。此外,使用者還可以透過這些眼鏡分析與周圍環境相關的資訊。因此,AR 和 VR 智慧眼鏡可以增強甚至取代企業供應鏈中現有的技術解決方案,從而提高工作場所的效率、生產力和合規性。
該市場主要受到眾多終端行業廣泛採用 AR 和 VR 技術的推動,包括電子商務、醫療保健、軍事和國防以及教育。這可以歸因於人工智慧 (AI)、機器學習 (ML) 和物聯網 (IoT) 與巨量資料和分析相結合的不斷進步。同時,擴增實境和虛擬實境遊戲的廣泛需求以及遊戲玩家數量的不斷增加,導致全球產品需求量不斷增加。此外,數位化的快速發展、高速5G網路的日益普及以及行動應用的快速發展也創造了積極的市場前景。持續的產品創新進一步推動了市場的發展,例如 3D 互動式內容與 360 度視訊的整合、增強的臉部和物件追蹤以及更好的語音識別。其他推動市場發展的因素包括工業 4.0 的出現、快速工業化、可支配收入水準的膨脹以及廣泛的研發 (R&D) 活動。
The global AR and VR smart glasses market size reached USD 18.6 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 53.6 Billion by 2033, exhibiting a growth rate (CAGR) of 11.82% during 2025-2033. The market is rapidly evolving, driven by technology breakthroughs, widespread industrial acceptance, and rising consumer interest, with North America leading in innovation and uptake, despite high costs, giving prospects for broader application and strategic collaboration.
VR (virtual reality) and AR (augmented reality) glasses refer to smart glasses that bridge the gap between the physical and digital worlds. AR glasses assist in changing images or modifying views of the real world while assisting users with everyday tasks and allowing them to express themselves more effectively. In contrast, VR glasses provide an immersive virtual experience, thus allowing users to feel the experience of being in an actual location. With AR and VR glasses, wearers can record still images, videos, and audio remotely, share their point of view in real-time, access information hands-free, exchange data, and augment their real world. Additionally, users can analyze information relevant to their surroundings through these glasses. As a result, AR and VR smart glasses can enhance and even replace existing technology solutions within enterprise supply chains, thereby enhancing workplace efficiency, productivity, and compliance.
The market is majorly driven by the widespread adoption of AR and VR technology in numerous end-use industries, including e-commerce, healthcare, military and defense, and education. This can be attributed to continual advancements in artificial intelligence (AI), machine learning (ML) and the internet of things (IoT) in combination with big data and analytics. In line with this, the widespread demand for augmented and virtual reality games, along with the rising number of gamers, are resulting in a higher product uptake on the global level. Moreover, rapid digitization, the increasing penetration of high-speed 5G internet, and rapid developments in mobile applications are also creating a positive market outlook. The market is further driven by continual product innovations, such as the integration of 3D interactive content with 360-degree video, enhanced face and object tracking, and better speech recognition. Some of the other factors providing an impetus to the market include the emergence of industry 4.0, rapid industrialization, inflating disposable income levels and extensive research and development (R&D) activities.
The competitive landscape of the industry has also been examined along with the profiles of the key players being Avegant Corp., Everysight Ltd. (Elbit Systems Ltd.), HTC Corporation, Kopin Corporation, Microsoft Corporation, Optinvent, Seiko Epson Corporation, Sony Interactive Entertainment LLC (Sony Group Corporation) and Vuzix.