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U.S. Augmented and Virtual Reality Market by Component, Application, Enterprise Size, and Industry Vertical: Opportunity Analysis and Industry Forecast, 2021-2030

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    Report

  • 155 Pages
  • August 2021
  • Region: United States
  • Allied Market Research
  • ID: 5157223
U.S. augmented and virtual reality is a technology, which uses the existing user’s environment and overlays the digital or virtual content or information over it to offer immersive digital experience in real-time environment. Furthermore, virtual reality is a computer-generated 3D environment, which completely immerses end users in an artificial world without seeing the real-world. In addition, augmented reality applications enable developers to integrate contextual or digital content with the real world in real time. These are the major factors that boost the adoption of the U.S. augmented and virtual reality technology.

Rise in investment in the AR market and surge in penetration of smartphones & mobile gaming boost the growth of the U.S. augmented and virtual reality market. In addition, increase in adoption of augmented & virtual reality solutions in education positively impacts the growth of the market. However, security and privacy issues associated with AR is expected to hamper the market growth. On the contrary, increase in usage of VR headsets in amusement and theme parks, commercial applications, and other places is expected to offer remunerative opportunities for the expansion of the market during the forecast period.

The U.S. augmented and virtual reality market is segmented on the basis of component, application, enterprise size, industry vertical, and region. As per component, the market is bifurcated into solution, service and connectivity type. By application, the market is divided into consumer and enterprise. By enterprise size, it is categorized as large enterprise and SMEs. On the basis of industry vertical, it is classified into gaming, entertainment & media, aerospace & defense, healthcare, manufacturing, retail, education, and others.

The key players profiled in the U.S. augmented and virtual reality market analysis are Apple Inc., Cyberglove Systems, Inc., Facebook Technologies, LLC (Oculus), Google, Inc. Intel Corporation, Magic Leap, Inc., Microsoft Corporation, Niantic, Inc., PTC and Sixense Enterprises, Inc. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

KEY BENEFITS FOR STAKEHOLDERS

  • The study provides an in-depth analysis of the U.S. augmented and virtual reality market forecast along with the current trends and future estimations to explain the imminent investment pockets.
  • Information about key drivers, restraints, & opportunities and their impact analysis on the market is provided in the report.
  • Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
  • The quantitative analysis of the market from 2021 to 2030 is provided to determine the market potential.

KEY MARKET SEGMENTS


By Component

  • Solution
  • Technology
  • Augmented Reality
  • Virtual Reality
  • Device Type
  • PC/Console-Based
  • Smartphone-Based
  • Standalone
  • Services
  • Consulting
  • System Integration and Deployment
  • Support and Maintenance
  • Connectivity Type
  • Wired
  • Cellular Technology
  • 2G & 3G
  • 4G
  • Wi-Fi
  • Bluetooth
  • Others

By Application

  • Consumer
  • Enterprises

By Enterprise Size

  • Large Enterprises
  • Small & Medium Enterprises

By Industry Vertical

  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Manufacturing
  • Retail
  • Education
  • Others

KEY MARKET PLAYERS

  • Apple Inc.
  • Cyberglove Systems, Inc.
  • Facebook Technologies, LLC (Oculus)
  • Google, Inc.
  • Intel Corporation
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • PTC
  • Sixense Enterprises, Inc.

Table of Contents

CHAPTER 1: INTRODUCTION1.1. Report description
1.2. Key benefits for stakeholders
1.3. Key market segments
1.4. Research methodology
1.4.1. Secondary research
1.4.2. Primary research
1.4.3. Analyst tools & models

CHAPTER 2: EXECUTIVE SUMMARY2.1. Key findings
2.1.1. Top impacting factors
2.2. CXO perspective

CHAPTER 3: MARKET OVERVIEW3.1. Market definition and scope
3.2. Key forces shaping the U.S. augmented and virtual reality market
3.3. Case Studies
3.3.1. Case Study 01
3.3.2. Case Study 02
3.4. Market evolution/ Industry roadmap
3.5. Market dynamics
3.5.1. Drivers
3.5.1.1. Rise in investment in AR market
3.5.1.2. Rise in penetration of smartphones
3.5.1.3. Cost-efficient benefits of augmented and virtual reality-based solutions
3.5.2. Restraints
3.5.2.1. Security and privacy issues associated with AR
3.5.3. Opportunities
3.5.3.1. Increase in usage of VR headsets in amusement and theme parks, commercial applications, and other places
3.6. COVID-19 impact analysis on U.S. augmented and virtual reality market
3.6.1. Impact on market size
3.6.2. Consumer trends, preferences, and budget impact
3.6.3. Economic impact
3.6.4. Strategies to tackle negative impact
3.6.5. Opportunity window

