Global Eye Tracking Market in AR/VR: Industry Size and forecast, Market Shares Data, Latest Trends, Insights, Growth Potential, Segmentation, Competitive Landscape

Eye Tracking in AR/VR: A Dynamic and Expanding Market

The market for eye tracking technology in Augmented Reality (AR) and Virtual Reality (VR) is experiencing robust growth, fueled by its ability to enhance user immersion, improve interactivity, and unlock new functionalities. This report provides a comprehensive analysis of this dynamic and evolving market, offering insights into its current state, future prospects, and the forces shaping its trajectory.

Defining the Landscape:

At its core, eye tracking in AR/VR involves the process of measuring a user's eye movements, including gaze direction, pupil dilation, and blink frequency. This data is then utilized to provide a more intuitive and responsive experience within the AR/VR environment. Key applications include:

  • Foveated Rendering: Optimizing graphics processing by rendering the area the user is directly looking at with high detail and reducing detail in the periphery, leading to improved visual performance and extended battery life (in mobile VR/AR).
  • Improved User Interaction: Enabling gaze-based control for menu navigation, object selection, and triggering actions, making the user experience more natural and intuitive.
  • Enhanced Social Presence: Allowing for more realistic avatar eye contact and non-verbal communication, fostering a greater sense of immersion and connection in social VR/AR applications.
  • Data Collection & Analysis: Gathering valuable insights into user behavior and attention patterns for research, training simulations, and marketing analysis.

Market Dynamics and Growth Drivers:

The global eye tracking market in AR/VR is poised for significant growth, with projections estimating a substantial Compound Annual Growth Rate (CAGR) throughout the forecast period. This growth is primarily driven by several key factors:

  • Growing AR/VR Adoption: The expanding adoption of AR/VR technologies across diverse sectors, including gaming, entertainment, training, healthcare, and industrial applications, is creating a growing demand for advanced features like eye tracking.
  • Enhanced User Experience: Eye tracking dramatically enhances the user experience by providing more natural and intuitive interactions, leading to increased user engagement and satisfaction.
  • Technological Advancements: Ongoing advancements in eye tracking hardware and software, including improved accuracy, speed, and miniaturization, are making the technology more accessible and practical for AR/VR devices.
  • Rising Investment & Innovation: Significant investments are being made in research and development within the eye tracking and AR/VR space, fostering continuous innovation and the development of new use cases.
  • Cost Reduction: As the technology matures, the cost of eye tracking components is decreasing, making them more affordable for a wider range of AR/VR devices.

Key Challenges and Considerations:

Despite its promising outlook, the eye tracking market in AR/VR faces certain challenges:

  • Technical Limitations: Achieving consistent accuracy and reliability across different users, lighting conditions, and device configurations remains a technical hurdle.
  • Processing Power Constraints: Eye tracking data processing requires significant computational power, potentially impacting the performance of mobile AR/VR devices.
  • Privacy Concerns: The collection and utilization of eye tracking data raise privacy concerns, necessitating robust data protection measures and ethical guidelines.
  • Standardization: The lack of standardized protocols and interfaces for eye tracking in AR/VR can hinder interoperability and limit the portability of applications.
  • Integration Complexity: Integrating eye tracking technology into AR/VR devices can be complex and requires specialized expertise.

Regulatory Focus:

The regulatory landscape surrounding eye tracking in AR/VR is still evolving. Key areas of focus include data privacy regulations, such as GDPR and CCPA, which govern the collection, use, and storage of user data. Ethical guidelines are also being developed to address the responsible use of eye tracking technology and mitigate potential privacy risks.

Major Players and Regional Trends:

The eye tracking market in AR/VR is characterized by the presence of both established technology companies and specialized eye tracking providers. Key players include, but are not limited to, Tobii AB, HTC, Varjo Technologies, Facebook (Meta), Pupil Labs, and Qualcomm.

Regional trends indicate that North America and Asia Pacific are leading the market due to early adoption, investment, and growth in AR/VR. Europe is also showing steady growth driven by research & development investments, and the adoption of AR/VR in enterprise applications.

M&A, Fund Raising and Trends:

The market is witnessing active M&A and fund raising activities. Many established and new players are acquiring/merging with companies possessing complementary technologies or expanding capabilities. Venture capital and private equity funding are flowing into the sector, supporting the development of innovative solutions and market expansion. Major trends include:

  • Consolidation: Mergers and acquisitions among eye tracking and AR/VR companies are becoming more common, as companies seek to expand their market reach and access new technologies.
  • Focus on Software and Algorithms: Increasing focus on developing advanced algorithms for improved accuracy, real-time processing, and user-friendly interfaces.
  • Integration with AI and Machine Learning: The integration of eye tracking data with AI and machine learning technologies is driving the development of more intelligent and personalized AR/VR experiences.

This report provides a detailed analysis of these trends and delivers actionable insights to help stakeholders understand the dynamics of the market and capitalize on the opportunities presented by this rapidly evolving technology.

