
Report ID: SQMIG45J2225
Report ID:
SQMIG45J2225 |
Region:
Global |
Published Date: January, 2025
Pages:
189
|
Tables:
91 |
Figures:
73
Increased Demand for AR/VR Technology in the Gaming Industry
Rapid Digital Transformation
Increased Costs Associated with AR/VR Smart Glasses
Hinders the Adoption of AR/VR Glasses
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REQUEST FREE CUSTOMIZATIONGlobal AR and VR Smart Glasses Market size was valued at USD 16.6 billion in 2023 and is poised to grow from USD 19.16 billion in 2024 to USD 60.25 billion by 2032, growing at a CAGR of 15.4% during the forecast period (2025-2032).
The competitive environment of the Global AR and VR Smart Glasses Market is dynamic and characterized by the presence of a mix of well-established brands, emerging players, and niche producers. Innovation is a key competitive factor. Microsoft is a key player in HoloLens products in the AR and VR smart glasses market. HoloLens offers a mixed reality combination of AR and VR applications for enterprise and consumer applications. Microsoft’s strong ecosystem, developer support, and enterprise partnerships contribute to its competitive position. 'Google Inc. (US) ', 'Seiko Epson Corporation (Japan) ', 'Samsung Group (South Korea) ', 'HTC Corporation (Taiwan) ', 'FlexEl, LLC. (US) ', 'Microsoft Corporation (US) ', 'Sony Corporation (Japan) ', 'Apple Inc. (US) ', 'Vuzix Corporation (US) ', 'Magic Leap, Inc. (US) ', 'Pimax Technology (China) ', 'RealWear, Inc. (US) ', 'Lenovo Group Ltd. (China) ', 'ODG (Oakley Digital Group) (US) ', 'Snap Inc. (US) ', 'LG Electronics (South Korea) ', 'Facebook Technologies, LLC (Meta) (US) ', 'Intel Corporation (US) ', 'North Inc. (Canada) ', 'Huawei Technologies Co., Ltd. (China)'
The rapidly expanding gaming industry across the globe has boosted the demand for augmented reality (AR) and virtual reality (VR). This is because AR/VR technologies offer improved graphics and aesthetics, creating virtual life-like effects. The VR headset delivers an engaging and engaging gaming experience with its high-definition, 360-degree views and realistic lighting effects AR makes digital objects appear naturally as part of the player’s environment in the real world.
The market is primarily driven by the widespread use of AR and VR technologies in many end-use industries including e-commerce, healthcare, military and defense, and education This is due to Artificial Intelligence (AI), Machine Learning (ML) and Internet especially of Things (IoT) big data and analytics. Accordingly, the widespread demand for augmented virtual reality games, with increasing number of players, more adoption of the product worldwide, rapid digitization, increased penetration of high-speed 5G internet, rapid development of mobile applications and positive market is driven by continuous innovation, such as 3D interactive content combined with 360-degree video hose, enhanced facial object tracking, and better speech recognition.
Asia Pacific is projected to dominate the market during the forecast period, owing to the growth in the gaming industry. Countries in the region already have advanced consumer electronics, and many Chinese-developed technologies are being developed. Acceptance of AR/VR smart glasses in manufacturing and technology, increasing public awareness of the benefits of using AR/VR smart glasses technology and its cost-effectiveness are driving global AR/VR smart glasses market has developed in this segment.
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Report ID: SQMIG45J2225