Global AR/VR forecast spending by segment 2020
收藏www.statista.com2022-09-06 更新2025-03-26 收录
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In 2020, consumer spending on augmented and virtual reality (AR/VR) technology is expected to reach around 6.36 billion U.S. dollars, whilst the distribution and services sector is forecast to spend nearly two billion U.S. dollars. Total AR/VR spending worldwide is projected to amount to 12 billion U.S. dollars in 2020, although this is set to rise considerably through to 2024, reaching 72.8 billion U.S. dollars. AR consumption AR technology is being used across numerous industries such as healthcare, public safety, gas and oil, tourism and marketing. As the technology improves further, there is no doubt that the use cases of AR will widen and develop as businesses and consumers alike realize the full potential, with the technology expected to become as prominent as mobile devices are in today’s market. VR consumption VR gaming and VR video make up the largest consumer use cases for VR technology, with 20.8 billion U.S. dollars expected to be spent in 2023 on these areas alone. However, experts have suggested that the benefits of VR will have an impact upon industry too, with improvements to efficiency a real possibility. As a result, by 2023 it is expected that industrial usage will be three times larger than that of consumers.
在2020年,消费者对增强现实与虚拟现实(AR/VR)技术的消费预计将达到约63.6亿美元,而分销与服务行业预计将投入近20亿美元。全球范围内,AR/VR的总消费预计在2020年将达到120亿美元,尽管这一数字预计将在2024年显著增长,达到728亿美元。在AR消费方面,AR技术正广泛应用于医疗保健、公共安全、油气、旅游和市场营销等多个行业。随着技术的进一步优化,AR技术的应用场景无疑将得到拓展和深化,企业及消费者均将认识到其全部潜力,预计其市场地位将如同当前市场上的移动设备一般显著。在VR消费方面,VR游戏和VR视频构成了VR技术最大的消费应用,预计到2023年,仅这些领域就将投入208亿美元。然而,专家们指出,VR技术的优势也将对产业产生影响,效率的提升成为可能。因此,预计到2023年,工业用途的规模将是消费者用途的三倍。
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