CHAPTER 4: U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY COMPONENT4.1. Overview
4.2. Solution
4.2.1. Key market trends, growth factors, and opportunities
4.2.2. Market size and forecast
4.2.3. U.S. augmented and virtual reality market for solution, by device type
4.2.3.1. PC/Console-based
4.2.3.2. Smartphone-based
4.2.3.3. Standalone
4.2.3.4. Market size and forecast, by device type
4.2.4. U.S. augmented and virtual reality market for solution, by technology type
4.2.4.1. Augmented Reality
4.2.4.2. Virtual Reality
4.2.4.3. Market size and forecast, by technology type
4.3. Service
4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast
4.3.3. U.S. augmented and virtual reality market, by service type
4.3.3.1. Consulting service
4.3.3.2. System Integration and Deployment
4.3.3.3. Support & Maintenance service
4.3.3.4. Market size and forecast, by service type
4.4. Connectivity Technology
4.4.1. Key market trends, growth factors, and opportunities
4.4.2. Market size and forecast
4.4.3. U.S. augmented and virtual reality market, by connectivity technology type
4.4.3.1. Wired
4.4.3.2. Cellular Technology
4.4.3.2.1.2G & 3G
4.4.3.2.2.4G
4.4.3.2.3. Market size and forecast, by cellular technology type
4.4.3.3. Wi-Fi
4.4.3.4. Bluetooth
4.4.3.5. Others
4.4.3.6. Market size and forecast, by connectivity technology type

CHAPTER 5: U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION5.1. Overview
5.2. Consumer
5.2.1. Key market trends, growth factors, and opportunities
5.2.2. Market size and forecast
5.3. Enterprises
5.3.1. Key market trends, growth factors, and opportunities
5.3.2. Market size and forecast

CHAPTER 6: U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY ENTERPRISE SIZE6.1. Overview
6.2. Large Enterprises
6.2.1. Key market trends, growth factors, and opportunities
6.2.2. Market size and forecast
6.3. SMEs
6.3.1. Key market trends, growth factors, and opportunities
6.3.2. Market size and forecast

CHAPTER 7: U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL7.1. Overview
7.2. Gaming
7.2.1. Key market trends, growth factors, and opportunities
7.2.2. Market size and forecast
7.3. Entertainment & Media
7.3.1. Key market trends, growth factors, and opportunities
7.3.2. Market size and forecast
7.4. Aerospace & Defense
7.4.1. Key market trends, growth factors, and opportunities
7.4.2. Market size and forecast
7.5. Healthcare
7.5.1. Key market trends, growth factors, and opportunities
7.5.2. Market size and forecast
7.6. Manufacturing
7.6.1. Key market trends, growth factors, and opportunities
7.6.2. Market size and forecast
7.7. Retail
7.7.1. Key market trends, growth factors, and opportunities
7.7.2. Market size and forecast
7.8. Education
7.8.1. Key market trends, growth factors, and opportunities
7.8.2. Market size and forecast
7.9. Others
7.9.1. Key market trends, growth factors, and opportunities
7.9.2. Market size and forecast

CHAPTER 8: COMPETITIVE LANDSCAPE8.1. Key players positioning analysis, 2020
8.2. Competitive dashboard
8.3. Top winning strategies

CHAPTER 9: COMPANY PROFILE9.1. APPLE INC.
9.1.1. Company overview
9.1.2. Key executives
9.1.3. Company snapshot
9.1.4. Product portfolio
9.1.5. R&D expenditure
9.1.6. Business performance
9.2. CYBERGLOVE SYSTEMS INC.
9.2.1. Company overview
9.2.2. Key executives
9.2.3. Company snapshot
9.2.4. Product portfolio
9.3. Facebook Technologies, LLC (Oculus)
9.3.1. Company overview
9.3.2. Key Executives
9.3.3. Company snapshot
9.3.4. Product portfolio
9.3.5. Operating business segments
9.3.6. R&D expenditure
9.3.7. Business performance
9.4. Alphabet (Google Inc.)
9.4.1. Company overview
9.4.2. Key Executives
9.4.3. Company snapshot
9.4.4. Product portfolio
9.4.5. R&D Expenditure
9.4.6. Business performance
9.4.7. Key strategic moves and developments
9.5. INTEL CORPORATION
9.5.1. Company overview
9.5.2. Key executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.5.6. R&D expenditure
9.5.7. Business performance
9.6. MAGIC LEAP, INC.
9.6.1. Company overview
9.6.2. Key executive
9.6.3. Company snapshot
9.6.4. Product portfolio
9.6.5. Key strategic moves and developments
9.7. MICROSOFT CORPORATION
9.7.1. Company overview
9.7.2. Key executives
9.7.3. Company snapshot
9.7.4. Operating business segments
9.7.5. Product portfolio
9.7.6. R&D expenditure
9.7.7. Business performance
9.7.8. Key strategic moves and developments
9.8. NIANTIC, INC.
9.8.1. Company overview
9.8.2. Key executives
9.8.3. Company snapshot
9.8.4. Product portfolio
9.9. PTC
9.9.1. Company overview
9.9.2. Key executives
9.9.3. Company snapshot
9.9.4. Operating business segments
9.9.5. Product portfolio
9.9.6. R&D expenditure
9.9.7. Business performance
9.9.8. Key strategic moves and developments
9.10. SIXENSE ENTERPRISES INC.
9.10.1. Company overview
9.10.2. Key executives
9.10.3. Company snapshot
9.10.4. Product portfolio

