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Virtual and Augmented Reality: Technologies and Global Markets

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    Report

  • 110 Pages
  • July 2018
  • Region: Global
  • BCC Research
  • ID: 4593107
UP TO OFF until Aug 31st 2033

Report Scope:

The scope of this study includes market information on virtual and augmented reality technologies and their key segments, including components, technologies, sectors and regions. It includes overall VR and AR device revenue, including software.

By component, the virtual and augmented reality technologies market is segmented into hardware and software. The technology segment is bifurcated by fully-immersive, non-immersive, semi-immersive and distributed for VR; and mobile-based, wearable, vision and spatial for AR. Based on sector, the market is segmented into healthcare, gaming, education, military, industrial training, engineering and others. Finally, by region, the market is segmented into North America, Europe, Asia-Pacific and Rest of World (ROW). Revenue forecasts from 2018 to 2023 are given for all of the above-mentioned segments in the virtual and augmented technologies market with estimated values derived from solution providers’ total revenue.

The report also includes a discussion of the major players across each regional market. Further, it explains the major drivers, restraints/challenges and opportunities of the market. The report concludes with a special focus on patents and the vendor landscape which includes detailed profiles of the major vendors in the global virtual and augmented reality technologies market. Some of the companies profiled in the report include Microsoft, Alphabet Inc. (Google), Sony Corp, HTC, Oculus, Daqri, Vuzix, Eon Reality and Osterhout Design Group. The report also focuses on the major drivers, restraints and opportunities that affect the market and the supplier landscape. The research estimates the global virtual and augmented reality market in 2017 and 2018 and includes forecasts for 2023.

The Report Includes:


  • 47 data tables and 30 additional tables
  • An industry analysis of the global markets and technologies for the virtual and augmented reality (VR and AR)
  • Analyses of global market trends with data from 2017, estimates for 2018, and projections of compound annual growth rates (CAGRs) through 2023
  • Quantification of the VR and AR market by various segments such as technology types, applications, components and geographical regions
  • Discussion covering current and future trends and analysis on a basis of various competitive technologies
  • Emphasis on the major drivers, restraints, and opportunities that affect the global VR/AR market and supplier landscape
  • A relevant patent analysis
  • Examination of vendor landscape and profiles of major market players within the industry, including 7D Vision, Apple, Inc., DAQRI, HTC Corp., Microsoft Corp., Nvidia Corp., Qualcomm, Inc., and Sony Corp.

Membership Price:

Contact us for membership pricing.

Table of Contents

1 Introduction
  • Study Goals and Objectives
  • Reasons for Doing This Study
  • Scope of Report
  • Intended Audience
  • Methodology and Information Sources
  • Geographic Breakdown
  • Analyst's Credentials
  • Related Reports



2 Summary and Highlights
3 Virtual and Augmented Reality Technologies: Market Overview
  • Market Evolution
  • Future Expectations
  • Value Chain
  • Component Manufacturers and Tech Enablers
  • Device Manufacturers
  • Enterprise Application Developers
  • Distributors and Retailers
  • End Users/Applications
  • Global Market Drivers
  • Decreasing Cost of VR Hardware
  • Mobile Industry Advancing VR and AR Adoption
  • AR for Advertising and Promotions
  • Improving the Automotive Industry
  • Global Market Restraints
  • VR Health Risks
  • Security Issues and Future Privacy Concerns
  • Weak VR Content
  • Lack of VR Familiarity and Pricing
  • Global Market Opportunities
  • Increasing Interest in Social VR
  • AR for Construction and Architecture
  • Role of 5G in Virtual Reality
  • Corporate Training



4 Market Breakdown by Component
  • Introduction
  • Market Dynamics
  • Drivers
  • Restraints
  • VR: Components
  • Market Size and Forecast
  • AR: Components
  • Market Size and Forecast



5 Market Breakdown by Technology
  • Introduction
  • Market Dynamics
  • Drivers
  • Restraints
  • Opportunities
  • Virtual Reality
  • Fully-immersive
  • Market Size and Forecast
  • Non-Immersive Technology
  • Market Size and Forecast
  • Semi-Immersive Technology
  • Market Size and Forecast
  • Distributed Technology
  • Market Size and Forecast
  • Augmented Reality
  • Mobile-based
  • Market Size and Forecast
  • Wearables
  • Market Size and Forecast
  • Vision
  • Market Size and Forecast
  • Spatial
  • Market Size and Forecast



