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Augmented Reality and Virtual Reality Market, By Type (Augmented Reality,Virtual Reality), Content (Google Earth VR,Kingspray Graffiti VR, Google Cardboard,Samsung Gear VR), Devices and Equipment and Geography - Global Forecast to 2026

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    Report

  • 200 Pages
  • November 2020
  • Region: Global
  • MarketDigits
  • ID: 5240216
New and emerging technologies, such as virtual reality (VR), augmented reality (AR) have been creating a buzzword since quite a few years now. They made their way into mainstream conversations, so much so, that keeping up with these terms can seem daunting at times. Although these technologies came from different places and they have different functions, they can still make use of some similar technologies. The present-day technology has come a long way from thin cardboard discs to today’s VR and AR. In fact, AR and VR are increasingly gaining popularity with each passing day, thanks to the heavy investments from giants, such as Facebook, Google, Samsung, and many others.

The Global Augmented Reality and Virtual Reality Market research report provides an in-depth overview of the industry including market segmentation by type, by new content, by devices and equipments and by country. Analysis of the global market with special focus on high growth application in each vertical and fast-growing application market segments. It includes detailed competitive landscape with identification of the key players with respect to each type of market, in-depth market share analysis with individual revenue, market shares, and top players rankings. Impact analysis of the market dynamics with factors currently driving and restraining the growth of the market, along with their impact in the short, medium, and long-term landscapes. Competitive intelligence from the company profiles, key player strategies, game-changing developments such as product launches and acquisitions.

The objective of this study is to identify the market opportunities and estimate market size by segments and countries for last few years and to forecast the values to the next five years. The report incorporates both the qualitative and quantitative aspects of the industry with respect to each of the regions and countries involved in the study. The report also covers qualitative analysis on the market, by incorporating complete pricing and cost analysis of components & products, Porter’s analysis and PEST (Political, Economic, Social & Technological factor) analysis of the market. On the basis of geography, report is segmented into six countries including US, UK, China, Japan, Vietnam & Thailand.

Market Analysis and Insights: Augmented Reality and Virtual Reality Market Analysis & Insights

The Augmented Reality and Virtual Reality Market size is projected to reach USD 188 Bn by 2027, from USD 15.3 Bn in 2020 growing at a CAGR of 43.1% during 2021-2027.

Augmented Reality and Virtual Reality Market Scope and Market Size

Augmented Reality and Virtual Reality market is segmented by new content, by type, by devices and equipments and by geography. Players, stakeholders, and other participants in the global Augmented Reality and Virtual Reality market will be able to gain a strong position as this report will surely benefit their marketing strategies. The market analysis focuses on revenue and forecast by content, by type, by devices and equipments and by geography in terms of revenue and forecast for the period 2015-2026.

The research covers the current and historic Augmented Reality and Virtual Reality market and its growth trends:

Report further studies the market development status and future and Augmented Reality and Virtual Reality market trend across the world. Also, it splits Augmented Reality and Virtual Reality Market Segmentation by Type and by New Content, to deep dive research and reveal market profile and prospects.

Reason to purchase this Augmented Reality and Virtual Reality market Report:

  • Determine prospective investment areas based on a detailed trend analysis of the global Augmented Reality and Virtual Reality market over the next years.
  • Gain an in-depth understanding of the underlying factors driving demand for different and Augmented Reality and Virtual Reality market segments in the top spending countries across the world and identify the opportunities offered by each of them.
  • Strengthen your understanding of the market in terms of demand drivers, industry trends, and the latest technological developments, among others.
  • Identify the major channels that are driving the global Augmented Reality and Virtual Reality market, providing a clear picture of future opportunities that can be tapped, resulting in revenue expansion.
  • Channelize resources by focusing on the ongoing programs that are being undertaken by the different countries within the global Augmented Reality and Virtual Reality market.
  • Make correct business decisions based on a thorough analysis of the total competitive landscape of the sector with detailed profiles of the top Augmented Reality and Virtual Reality market providers around the world which include information about their products, alliances, recent contract wins and financial analysis wherever available.