List of Tables
TABLE 01. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY COMPONENT, 2019-2027 ($MILLION)
TABLE 02. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SOLUTION, 2019-2027 ($MILLION)
TABLE 03. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SOLUTION, BY DEVICE TYPE, 2019-2027 ($MILLION)
TABLE 04. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SOLUTION, BY TECHNOLOGY TYPE, 2019-2027 ($MILLION)
TABLE 05. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SERVICE, 2019-2027 ($MILLION)
TABLE 06. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY SERVICE TYPE, 2019-2027 ($MILLION)
TABLE 07. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR CONNECTIVITY TECHNOLOGY, 2019-2027 ($MILLION)
TABLE 08. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY CONNECTIVITY TECHNOLOGY TYPE, 2019-2027 ($MILLION)
TABLE 09. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR CELLULAR TECHNOLOGY, BY TYPE, 2019-2027 ($MILLION)
TABLE 10. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY APPLICATION, 2019-2027 ($MILLION)
TABLE 11. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR CONSUMER, 2019-2027 ($MILLION)
TABLE 12. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERPRISE, 2019-2027 ($MILLION)
TABLE 13. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERPRISE, BY ENTERPRISE SIZE, 2019-2027 ($MILLION)
TABLE 14. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR LARGE ENTERPRISES, 2019-2027 ($MILLION)
TABLE 15. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SMES, 2019-2027 ($MILLION)
TABLE 16. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY ENTERPRISE SIZE, 2019-2027 ($MILLION)
TABLE 17. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR GAMING, 2019-2027 ($MILLION)
TABLE 18. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERTAINMENT & MEDIA, 2019-2027 ($MILLION)
TABLE 19. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR AEROSPACE & DEFENSE, 2019-2027 ($MILLION)
TABLE 20. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR HEALTHCARE, 2019-2027 ($MILLION)
TABLE 21. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR MANUFACTURING, 2019-2027 ($MILLION)
TABLE 22. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR RETAIL, 2019-2027 ($MILLION)
TABLE 23. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR EDUCATION, 2019-2027 ($MILLION)
TABLE 24. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR OTHERS, 2019-2027 ($MILLION)
TABLE 25. APPLE INC.: KEY EXECUTIVES
TABLE 26. APPLE INC.: COMPANY SNAPSHOT-
TABLE 27. APPLE INC.: PRODUCT PORTFOLIO
TABLE 28. CYBERGLOVE SYSTEMS INC.: KEY EXECUTIVE
TABLE 29. CYBERGLOVE SYSTEMS INC.: COMPANY SNAPSHOT
TABLE 30. CYBERGLOVE SYSTEMS INC.: PRODUCT PORTFOLIO
TABLE 31. FACEBOOK TECHNOLOGIES, LLC. (OCULUS ): KEY EXECUTIVES
TABLE 32. FACEBOOK TECHNOLOGIES, LLC.( OCULUS): COMPANY SNAPSHOT
TABLE 33. FACEBOOK TECHNOLOGIES, LLC.( OCULUS): PRODUCT PORTFOLIO
TABLE 34. FACEBOOK TECHNOLOGIES, LLC.(OCULUS): OPERATING SEGMENTS
TABLE 35. ALPHABET (GOOGLE INC.) : KEY EXECUTIVES
TABLE 36. ALPHABET (GOOGLE INC.) : COMPANY SNAPSHOT
TABLE 37. ALPHABET (GOOGLE INC.) : PRODUCT PORTFOLIO
TABLE 38. INTEL CORPORATION: KEY EXECUTIVES
TABLE 39. INTEL CORPORATION: COMPANY SNAPSHOT
TABLE 40. INTEL CORPORATION: OPERATING SEGMENTS
TABLE 41. INTEL CORPORATION: VIDEO ANALYTICS PRODUCT PORTFOLIO
TABLE 42. MAGIC LEAP, INC.: KEY EXECUTIVE
TABLE 43. MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 44. MAGIC LEAP, INC.: PRODUCT PORTFOLIO
TABLE 45. MICROSOFT CORPORATION: KEY EXECUTIVE
TABLE 46. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 47. MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 48. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 49. NIANTIC, INC.: KEY EXECUTIVES
TABLE 50. NIANTIC, INC.: COMPANY SNAPSHOT
TABLE 51. NIANTIC, INC.: PRODUCT PORTFOLIO
TABLE 52. PTC: KEY EXECUTIVE
TABLE 53. PTC: COMPANY SNAPSHOT
TABLE 54. PTC: OPERATING SEGMENTS
TABLE 55. PTC: PRODUCT PORTFOLIO
TABLE 56. SIXENSE ENTERPRISES INC..: KEY EXECUTIVES
TABLE 57. SIXENSE ENTERPRISES INC. : COMPANY SNAPSHOT
TABLE 58. SIXENSE ENTERPRISES INC.: PRODUCT PORTFOLIO

