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Europe Augmented Reality and Virtual Reality Market 2020-2027 by Technology, Component, Device Type, Industry Vertical, End-user, and Country: Trend Forecast and Growth Opportunity

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    Report

  • January 2021
  • Region: Europe
  • GMD Research
  • ID: 5239766
Europe augmented reality and virtual reality market accounted for $8.03 billion in 2020 and will grow by 37.5% annually over 2020-2027 owing to the rising need for AR and VR technology amid the COVID-19 pandemic in the region.

Highlighted with 43 tables and 45 figures, this 125-page report “Europe Augmented Reality and Virtual Reality Market 2020-2027 by Technology, Component, Device Type, Industry Vertical, End-user, and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe 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 is based on studies on 2017-2020 and provides forecast from 2021 till 2027 with 2020 as the base year.

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 Five Forces

The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify Europe augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country.

Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue for 2017-2027 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 Europe market is segmented into the following sub-markets with annual revenue for 2017-2027 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 Europe market is segmented into the following sub-markets with annual revenue for 2017-2027 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 Europe market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others

Based on End User, the Europe market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
  • Consumer
  • Enterprise
  • Large Enterprises
  • Small- & Medium-sized Enterprises

Geographically, the following national/local markets are fully investigated:
  • Germany
  • UK
  • France
  • Spain
  • Italy
  • Russia
  • Rest of Europe

For each key country, detailed analysis and data for annual revenue are available for 2017-2027. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years is 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 Europe 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 (this may not be a complete list and extra companies can be added upon request):
  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • Samsung
  • Seiko Epson
  • Sony
  • Vuzix Corporation

(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
Frequently Asked Questions about the European Augmented Reality and Virtual Reality Market

What is the estimated value of the European Augmented Reality and Virtual Reality Market?

The European Augmented Reality and Virtual Reality Market was estimated to be valued at $8031.1 Million in 2020.

What is the growth rate of the European Augmented Reality and Virtual Reality Market?

The growth rate of the European Augmented Reality and Virtual Reality Market is 37.5%, with an estimated value of $74523.1 Million by 2027.

What is the forecasted size of the European Augmented Reality and Virtual Reality Market?

The European Augmented Reality and Virtual Reality Market is estimated to be worth $74523.1 Million by 2027.

Who are the key companies in the European Augmented Reality and Virtual Reality Market?

Key companies in the European Augmented Reality and Virtual Reality Market include DAQR, EON. Reality Inc., Facebook, Google, HTC, Microsoft, Samsung, Seiko Epson and Vuzix Corporation.

Table of Contents

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
2.1.1 Impact of COVID-19 on World Economy
2.1.2 Impact of COVID-19 on the Market
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Five Forces Analysis

3 Segmentation of Europe Market by Technology
3.1 Market Overview by Technology
3.2 Europe Augmented Reality (AR) Market 2017-2027
3.2.1 Marker-based Augmented Reality
3.2.2 Markerless Augmented Reality
3.3 Europe Virtual Reality (VR) Market 2017-2027
3.3.1 Nonimmersive Technology
3.2.2 Semi-Immersive and Fully Immersive Technology

4 Segmentation of Europe Market by Component
4.1 Market Overview by Component
4.2 Europe AR and VR Hardware Market 2017-2027
4.3 Europe AR and VR Software Market 2017-2027

5 Segmentation of Europe Market by Device Type
5.1 Market Overview by Device Type
5.2 Europe AR Devices Market 2017-2027
5.2.1 Head-Mounted Display (HMD)
5.2.2 Head-Up Display (HUD)
5.2.3 Handheld Device
5.3 Europe VR Devices Market 2017-2027
5.3.1 Head-Mounted Display (HMD)
5.3.2 Gesture-Tracking Device
5.3.3 Projector & Display Wall

6 Segmentation of Europe Market by Industry Vertical
6.1 Market Overview by Industry Vertical
6.2 Europe Augmented Reality and Virtual Reality Market for Gaming 2017-2027
6.3 Europe Augmented Reality and Virtual Reality Market for Entertainment & Media 2017-2027
6.4 Europe Augmented Reality and Virtual Reality Market for Aerospace & Defense 2017-2027
6.5 Europe Augmented Reality and Virtual Reality Market for Healthcare 2017-2027
6.6 Europe Augmented Reality and Virtual Reality Market for Education 2017-2027
6.7 Europe Augmented Reality and Virtual Reality Market for Manufacturing 2017-2027
6.8 Europe Augmented Reality and Virtual Reality Market for Retail 2017-2027
6.9 Europe Augmented Reality and Virtual Reality Market for Other Sectors 2017-2027