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Table of Contents

1. EXECUTIVE SUMMARY
2. Introduction
2.1. Key Takeaways
2.2. Report Description
2.3. Market Scope & Definition
2.4. Stakeholders
2.5. Research Methodology
2.5.1. Market size
2.5.2. Key data points from primary sources
2.5.3. Key data points from secondary sources
2.5.4. List of primary sources
2.5.5. List of secondary sources
3. BASIC RESEARCH CONTENTS
3.1 BASIC CONCEPTS OF NEW CONTENTS (VR, AR, MR, AI)
3.1.1 CONCEPT OF NEW CONTENTS
3.1.1.1 Virtual Reality
3.1.1.2 Augmented Reality
3.1.2 HISTORY AND RECENT TREND OF NEW CONTENTS
3.1.2.1 Virtual Reality
3.1.2.2 Augmented Reality
3.1.3.1 South Korea
3.1.3.1.1 Virtual Reality
3.1.3.1.2 Augmented Reality
3.1.3.2 USA
3.1.3.2.1 Virtual Reality
3.1.3.2.2 Augmented Reality
3.1.3.3 China
3.1.3.3.1 Virtual Reality
3.1.3.3.2 Augmented Reality
3.1.3.4 Japan
3.1.3.4.1 Virtual Reality
3.1.3.4.2 Augmented Reality
3.1.3.5 England
3.1.3.5.1 Virtual Reality
3.1.3.5.2 Augmented Reality
3.1.3.6 Vietnam
3.1.3.6.1 Virtual Reality
3.1.3.6.2 Augmented Reality
3.1.4 GLOBAL MARKET TRENDS
3.1.4.1 Virtual Reality
3.1.4.2 Augmented Reality
4 STATUS OF NEW CONTENTS INDUSTRY (VR, AR, MR)
4.1 MARKET SIZE OF NEW CONTENTS MARKET, USD (2018-2020) (VR & AR)
4.1.1 COUNTRY WISE MARKET SIZE
4.1.1.1 Virtual Reality Market Size, by Country, 2016-2020 (USD Million)
4.1.1.2 Augmented Reality Market Size, by Country, 2016-2020 (USD Million)
4.1.2 GLOBAL MARKET SIZE
4.1.2.1 Global VR & AR Market Size, by Type, 2016-2020 (USD Million)
4.2 STATUS OF NEW CONTENTS RELATED ORGANIZATIONS AND INSTITUTIONS
4.2.1 LIST OF NEW CONTENTS ORGANIZATIONS AND INSTITUTIONS (BY EACH COUNTRY)
4.2.1.1 United States
4.2.1.1.1 Iowa State University
4.2.1.1.2 University Of Advancing Technology
4.2.1.1.3 VR/AR Association
4.2.1.1.4 University of Nebraska Medical Center
4.2.1.1.5 University of Southern California
4.2.1.1.6 University of Minnesota
4.2.1.1.7 University of North Carolina
4.2.1.1.8 XR Association
4.2.1.1.9 Harvard University
4.2.1.2 China
4.2.1.2.1 Peking University
4.2.1.2.2 Tsinghua University
4.2.1.2.3 Shanghai Jiao Tong University
4.2.1.2.4 Zhejiang University
4.2.1.2.5 Wuhan University
4.2.1.3 Japan
4.2.1.3.1 Keio University
4.2.1.3.2 University Of Tokyo
4.2.1.3.3 Osaka University
4.2.1.3.4 Laboratory for Image and Media Understanding (LIMU)
4.2.1.3.5 Ritsumeikan University
4.2.1.3.6 Anime News Network
4.2.1.3.7 University of Tsukub
4.2.1.3.8 Toyohashi University of Technology
4.2.1.4 England
4.2.1.4.1 Oxford University
4.2.1.4.2 Staffordshire University
4.2.1.4.3 University Arts London
4.2.1.4.4 UWE Bristol
4.2.1.4.5 University of Portsmouth
4.2.1.4.6 University of Cambridge