List of Figures
FIGURE 01. KEY MARKET SEGMENTS
FIGURE 02. U.S. AUGMENTED AND VIRTUAL REALITY MARKET SNAPSHOT, BY SEGMENTATION, 2019-2027
FIGURE 03. TOP IMPACTING FACTORS
FIGURE 04. MODERATE -TO-HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 05. MODERATE-TO-HIGH BARGAINING POWER OF BUYER
FIGURE 06. MODERATE-TO-HIGH THREAT OF SUBSTITUTES
FIGURE 07. MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 08. MODERATE-TO-HIGH COMPETITIVE RIVALRY
FIGURE 09. MARKET EVOLUTION/INDUSTRY ROADMAP
FIGURE 10. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY COMPONENT, 2019-2027 ($MILLION)
FIGURE 11. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SOLUTION, BY DEVICE TYPE, 2019-2027 ($MILLION)
FIGURE 12. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SOLUTION, BY TECHNOLOGY TYPE, 2019-2027 ($MILLION)
FIGURE 13. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY SERVICE TYPE, 2019-2027 ($MILLION)
FIGURE 14. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY CONNECTIVITY TECHNOLOGY TYPE, 2019-2027 ($MILLION)
FIGURE 15. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR CELLULAR TECHNOLOGY, BY TYPE, 2019-2027 ($MILLION)
FIGURE 16. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY APPLICATION, 2019-2027 ($MILLION)
FIGURE 17. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERPRISE, BY ENTERPRISE SIZE, 2019-2027 ($MILLION)
FIGURE 18. U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY INDUSTRY VERTICAL, 2019-2027 ($MILLION)
FIGURE 19. KEY PLAYER POSITIONING ANLYSIS: U.S. AUGMENTED AND VIRTUAL REALITY MARKET
FIGURE 20. COMPETITIVE DASHBOARD
FIGURE 21. COMPETITIVE DASHBOARD
FIGURE 22. COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 23. TOP WINNING STRATEGIES, BY YEAR, 2019-2021
FIGURE 24. TOP WINNING STRATEGIES, BY DEVELOPMENT, 2019-2021
FIGURE 25. TOP WINNING STRATEGIES, BY COMPANY, 2019-2021
FIGURE 26. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 27. APPLE INC.: NET SALES, 2018-2020 ($MILLION),
FIGURE 28. APPLE INC.: REVENUE SHARE, BY REGION (2020)
FIGURE 29. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 30. FACEBOOK TECHNOLOGIES, LLC.(OCULUS): REVENUE, 2018-2020 ($MILLION)
FIGURE 31. FACEBOOK TECHNOLOGIES, LLC.(OCULUS): REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 32. FACEBOOK TECHNOLOGIES, LLC.(OCULUS): REVENUE SHARE BY REGION, 2020 (%)
FIGURE 33. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 34. ALPHABET (GOOGLE INC.) :NET SALES, 2018-2020 ($MILLION),
FIGURE 35. ALPHABET (GOOGLE INC.): REVENUE SHARE, BY REGION (2020)
FIGURE 36. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 37. INTEL CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 38. INTEL CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 39. INTEL CORPORATION: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 40. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 41. MICROSOFT CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 42. MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 43. MICROSOFT CORPORATION: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 44. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 45. PTC: REVENUE, 2018-2020 ($MILLION)
FIGURE 46. PTC: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 47. PTC: REVENUE SHARE BY REGION, 2020 (%)

Companies Mentioned

  • Apple Inc.
  • Cyberglove Systems Inc.
  • Facebook Technologies LLC.(Oculus)
  • Google Inc.
  • Intel Corporation
  • Magic Leap Inc.
  • Microsoft Corporation
  • Niantic Inc.
  • PTC
  • Sixense Enterprises Inc.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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