The Report Segments the market to include:

By Technology:

  • Infrared (IR) Based
  • Video-Based
  • Other Technologies

By Application:

  • Gaming
  • Healthcare
  • Automotive
  • Training and Simulation
  • Research
  • Retail
  • Other Applications

By Device Type:

  • Head-Mounted Displays (HMDs)
  • Standalone Eye Trackers
  • Other Devices

By Component:

  • Hardware
  • Software
  • Services

By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • Germany
    • United Kingdom
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest of Asia Pacific
  • Rest of World
    • Middle East & Africa
    • South America

By End-User:

  • Enterprises
  • Individual Consumers
  • Research Institutions
  • Healthcare Providers
  • Automotive Manufacturers
  • Other End Users

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Chapter 1 Preface

1.1 Report Description

  • 1.1.1 Purpose of the Report
  • 1.1.2 Target Audience
  • 1.1.3 USP and Key Offerings

    1.2 Research Scope

1.3 Research Methodology

  • 1.3.1 Secondary Research
  • 1.3.2 Primary Research
  • 1.3.3 Expert Panel Review
  • 1.3.4 Approach Adopted
    • 1.3.4.1 Top-Down Approach
    • 1.3.4.2 Bottom-Up Approach
  • 1.3.5 Assumptions

    1.4 Market Segmentation Scope

Chapter 2 Executive Summary

2.1 Market Summary

  • 2.1.1 Global Eye Tracking in AR/VR Market, an Overview

    2.2 Market Snapshot: Global Eye Tracking in AR/VR Market

2.2.1 Market Trends

Positive Trends:

  1. Enhanced User Immersion and Presence
  2. Improved User Interface and Interaction
  3. Advancements in Eye-Tracking Hardware
  4. Growing Interest in Foveated Rendering

Adverse Trends:

  1. High Costs and Complex Integration
  2. Privacy and Data Security Concerns

2.3 Global Eye Tracking in AR/VR Market: Segmentation Overview

2.4 Premium Insights

  • 2.4.1 Market Life Cycle Analysis
  • 2.4.2 Pricing Analysis
  • 2.4.3 Technological Integrations
  • 2.4.4 Supply Chain Analysis and Vendor Landscaping
  • 2.4.5 Major Investments in Market
  • 2.4.6 Regulatory Analysis
  • 2.4.9 Regulatory Analysis
  • 2.4.10 Market Pain-Points and Unmet Needs

Chapter 3 Market Dynamics

3.1 Market Overview

3.2 Market Driver, Restraint and Opportunity Analysis

3.3 Market Ecosystem Analysis

3.4 Market Trends Analysis

3.5 Industry Value Chain Analysis

3.6 Market Analysis

  • 3.6.1 SWOT Analysis
  • 3.6.2 Porter's 5 Forces Analysis

    3.7 Analyst Views

Chapter 4 Market Segmentation

By Technology:

  • Infrared (IR) Based
  • Video-Based
  • Other Technologies

By Application:

  • Gaming
  • Healthcare
  • Automotive
  • Training and Simulation
  • Research
  • Retail
  • Other Applications

By Device Type:

  • Head-Mounted Displays (HMDs)
  • Standalone Eye Trackers
  • Other Devices

By Component:

  • Hardware
  • Software
  • Services

By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • Germany
    • United Kingdom
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest of Asia Pacific
  • Rest of World
    • Middle East & Africa
    • South America

By End-User:

  • Enterprises
  • Individual Consumers
  • Research Institutions
  • Healthcare Providers
  • Automotive Manufacturers
  • Other End Users

Chapter 5 Competitive Intelligence

5.1 Market Players Present in Market Life Cycle

5.2 Key Player Analysis

5.3 Market Positioning

5.4 Market Players Mapping, vis-à-vis Ecosystem

  • 5.4.1 By Segments

5.5 Major Upcoming Events

  • Augmented World Expo (AWE) - Location varies, often in North America. A major AR/VR industry conference featuring exhibits, talks, and workshops on all aspects of AR/VR, including eye tracking integration and applications. (Ongoing)
  • VR/AR Global Summit - Typically held in North America. Focuses on the business and technology of VR/AR. Sessions often cover eye-tracking advancements for various VR/AR use cases. (Summer)
  • IEEE Virtual Reality (VR) - Location varies, often in Europe or North America. A leading research conference showcasing cutting-edge VR technologies, including eye tracking research papers, demos, and tutorials. (Spring)
  • CHI Conference on Human Factors in Computing Systems (CHI) - Location varies. A premier conference for Human-Computer Interaction (HCI) that includes a significant focus on eye-tracking research and applications in VR/AR interfaces and usability. (Spring)
  • SID Display Week - Location varies, often in North America. Covers advances in display technology, with a strong focus on technologies relevant to AR/VR headsets, including topics related to improved eye tracking for better visual fidelity. (Spring)
  • International Conference on Computer Vision (ICCV) - Location varies. A leading computer vision conference, often featuring research on eye tracking for understanding gaze behavior, VR/AR applications, and related areas. (Fall)
  • International Conference on 3D Vision (3DV) - Location varies. Focuses on 3D vision and computer vision, including research on applications of 3D sensing and its integration with eye tracking in VR/AR. (Fall)
  • VRARA Events and Webinars: The VR/AR Association (VRARA) hosts numerous events and webinars throughout the year, often featuring panels and presentations related to eye tracking and its impact on the AR/VR industry. (Ongoing)
  • SIGGRAPH - Location varies. A computer graphics conference covering advances in rendering, animation, and VR/AR, often with presentations and demonstrations on how eye tracking is used. (Summer)

5.5 Strategies Adopted by Key Market Players

5.6 Recent Developments in the Market

  • 5.6.1 Organic (New Product Launches, R&D, Financial, Technology)
  • 5.4.2 Inorganic (Mergers & Acquisitions, Partnership and Alliances, Fund Raise)

Chapter 6 Company Profiles - with focus on Company Fundamentals, Product Portfolio, Financial Analysis, Recent News and Developments, Key Strategic Instances, SWOT Analysis

  • Tobii
  • EyeTech Digital Systems
  • Seeing Machines
  • Pupil Labs
  • Vive
  • Varjo
  • HTC
  • Meta
  • Microsoft
  • SMI (SensoMotoric Instruments)
  • Gaze Interactive
  • TrackIR
  • SmartEye
  • Gazepoint
  • Virtual I/O
  • Avegant
  • FOVE
  • Digi-Capital
  • NVIS
  • Emagin

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