6 Market Breakdown by Application
  • Introduction
  • Market Dynamics
  • Drivers
  • Restraints
  • Opportunities
  • Healthcare
  • Market Size and Forecast
  • Gaming
  • Market Size and Forecast
  • Education
  • Market Size and Forecast
  • Military
  • Market Size and Forecast
  • Industrial Training & Engineering
  • Market Size and Forecast
  • Others
  • Market Size and Forecast



7 Market Breakdown by Region
  • Introduction
  • Market Dynamics
  • Driver
  • Restraints
  • Opportunities
  • North America
  • Europe
  • Asia-Pacific Region
  • Rest of World (ROW)



8 Competitive Analysis
  • Market Share Analysis
  • Strategy Analysis
  • Patents Analysis
  • Virtual Reality
  • Key VR Patents Granted
  • Recent Patent Applications
  • Augmented Reality
  • Key AR Patents Granted
  • Recent Patent Applications
  • Key Market Developments



9 Company Profiles
  • 7D VISION
  • Business Overview
  • Business Performance/Financials
  • Product Offerings
  • ALPHABET, INC. (GOOGLE)
  • Business Overview
  • Business Performance
  • Strategic Overview
  • APPLE, INC.
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • CHRISTIE DIGITAL SYSTEMS USA, INC.
  • Business Overview
  • Business Performance/Financials
  • Product Offerings
  • CINOPTICS
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • DPVR (SHANGHAI LEXIANG TECHNOLOGY CO., LTD.)
  • Business Overview
  • Business Performance/Financials
  • Product Offering
  • DAQRI, LLC
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • Key Developments
  • EMAGIN CORP.
  • Business Overview
  • Business Performance/Financials
  • Product Offerings
  • EON REALITY, INC.
  • Business Overview
  • Business Performance/Financials
  • Product & Services
  • GRAVITY JACK
  • Business Overview
  • Business Performance/Financials
  • Service Offering
  • HTC CORP.
  • Business Overview
  • Product and Services
  • Developments and Strategies
  • HUAWEI CULTURE CO., LTD.
  • Business Overview
  • Product Offerings
  • JAUNT
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • MARXENT LABS, LLC
  • Business Overview
  • Business Performance/Financials
  • Product and Services
  • MERGE LABS, INC.
  • Business Overview
  • Business Performance/Financials
  • Product Offering
  • META COMPANY
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • Strategic Overview
  • MICROSOFT CORP.
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • Strategic Overview
  • Key Developments
  • MAGIC LEAP INC.
  • Business Overview
  • Product Portfolio
  • NINTENDO CO., LTD.
  • Business Overview
  • Product Offerings
  • NVIDIA CORP.
  • Business Overview
  • Product Portfolio
  • Key Developments
  • OCTAGON STUDIO LTD.
  • Business Overview
  • Business Performance/Financials
  • Product Offerings
  • OCULUS VR, LLC (FACEBOOK)
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • Oculus Rift Specifications
  • Key Developments
  • OSTERHOUT DESIGN GROUP (ODG)
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • Key Developments
  • PICO TECHNOLOGY LTD.
  • Business Overview
  • Business Performance/Financials
  • Product Offering
  • QUALCOMM, INC.
  • Business Overview
  • Product Portfolio
  • Developments and Strategies
  • SAMSUNG ELECTRONICS CO., LTD.
  • Business Overview
  • Product and Service Offerings
  • Product Specifications
  • Developments and Strategies
  • SONY CORP.
  • Business Overview
  • Product and Service Offerings
  • Product Specifications
  • Developments and Strategies
  • TPCAST
  • Business Overview
  • Business Performance/Financials
  • Product Offering
  • UNITY TECHNOLOGIES
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • Key Developments
  • VIRTALIS LTD.
  • Business Overview
  • Business Performance/Financials
  • Product Offerings
  • VUZIX CORP.
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • Key Developments
  • WORLDVIZ
  • Business Overview
  • Business Performance/Financials
  • Product Portfolio
  • Key Developments
  • ZEISS GROUP
  • Business Overview
  • Product Portfolio
  • Product Specifications
  • Financials
  • Key Developments