7 Segmentation of Europe Market by End-user
7.1 Market Overview by End-user
7.2 Europe Consumer AR and VR Market 2017-2027
7.3 Europe Enterprise AR and VR Market 2017-2027

8 European Market 2017-2027 by Country
8.1 Overview of European Market
8.2 UK
8.3 France
8.4 Germany
8.5 Spain
8.6 Italy
8.7 Russia
8.8 Rest of European Market

9 Competitive Landscape
9.1 Overview of Key Vendors
9.2 Company Profiles
  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • Samsung
  • Seiko Epson
  • Sony
  • Vuzix Corporation

10 Investing in Europe Market: Risk Assessment and Management
10.1 Risk Evaluation of Europe Market
10.2 Critical Success Factors (CSFs)


List of Tables
Table 1. Snapshot of Europe Augmented Reality and Virtual Reality Market in the Balanced Perspective, 2020-2027
Table 2. Growth Rate of World Real GDP, 2017-2021
Table 3. Main Product Trends and Market Opportunities in Europe Augmented Reality and Virtual Reality Market
Table 4. Europe Augmented Reality and Virtual Reality Market by Technology, 2017-2027, $ bn
Table 5. Europe Augmented Reality Market by Technology, 2017-2027, $ bn
Table 6. Europe Marker-based AR Market by Technology, 2017-2027, $ bn
Table 7. Europe Markerless Augmented Reality Market by Technology, 2017-2027, $ bn
Table 8. Europe Virtual Reality Market by Technology, 2017-2027, $ bn
Table 9. Europe Augmented Reality and Virtual Reality Market by Component, 2017-2027, $ bn
Table 10. Europe AR and VR Hardware Market by Type, 2017-2027, $ bn
Table 11. Europe AR and VR Software Market by Type, 2017-2027, $ bn
Table 12. Europe Augmented Reality and Virtual Reality Market by Device Type, 2017-2027, $ bn
Table 13. Europe Augmented Reality Devices Market by Type, 2017-2027, $ bn
Table 14. Europe Virtual Reality Devices Market by Type, 2017-2027, $ bn
Table 15. Europe Augmented Reality and Virtual Reality Market by Industry Vertical, 2017-2027, $ bn
Table 16. Europe Augmented Reality and Virtual Reality Market by End-user, 2017-2027, $ bn
Table 17. Europe Enterprise AR and VR Market by Organization Size, 2017-2027, $ bn
Table 18. Europe Augmented Reality and Virtual Reality Market by Country, 2017-2027, $ bn
Table 19. UK Augmented Reality and Virtual Reality Market by Technology, 2017-2027, $ bn
Table 20. UK Augmented Reality and Virtual Reality Market by Component, 2017-2027, $ bn
Table 21. UK Augmented Reality and Virtual Reality Market by Industry Vertical, 2017-2027, $ bn
Table 22. France Augmented Reality and Virtual Reality Market by Technology, 2017-2027, $ bn
Table 23. France Augmented Reality and Virtual Reality Market by Component, 2017-2027, $ bn
Table 24. France Augmented Reality and Virtual Reality Market by Industry Vertical, 2017-2027, $ bn
Table 25. Germany Augmented Reality and Virtual Reality Market by Technology, 2017-2027, $ bn
Table 26. Germany Augmented Reality and Virtual Reality Market by Component, 2017-2027, $ bn
Table 27. Germany Augmented Reality and Virtual Reality Market by Industry Vertical, 2017-2027, $ bn
Table 28. Spain Augmented Reality and Virtual Reality Market by Technology, 2017-2027, $ bn
Table 29. Spain Augmented Reality and Virtual Reality Market by Component, 2017-2027, $ bn
Table 30. Spain Augmented Reality and Virtual Reality Market by Industry Vertical, 2017-2027, $ bn
Table 31. Italy Augmented Reality and Virtual Reality Market by Technology, 2017-2027, $ bn
Table 32. Italy Augmented Reality and Virtual Reality Market by Component, 2017-2027, $ bn
Table 33. Italy Augmented Reality and Virtual Reality Market by Industry Vertical, 2017-2027, $ bn
Table 34. Russia Augmented Reality and Virtual Reality Market by Technology, 2017-2027, $ bn
Table 35. Russia Augmented Reality and Virtual Reality Market by Component, 2017-2027, $ bn
Table 36. Russia Augmented Reality and Virtual Reality Market by Industry Vertical, 2017-2027, $ bn
Table 37. DAQR: Company Snapshot
Table 38. DAQR: Business Segmentation
Table 39. DAQR: Product Portfolio
Table 40. DAQR: Revenue, 2017-2018, $ bn
Table 41. DAQR: Recent Developments
Table 42. Risk Evaluation for Investing in Europe Market, 2020-2027
Table 43. Critical Success Factors and Key Takeaways List of Figures
Figure 1. Research Method Flow Chart
