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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1488046

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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1488046

Human Augmentation Market Size - By Product Type (Wearable Devices, Virtual Reality Devices, Augmented Reality Devices, Exoskeletons, Intelligent Virtual Assistants), By Functionality (Body-worn, Non-body Worn), By Application & Forecast, 2024 - 2032

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Human Augmentation Market size is anticipated to observe over 6% CAGR from 2024 to 2032, driven by technological advancements, particularly in areas like AI, robotics, and biotechnology. For instance, in November 2022, Kyocera Corporation launched three new solution prototypes in Japan for human augmentation: a Physical Avatar, a Walk Sensing and Coaching System, and an Auditory Augmentation Device. These technological developments enable the enhancement of human capabilities, ranging from physical strength and endurance to cognitive abilities and sensory perception. The increasing prevalence of disabilities and age-related conditions is also fueling the demand for assistive devices and technologies to improve the quality of life for individuals with mobility or sensory impairments.

The rising demand for human augmentation solutions in various industries, including healthcare, manufacturing, defense, and entertainment, will further drive the market growth. Human augmentation technologies, such as exoskeletons, prosthetics, and neurostimulation devices are revolutionizing patient care and rehabilitation processes. In manufacturing and logistics, wearable devices and robotic exosuits are enhancing worker productivity and safety while reducing the risk of injuries and fatigue-related errors.

The human augmentation industry is classified into product type, functionality, application and region.

The market share from the virtual reality (VR) devices product type segment is slated to witness significant growth during 2024-2032, attributed to immersive and interactive experiences that enhance human capabilities. These devices, equipped with advanced sensors and tracking technologies, enable users to interact with virtual environments in real-time. In fields such as healthcare, education, and training, VR devices are utilized to provide immersive simulations for medical procedures, skill training, and scenario-based learning.

Human augmentation market from industrial applications will grow at a notable pace through 2032. This is due to the growing need to enhance worker productivity, safety, and efficiency In industries, such as manufacturing, construction, and logistics. In environments where manual labor is strenuous or hazardous, such as in heavy lifting or working in confined spaces, exoskeletons and robotic assistance systems help reduce the risk of injuries and fatigue-related errors.

North America human augmentation industry is expected to generate lucrative opportunities and expand at over 6.3% CAGR from 2024-2032, attributed to technological advancements, robust healthcare infrastructure, and increasing investments in R&D. The well-established healthcare ecosystem, coupled with rising healthcare expenditure is fostering the adoption of assistive devices and technologies for rehabilitation, medical procedures, and improving quality of life.

Product Code: 8590

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Market scope & definitions
  • 1.2 Base estimates & calculations
  • 1.3 Forecast calculations
  • 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 360 degree synopsis, 2018 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
  • 3.3 Profit margin analysis
  • 3.4 Technology & innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news & initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Increasing demand for enhanced performance
      • 3.8.1.2 Growing integration of AI
      • 3.8.1.3 Growing interest in Augmented Reality (AR) and Virtual Reality (VR)
      • 3.8.1.4 Growing technological advancements
      • 3.8.1.5 Growing adoption of wearable devices
    • 3.8.2 Industry pitfalls & challenges
      • 3.8.2.1 Ethical and societal concerns
      • 3.8.2.2 Dependency and addiction
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
    • 3.10.1 Supplier power
    • 3.10.2 Buyer power
    • 3.10.3 Threat of new entrants
    • 3.10.4 Threat of substitutes
    • 3.10.5 Industry rivalry
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

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

Chapter 5 Market Estimates & Forecast, By Product Type, 2018 - 2032 (USD Million)

  • 5.1 Key trends
  • 5.2 Wearable devices
  • 5.3 Virtual reality devices
  • 5.4 Augmented reality devices
  • 5.5 Others

Chapter 6 Market Estimates & Forecast, By Functionality, 2018 - 2032 (USD Million)

  • 6.1 Key trends
  • 6.2 Body-worn
  • 6.3 Non-body worn
  • 6.4 Others

Chapter 7 Market Estimates & Forecast, By Application, 2018 - 2032 (USD Million)

  • 7.1 Key trends
  • 7.2 Consumer
  • 7.3 Commercial
  • 7.4 Medical
  • 7.5 Defense
  • 7.6 Industrial
  • 7.7 Others

Chapter 8 Market Estimates & Forecast, By Region, 2018 - 2032 (USD Million)

  • 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 Russia
    • 8.3.7 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 B-Temia Inc.
  • 9.2 Cyberdyne Inc.
  • 9.3 Ekso Bionics Holdings, Inc.
  • 9.4 Facebook Reality Labs (Meta Platforms, Inc.)
  • 9.5 Google LLC (Alphabet Inc.)
  • 9.6 Hocoma AG (DIH Technologies)
  • 9.7 Huawei Technologies Co., Ltd.
  • 9.8 Microsoft Corporation
  • 9.9 ReWalk Robotics Ltd.
  • 9.10 Rex Bionics Ltd.
  • 9.11 Samsung Electronics Co., Ltd.
  • 9.12 Sony Corporation
  • 9.13 Touch Bionics Inc. (Össur)
  • 9.14 Wandercraft
  • 9.15 Wearable Robotics SRL
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Jeroen Van Heghe

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Christine Sirois

Manager - Americas

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