10 Appendix: List of Abbreviations
List of Tables
Summary Table: Global Market for VR and AR Technologies, by Application, Through 2023
Table 1: Global Market for VR Technologies, by Component, Through 2023
Table 2: Global Market for AR Technologies, by Component, Through 2023
Table 3: Global Market for Fully Immersive Technology in VR, by Region, Through 2023
Table 4: Global Market for Non-Immersive Technology in VR, by Region, Through 2023
Table 5: Global Market for Semi-Immersive Technology in VR, by Region, Through 2023
Table 6: Global Market for Distributed Technology in VR, by Region, Through 2023
Table 7: Global Market for Mobile-Based AR Technologies, by Region, Through 2023
Table 8: Global Market for Wearable in AR Technologies, by Region, Through 2023
Table 9: Global Market for Vision in AR Technologies, by Region, Through 2023
Table 10: Global Market for Spatial in AR Technologies, by Region, Through 2023
Table 11: Global Market for VR and AR Technologies in Healthcare, by Region, Through 2023
Table 12: Global Market for VR and AR Technologies in Gaming, by Region, Through 2023
Table 13: Global Market for VR and AR Technologies in Education, by Region, Through 2023
Table 14: Global Market for VR and AR Technologies in Military, by Region, Through 2023
Table 15: Global Market for VR and AR Technologies in Engineering, by Region, Through 2023
Table 16: Global Market for VR and AR Technologies in Others, by Region, Through 2023
Table 17: Global Market for VR and AR Technologies, by Region, Through 2023
Table 18: North American VR Technologies Market, by Technology, Through 2023
Table 19: North American VR Technologies Market, by Application, Through 2023
Table 20: North American AR Technologies Market, by Technology, Through 2023
Table 21: North American AR Technologies Market, by Application, Through 2023
Table 22: European VR Technologies Market, by Technology, Through 2023
Table 23: European VR Technologies Market, by Application, Through 2023
Table 24: European AR Technologies Market, by Technology, Through 2023
Table 25: European AR Technologies Market, by Application, Through 2023
Table 26: Asia-Pacific VR Technologies Market, by Technology, Through 2023
Table 27: Asia-Pacific VR Technologies Market, by Application, Through 2023
Table 28: Asia-Pacific AR Technologies Market, by Technology, Through 2023
Table 29: Asia-Pacific AR Technologies Market, by Application, Through 2023
Table 30: ROW VR Technologies Market, by Technology, Through 2023
Table 31: ROW VR Technologies Market, by Application, Through 2023
Table 32: ROW AR Technologies Market, by Technology, Through 2023
Table 33: ROW AR Technologies Market, by Application, Through 2023
Table 34: Global Market Share Analysis for VR and AR Technologies, by Company, 2017
Table 35: List of Recent Patent Applications, October-December 2017
Table 36: List of Recent Patent Applications, November 2017-May 2018
Table 37: Key Developments in the VR and AR Technologies Industry, August 2012-2017
Table 38: Alphabet, Inc., Net Revenue, 2015-2017
Table 39: Google, Product Portfolio
Table 40: Google, Key Developments
Table 41: Apple, Inc., Net Revenue, 2015-2017
Table 42: DAQRI LLC, Product Portfolio
Table 43: DAQRI LLC, Key Developments
Table 44: EON Reality, Inc., Products & Services
Table 45: HTC Corp., Products & Services
Table 46: HTC Corp., Net Revenue, 2014-2016
Table 47: HTC Corp., Key Developments
Table 48: Huawei Culture Co., Ltd., Net Revenue, 2015-2017
Table 49: Huawei Culture Co., Ltd., Key Developments
Table 50: Meta Company, Product Portfolio
Table 51: Microsoft Corp., Net Revenue, 2015-2017
Table 52: Microsoft Corp., Product Portfolio
Table 53: Microsoft Corp., Key Developments
Table 54: Nintendo Co., Ltd., Net Revenue, 2015-2017
Table 55: Nvidia Corp., Product Portfolio
Table 56: Nvidia Corp., Net Revenue, 2015-2017
Table 57: Nvidia Corp., Key Developments
Table 58: Oculus VR LLC, Product Portfolio
Table 59: Oculus VR LLC, Key Developments
Table 60: Osterhout Design Group, Product Portfolio
Table 61: Osterhout Design Group, Key Developments
Table 62: Qualcomm, Inc., Net Revenue, 2015-2017
Table 63: Qualcomm, Inc., Key Developments
Table 64: Samsung Electronics Co., Ltd., Net Revenue, 2014-2016
Table 65: Samsung Electronics Co., Ltd., Key Developments
Table 66: Sony Corp., Net Revenue, 2015-2017
Table 67: Sony Corp., Key Developments
Table 68: Unity Technologies, Key Developments
Table 69: Vuzix Corp., Net Revenue, 2015-2017
Table 70: Vuzix Corp., Product Portfolio
Table 71: Vuzix Corp., Key Developments
Table 72: WorldViz, Product Portfolio
Table 73: WorldViz, Key Developments
Table 74: ZEISS Group, Product Portfolio
Table 75: ZEISS Group, Net Revenue, 2014-2016