Figure 2. Breakdown of Primary Research
Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 4. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2020-2027
Figure 5. Europe Augmented Reality and Virtual Reality Market by Revenue, 2017-2027, $ bn
Figure 6. Impact of COVID-19 on Business
Figure 7. Primary Drivers and Impact Factors of Europe Augmented Reality and Virtual Reality Market
Figure 8. Primary Restraints and Impact Factors of Europe Augmented Reality and Virtual Reality Market
Figure 9. Porter’s Fiver Forces Analysis of Europe Augmented Reality and Virtual Reality Market
Figure 10. Breakdown of Europe Augmented Reality and Virtual Reality Market by Technology, 2020-2027, % of Revenue
Figure 11. Contribution to Europe 2021-2027 Cumulative Revenue by Technology, Value ($ bn) and Share (%)
Figure 12. Europe Augmented Reality (AR) Market, 2017-2027, $ bn
Figure 13. Europe Virtual Reality (VR) Market, 2017-2027, $ bn
Figure 14. Breakdown of Europe Augmented Reality and Virtual Reality Market by Component, 2020-2027, % of Revenue
Figure 15. Contribution to Europe 2021-2027 Cumulative Revenue by Component, Value ($ bn) and Share (%)
Figure 16. Europe AR and VR Hardware Market, 2017-2027, $ bn
Figure 17. Europe AR and VR Software Market, 2017-2027, $ bn
Figure 18. Breakdown of Europe Augmented Reality and Virtual Reality Market by Device Type, 2020-2027, % of Revenue
Figure 19. Contribution to Europe 2021-2027 Cumulative Revenue by Device Type, Value ($ bn) and Share (%)
Figure 20. Europe AR Devices Market, 2017-2027, $ bn
Figure 21. Europe VR Devices Market, 2017-2027, $ bn
Figure 22. Breakdown of Europe Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2027, % of Revenue
Figure 23. Contribution to Europe 2021-2027 Cumulative Revenue by Industry Vertical, Value ($ bn) and Share (%)
Figure 24. Europe Augmented Reality and Virtual Reality Market for Gaming, 2017-2027, $ bn
Figure 25. Europe Augmented Reality and Virtual Reality Market for Entertainment & Media, 2017-2027, $ bn
Figure 26. Europe Augmented Reality and Virtual Reality Market for Aerospace & Defense, 2017-2027, $ bn
Figure 27. Europe Augmented Reality and Virtual Reality Market for Healthcare, 2017-2027, $ bn
Figure 28. Europe Augmented Reality and Virtual Reality Market for Education, 2017-2027, $ bn
Figure 29. Europe Augmented Reality and Virtual Reality Market for Manufacturing, 2017-2027, $ bn
Figure 30. Europe Augmented Reality and Virtual Reality Market for Retail, 2017-2027, $ bn
Figure 31. Europe Augmented Reality and Virtual Reality Market for Other Sectors, 2017-2027, $ bn
Figure 32. Breakdown of Europe Augmented Reality and Virtual Reality Market by End-user, 2020-2027, % of Revenue
Figure 33. Contribution to Europe 2021-2027 Cumulative Revenue by End-user, Value ($ bn) and Share (%)
Figure 34. Europe Consumer AR and VR Market, 2017-2027, $ bn
Figure 35. Europe Enterprise AR and VR Market, 2017-2027, $ bn
Figure 36. Breakdown of European Augmented Reality and Virtual Reality Market by Country, 2020 and 2027, % of Revenue
Figure 37. Contribution to Europe 2021-2027 Cumulative Revenue by Country, Value ($ bn) and Share (%)
Figure 38. Augmented Reality and Virtual Reality Market in UK by Revenue, 2017-2027, $ bn
Figure 39. Augmented Reality and Virtual Reality Market in France by Revenue, 2017-2027, $ bn
Figure 40. Augmented Reality and Virtual Reality Market in Germany by Revenue, 2017-2027, $ bn
Figure 41. Augmented Reality and Virtual Reality Market in Spain by Revenue, 2017-2027, $ bn
Figure 42. Augmented Reality and Virtual Reality Market in Italy by Revenue, 2017-2027, $ bn
Figure 43. Augmented Reality and Virtual Reality Market in Russia by Revenue, 2017-2027, $ bn
Figure 44. Augmented Reality and Virtual Reality Market in Rest of Europe by Revenue, 2017-2027, $ bn
Figure 45. Growth Stage of Europe Augmented Reality and Virtual Reality Industry over the Forecast Period

Companies Mentioned

A selection of companies mentioned in this report includes:

  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • Samsung
  • Seiko Epson
  • Sony
  • Vuzix Corporation

Methodology

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