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Global Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Region 2019-2026: Trend Forecast and Growth Opportunity

  • ID: 4861009
  • Report
  • November 2019
  • Region: Global
  • 164 pages
  • GMD Research
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FEATURED COMPANIES

  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • MORE
Global augmented reality and virtual reality market is expected to reach $167.89 billion by 2026, representing a remarkable 2019-2026 CAGR of 34.7%. Augmented Reality (AR) technology accounts for a larger market share and will grow at 36.97% annually over the forecast years, faster than the Virtual Reality (VR) technology.

Highlighted with 82 tables and 74 figures, this 164-page report “Global Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Region 2019-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2018, revenue estimates for 2019, and forecasts from 2020 till 2026.

In-depth qualitative analyses include identification and investigation of the following aspects:
  • Market Structure
  • Growth Drivers
  • Restraints and Challenges
  • Emerging Product Trends & Market Opportunities
  • Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Region.

Based on technology, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality (AR)
  • Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)
  • Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)
Virtual Reality (VR)
  • Nonimmersive Technology
  • Semi-Immersive and Fully Immersive Technology
Based on component, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Hardware
  • Sensors
  • Semiconductor Component
  • Displays and Projectors
  • Position Trackers
  • Cameras
  • Others
Software
  • Software Developer Kits
  • Cloud Services
Based on device type, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality Devices
  • Head-Mounted Display (HMD)
  • Head-Up Display (HUD)
  • Handheld Device
Virtual Reality Devices
  • Head-Mounted Display (HMD)
  • Gesture-Tracking Device
  • Projector & Display Wall
Based on industry vertical, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others
Based on end-user, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
  • Consumer
  • Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises)
Geographically, the following regions together with the listed national markets are fully investigated:
  • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC)
  • Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe)
  • North America (U.S. and Canada)
  • Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
  • RoW (Saudi Arabia, United Arab Emirates, Iran)
For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of all regional markets by country and split of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in global augmented reality and virtual reality market are assayed quantitatively and qualitatively through the Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players:
  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • Samsung
  • Seiko Epson
  • Sony
  • Vuzix Corporation
(Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • MORE
1 Introduction
1.1 Industry Definition and Research Scope
1.1.1 Industry Definition
1.1.2 Research Scope
1.2 Research Methodology
1.2.1 Overview of Market Research Methodology
1.2.2 Market Assumption
1.2.3 Secondary Data
1.2.4 Primary Data
1.2.5 Data Filtration and Model Design
1.2.6 Market Size/Share Estimation
1.2.7 Research Limitations
1.3 Executive Summary

2 Market Overview and Qualitative Analysis
2.1 Market Size and Forecast
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Fiver Forces Analysis

3 Segmentation of Global Market by Technology
3.1 Market Overview by Technology
3.2 Global Augmented Reality (AR) Market 2015-2026
3.2.1 Marker-based Augmented Reality
3.2.2 Markerless Augmented Reality
3.3 Global Virtual Reality (VR) Market 2015-2026
3.3.1 Nonimmersive Technology
3.2.2 Semi-Immersive and Fully Immersive Technology

4 Segmentation of Global Market by Component
4.1 Market Overview by Component
4.2 Global AR and VR Hardware Market 2015-2026
4.3 Global AR and VR Software Market 2015-2026

5 Segmentation of Global Market by Device Type
5.1 Market Overview by Device Type
5.2 Global AR Devices Market 2015-2026
5.2.1 Head-Mounted Display (HMD)
5.2.2 Head-Up Display (HUD)
5.2.3 Handheld Device
5.3 Global VR Devices Market 2015-2026
5.3.1 Head-Mounted Display (HMD)
5.3.2 Gesture-Tracking Device
5.3.3 Projector & Display Wall

6 Segmentation of Global Market by Industry Vertical
6.1 Market Overview by Industry Vertical
6.2 Global Augmented Reality and Virtual Reality Market for Gaming 2015-2026
6.3 Global Augmented Reality and Virtual Reality Market for Entertainment & Media 2015-2026
6.4 Global Augmented Reality and Virtual Reality Market for Aerospace & Defense 2015-2026
6.5 Global Augmented Reality and Virtual Reality Market for Healthcare 2015-2026
6.6 Global Augmented Reality and Virtual Reality Market for Education 2015-2026
6.7 Global Augmented Reality and Virtual Reality Market for Manufacturing 2015-2026
6.8 Global Augmented Reality and Virtual Reality Market for Retail 2015-2026
6.9 Global Augmented Reality and Virtual Reality Market for Other Sectors 2015-2026

7 Segmentation of Global Market by End-user
7.1 Market Overview by End-user
7.2 Global Consumer AR and VR Market 2015-2026
7.3 Global Enterprise AR and VR Market 2015-2026

8 Segmentation of Global Market by Region
8.1 Geographic Market Overview by Region 2015-2026
8.2 North America Market 2015-2026 by Country
8.2.1 Overview of North America Market
8.2.2 U.S. Market
8.2.3 Canadian Market
8.3 European Market 2015-2026 by Country
8.3.1 Overview of European Market
8.3.2 UK
8.3.3 France
8.3.4 Germany
8.3.5 Spain
8.3.6 Italy
8.3.7 Russia
8.3.8 Rest of European Market
8.4 Asia-Pacific Market 2015-2026 by Country
8.4.1 Overview of Asia-Pacific Market
8.4.2 China
8.4.3 Japan
8.4.4 India
8.4.5 Australia
8.4.6 South Korea
8.4.7 Rest of APAC Region
8.5 Latin America Market 2015-2026 by Country
8.5.1 Argentina
8.5.2 Brazil
8.5.3 Mexico
8.5.4 Rest of Latin America Market
8.6 Rest of World Market 2015-2026 by Country
8.6.1 Saudi Arabia
8.6.2 Iran
8.6.3 UAE
8.6.4 Other National Markets

9 Competitive Landscape
9.1 Overview of Key Vendors
9.2 Company Profiles

10 Investing in Global Market: Risk Assessment and Management
10.1 Risk Evaluation of Global Market
10.2 Critical Success Factors (CSFs)
Note: Product cover images may vary from those shown
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  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • Samsung
  • Seiko Epson
  • Sony
  • Vuzix Corporation
Note: Product cover images may vary from those shown
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