Table 76: ZEISS Group, Key Developments
List of Figures
Summary Figure: Global Market for VR and AR Technologies, by Application, 2017-2023
Figure 1: Virtual and Augmented Reality Technologies: Value Chain
Figure 2: Global Virtual and Augmented Reality Technologies Market, by Component
Figure 3: Global Market for VR Technologies, by Component, 2017-2023
Figure 4: Global Market for AR Technologies, by Component, 2017-2023
Figure 5: Global Virtual and Augmented Reality Technologies Market, by Technology
Figure 6: Global Market for Fully-Immersive Technology in VR, 2017-2023
Figure 7: Global Market for Non-Immersive Technology in VR, 2017-2023
Figure 8: Global Market for Semi-Immersive Technology in VR, 2017-2023
Figure 9: Global Market for Distributed Technology in VR, 2017-2023
Figure 10: Global Market for Mobile-Based AR, 2017-2023
Figure 11: Global Market for Wearable in AR, 2017-2023
Figure 12: Global Market for Vision in AR, 2017-2023
Figure 13: Global Market for Spatial in AR, 2017-2023
Figure 14: Global Virtual and Augmented Reality Technologies Market, by Application
Figure 15: Global Market for VR Technologies in Healthcare, 2017-2023
Figure 16: Global Market for AR Technologies in Healthcare, 2017-2023
Figure 17: Global Market for VR Technologies in Gaming, 2017-2023
Figure 18: Global Market for AR Technologies in Gaming, 2017-2023
Figure 19: Global Market for VR Technologies in Education, 2017-2023
Figure 20: Global Market for AR Technologies in Education, 2017-2023
Figure 21: Global Market for VR Technologies in Military, 2017-2023
Figure 22: Global Market for VR Technologies in Industrial Training & Engineering, 2017-2023
Figure 23: Global Market for AR Technologies in Industrial Training & Engineering, 2017-2023
Figure 24: Global Market for VR Technologies in Others, 2017-2023
Figure 25: Global Market for AR Technologies in Others, 2017-2023
Figure 26: Global Market for Virtual and Augmented Reality Technologies, by Region
Figure 27: Global Market Share for VR and AR Technologies, by Region, 2017
Figure 28: North American VR Technologies Market, by Technology, 2017-2023
Figure 29: North American VR Technologies Market, by Application, 2017-2023
Figure 30: North American AR Technologies Market, by Technology, 2017-2023
Figure 31: North American AR Technologies Market, by Application, 2017-2023
Figure 32: European VR Technologies Market, by Technology, 2017-2023
Figure 33: European VR Technologies Market, by Application, 2017-2023
Figure 34: European AR Technologies Market, by Technology, 2017-2023
Figure 35: European AR Technologies Market, by Application, 2017-2023
Figure 36: Asia-Pacific VR Technologies Market, by Technology, 2017-2023
Figure 37: Asia-Pacific VR Technologies Market, by Application, 2017-2023
Figure 38: Asia-Pacific AR Technologies Market, by Technology, 2017-2023
Figure 39: Asia-Pacific AR Technologies Market, by Application, 2017-2023
Figure 40: ROW VR Technologies Market, by Technology, 2017-2023
Figure 41: ROW VR Technologies Market, by Application, 2017-2023
Figure 42: ROW AR Technologies Market, by Technology, 2017-2023
Figure 43: ROW AR Technologies Market, by Application, 2017-2023
Figure 44: Global Market Share Analysis for VR and AR Technologies, by Company, 2017
Figure 45: Global Market Share for VR and AR Technologies, by Most Preferred Strategy
Figure 46: Global Market Share for Patent Application in VR, by Country, 2017
Figure 47: Global Market Share for AR Patents, by Patent Holders, 2017
Figure 48: Alphabet, Inc., Revenue Share, by Business Segment, 2017
Figure 49: Alphabet, Inc., Revenue Share, by Region, 2017
Figure 50: Apple, Inc., Revenue Share, by Product Segment, 2017
Figure 51: Apple, Inc., Revenue Share, by Region, 2017
Figure 52: Huawei Culture Co., Ltd., Revenue Share, by Region, 2017
Figure 53: Huawei Technologies Co., Ltd., Revenue Share, by Segment, 2017
Figure 54: Microsoft Corp., Revenue Share, by Segment, 2017
Figure 55: Microsoft Corp., Revenue Share, by Region, 2017
Figure 56: Nintendo Co., Ltd., Revenue Share, by Region, 2017
Figure 57: Nintendo Co., Ltd., Revenue Share, by Product and Services, 2017
Figure 58: Nvidia Corp., Revenue Share, by Region, 2017
Figure 59: Nvidia Corp., Revenue Share, by Segment, 2017
Figure 60: Qualcomm, Inc., Revenue Share, by Region, 2017
Figure 61: Qualcomm, Inc., Revenue Share, by Segment, 2017
Figure 62: Samsung Electronics Co., Ltd., Revenue Share, by Region, 2017
Figure 63: Samsung Electronics Co., Ltd., Revenue Share, by Type, 2017
Figure 64: Sony Corp., Revenue Share, by Region, 2017
Figure 65: Sony Corp., Revenue Share, by Business Segment, 2017
Figure 66: Vuzix Corp., Revenue Share, by Region, 2017
Figure 67: Vuzix Corp., Revenue Share, by Segment, 2017