4.2.1.4.7 Cardiff University
4.2.1.4.8 University of East Anglia Spanning
4.2.1.5 Thailand
4.2.1.5.1 Chulalongkorn University
4.2.1.5.2 Kasetsart University
4.2.1.5.3 Mahidol University
4.2.1.5.4 Naresuan University
4.2.1.6 South Korea
4.2.1.6.1 Korea VR, AR Industry Association (KoVRA)
4.2.1.6.2 Korea Advanced Institute Of Science & Technology (KAIST)
4.2.1.6.3 Virtual Reality Laboratory in Pohang University of Science & Technology
4.2.1.6.4 Computer Graphics Laboratory in Choongang University
4.2.1.6.5 Electronics and Telecommunications Research institute (ETRI)
4.2.1.6.6 Yonsei University
4.2.1.6.7 Kyung Hee University
4.2.1.6.8 Computer Animation and VR Laboratory in Seoul National University
4.2.1.6.9 Hanyang University
4.2.2 TOP 5 GLOBAL NEW CONTENTS ORGANIZATIONS AND INSTITUTIONS
4.2.2.1 UCSIM- CENTER FOR SIMULATIONS & VIRTUAL ENVIRONMENTS RESEARCH
4.2.2.1.1 Overview
4.2.2.1.2 Major Activities in recent 2 years
4.2.2.1.3 Future Plans
4.2.2.2 Stanford University
4.2.2.2.1 Overview
4.2.2.2.2 Major Activities in recent 2 years
4.2.2.2.3 Future Plans
4.2.2.3 Iowa State University
4.2.2.3.1 Overview
4.2.2.3.2 Major Activities in recent 2 years
4.2.2.4 Nearpod
4.2.2.4.1 Overview
4.2.2.4.2 Major Activities in recent 2 years
4.2.2.5 Allen Institute for Artificial Intelligence
4.2.2.5.1 Overview
4.2.2.5.2 Major Activities in recent 2 years
4.2.2.5.3 Future Plan
4.2.2.6 Association for the Advancement of Artificial Intelligence (Organization)
4.2.2.6.1 Overview
4.2.2.6.2 Major Activities in recent 2 years
4.2.2.6.3 Future Plan
4.3 RESEARCH ON STATUS OF NEW CONTENTS DEVICES & EQUIPMENT
4.3.1 LIST OF NEW CONTENTS DEVICES & EQUIPMENT (GLOBAL MARKET)
4.3.1.1 Virtual Reality Device
4.3.1.2 Virtual Reality Equipment
4.3.1.3 Augmented Reality
4.3.1.4 Augmented Reality Device and Equipment
4.3.2 SUMMARY OF TOP 5 NEW CONTENTS DEVICES & EQUIPMENT BY VR, AR, & MR
4.3.2.1 Virtual Reality
4.3.2.2 Augmented Reality
4.3.3 SALES FIGURES OF NEW CONTENTS DEVICES AND EQUIPMENT BY EACH COUNTRY 2016 & 2017(USD)
4.3.3.1 Virtual Reality Sales figures by each country 2016 & 2017(USD)
4.3.3.2 Augmented Reality Sales figures by each country 2016 & 2017(USD)
4.3.4 NUMBER OF NEW CONTENTS DEVICES AND EQUIPMENT SOLD BY EACH COUNTRY 2016 & 2017(NO. OF UNITS SHIPPED)
4.3.4.1 Virtual Reality New Contents Devices and Equipment Sold by Each Country, 2016 & 2017(No. Of Units Shipped)
4.3.4.2 Augmented Reality New Contents Devices and Equipment Sold by Each Country, 2016 & 2017(No. Of Units Shipped)
4.3.5 GLOBAL SALES FIGURES OF NEW CONTENTS DEVICES AND EQUIPMENT, 2016 & 2017(USD MILLION)
4.3.5.1 Global Sales figures of New Contents Devices and Equipment, 2016 & 2017(USD Million)
4.3.5.2 Global Number of New Contents Devices and Equipment Sold, 2016 & 2017(No. of Units Shipped)
4.4 CONTENTS STATUS BY EACH NEW CONTENT
4.4.1 MARKET SIZE BY EACH NEW CONTENT, BY EACH COUNTRY, 2016 &2017
4.4.1.1 Virtual Reality Market Size, by Country, 2016-2020 (USD Million)
4.4.1.2 Augmented Reality Market Size, by Country, 2016-2020 (USD Million)
4.4.2 OVERVIEW OF TOP 10 CONTENTS BY EACH NEW CONTENT
4.4.2.1 Virtual Reality
4.4.2.1.1 USA
4.4.2.1.1.1 Colosse
4.4.2.1.1.2 Google Earth VR
4.4.2.1.1.3 Kingspray Graffiti VR
4.4.2.1.1.4 Cean Rift
4.4.2.1.1.5 Virtual Desktop Platform
4.4.2.1.2 England
4.4.2.1.2.1 Adobe Captivate
4.4.2.1.2.2 Google Cardboard
4.4.2.1.2.3 Google Daydream
4.4.2.1.2.4 Samsung Gear VR
4.4.2.1.3 China
4.4.2.1.3.1 Relax VR
4.4.2.1.3.2 Virtual reality xtrematic+9 d
4.4.2.1.4 Japan
4.4.2.1.4.1 VR Zone Shinjuku
4.4.2.1.4.2 ZERO LATENCY VR
4.4.2.1.4.3 VR PARK TOKYO
4.4.2.1.5 Korea
4.4.2.1.5.1 SOL VR360 SDK
4.4.2.1.5.2 Sol Loudness SDK
4.4.2.1.5.3 Polariant’s POL
4.4.2.2 Augmented reality
4.4.2.2.1 USA
4.4.2.2.1.1 LiveTour
4.4.2.2.1.2 HoloBuilder
4.4.2.2.1.3 HP Reveal
4.4.2.2.1.4 ARToolKit
4.4.2.2.2 England
4.4.2.2.2.1 Sephora Virtual Artist and Rolex
4.4.2.2.2.2 AccuVein
4.4.2.2.2.3 Ikea Place app
4.4.2.2.3 China
4.4.2.2.3.1 Ingress
4.4.2.2.3.2 Genesis Augmented Reality
4.4.2.2.3.3 Quiver
4.4.2.2.4 Japan
4.4.2.2.4.1 Broadcast AR
4.4.2.2.4.2 Mobile AR
4.4.2.2.4.3 Hero Mirror
4.4.2.2.5 Korea
4.4.2.2.5.1 Creator AVR
4.4.2.2.5.2 AR Assist
4.4.2.3.1 USA
4.4.2.3.1.1 Steam VR
4.4.2.3.1.2 Halo Recruit
4.4.2.3.1.3 Amaze 3D Videos
4.4.2.3.1.4 Space Pirate Trainer
4.4.2.3.2 England
4.4.2.3.2.1 Tubecast VR
4.4.2.3.2.2 Arizona Sunshine
4.4.2.3.2.3 Space Pirate Trainer
4.4.2.3.3 Japan
4.4.2.3.3.1 Remote Attendance
4.4.2.3.3.2 Remote Interaction
4.4.2.3.3.3 Fooling Taste Buds
4.4.2.3.3.4 Photo Ops
4.4.2.3.4 China
4.4.2.3.4.1 VeeR
4.4.2.3.4.2 Augmented Reality in 3D
4.4.2.3.4.3 Sun-Seeker
4.4.3 TOP 10 USER PREFERRED CONTENTS AND REASONS BY EACH NEW CONTENT
4.4.3.1 Virtual Reality
4.4.3.1.1 USA
4.4.3.1.1.1 LLUMETTE
4.4.3.1.1.2 COLOSSE
4.4.3.1.1.3 GOOGLE EARTH VR
4.4.3.1.1.4 KINGSPRAY GRAFFITI VR
4.4.3.1.1.5 LITTLSTAR
4.4.3.1.1.6 Cean Rift
4.4.3.1.2 England
4.4.3.1.2.1 Adobe Captivate
4.4.3.1.2.2 HoloMe Creative
4.4.3.1.2.3 Google Cardboard
4.4.3.1.2.4 Google Daydream
4.4.3.1.2.5 Samsung Gear VR
4.4.3.1.2.6 HoloMe
4.4.3.1.3 China
4.4.3.1.3.1 Relax VR
4.4.3.1.3.2 Virtual reality xtrematic+9 d
4.4.3.1.3.3 Wireless speakers

Companies Mentioned

  • Google
  • Sony
  • Apple
  • Samsung Electronics
  • Microsoft
  • HTC
  • Oculus
  • PTC
  • Seiko Epson
  • Lenovo
  • Wikitude
  • Magic Leap
  • Blippar
  • Upskill
  • MAXST