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Executive Summary

Virtual reality (VR) is a computer-generated environment created through the combination of hardware and software and allowing users to interact with an artificial 3D landscape using a head-mounted display and input tracking devices. With the use of a range of systems such as headsets, gloves and computer technology, VR is implemented by stimulating the user’s senses.

Augmented reality (AR) technologies are enhanced versions of reality. Views of physical real-world environments are augmented with superimposed computer-generated sensory inputs such as sound, video, graphics or GPS data. VR replaces the real world with the simulated one while AR is traditionally in real-time and in context with environmental elements.

The growth of the VR and AR technologies market is driven by the decreasing cost of hardware and the increasing use of head-mounted displays systems in gaming, healthcare, education and other applications, resulting in increasing consumer awareness and a greater selection of content. The boost in the usage of smartphones and development of computer graphic systems is expected to play a significant role in growing the market.

However, factors such as weak VR content, technological barriers and challenges, lack of VR familiarity and over-pricing are some of the major hurdles for the VR and AR market on its road to mass adoption in the consumer and enterprise space.

The global market for virtual and augmented reality technologies has been segmented based on component, technology, sector and geography. Based on components, the market has been classified into hardware and software. Based on technology, the VR market has been segmented into immersive, non-immersive, semi-immersive and distributed VR technologies and the AR market has been segmented into mobile-based, wearable, vision and spatial. Based on sectors, this report has segmented the market into healthcare, gaming, education, military, industrial training and engineering, and Others.

On the basis of geography, the market has been segmented into North America, Europe, Asia-Pacific and ROW.

North America accounts for the largest share of the global VR market, followed by Europe and the Asia- Pacific region. Key market participants include Microsoft, Alphabet (Google), Sony, HTC, Oculus, Vuzix, Daqri, Eon Reality and Osterhout Design Group (ODG).

Companies Mentioned

  • 7D Vision
  • Alphabet, Inc. (Google)
  • Apple, Inc.
  • Christie Digital Systems Usa, Inc.
  • Cinoptics
  • Daqri, Llc
  • Dpvr (Shanghai Lexiang Technology Co., Ltd.)
  • Emagin Corp.
  • Eon Reality, Inc.
  • Gravity Jack
  • HTC Corp.
  • Huawei Culture Co., Ltd.
  • Jaunt
  • Magic Leap Inc.
  • Marxent Labs, Llc
  • Merge Labs, Inc.
  • Meta Company
  • Microsoft Corp.
  • Nintendo Co., Ltd.
  • Nvidia Corp.
  • Octagon Studio Ltd.
  • Oculus Vr, Llc (Facebook)
  • Osterhout Design Group (Odg)
  • Pico Technology Ltd.
  • Qualcomm, Inc.
  • Samsung Electronics Co., Ltd.
  • Sony Corp.
  • Tpcast
  • Unity Technologies
  • Virtalis Ltd.
  • Vuzix Corp.
  • Worldviz
  • Zeiss Group